


In short, I've been playing various builds, and so far the one that stands out the most is focusing my resources on ranged DPS to achieve the best results. I might restart it and try throwing in clerics to give the frontline more durability, but I think the real issue is that I'm not able to burst things down as quickly from a distance.

it's not actually working very well compared to my first Hard run so far. I'm using a Maceman/Invigorator/Granny/Shield Bandit combo for the most part because all those units (except the invigorator) have knockdowns attached to their abilities, which means that theoretically the enemy has little uptime on their actions. HARD 3 - My current and unfinished run, I thought I'd try to be a clever player and stack a bunch of knockdown units. I specifically encountered issues with a couple of the later tournaments and with the Ancient Doors in both cases, my problems could best be described as "I REALLY wish I had more immediate burst damage." but it didn't work as well as my DPS run. I also wanted to play with curses because it was my first time using the Necromancer. I went for a Warlock/Cleric/Summoner/Dark Knight/Afflictor run because I wanted to see tons of summons flood the board and I wanted to make sure those summons survived. HARD 2 - With more experience under my belt, I decided to try something different. I did make sure to bring a Brigand along for when I wanted to murder bosses, which was absolutely the right choice. It took very little thought, and so long as I dropped a tank with a duration-based shield in front during those "many v 1" or "few v 1" matches, I had zero problems whatsoever. I occasionally had to drop Guards from the Baroness down as tanks, and I think having a single Rhino that run might have helped, but overall all I had to do was set priority targets using my archers and let the mages AoE blast things into oblivion. While I had an initially bumpy road, this run quickly hit critical mass due to the sheer firepower Archers and Pyromancers present. HARD 1 - I then ran a start focusing on Archers and Pyromancers. It was a pretty middle-of-the-road playthrough, I'd say. Mostly I focused on deathballing, but I had some ranged units supporting the flanks, healers in the back, that sort of that. I played a pretty balanced setup despite starting with a tanky composition. I didn't know what I was doing fully since it was my first run, but I think it was a competent run nevertheless. NORMAL - A tanky build where I started with a Cleric/Rhino/Totem frontline and built off of that, adding the other healers later on to support as well. The reason I say this is because of the runs I've done so far I've used.

However, I have come to the conclusion that the best strategy by far is simply to have as many high power, high damage units in your retinue as you can with a couple healers or tanks to absorb suffering. I finished 1 normal run and 2 hard runs, and I'm starting on a 3rd hard run. Firstly, I want to say the game has been incredibly fun so far.
