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Flamedancers, ice demons, occultists as support.
Heroes – Drakarot (+10 dmg to all!), Gul’ras and probably Brakarash or Dark focus (R5 BWT hero).
Generic artifacts from story, optional: some hellfire sparks (+3 fire dmg).
Mass +3 air damage instruments.
2-3 Ancestor’s armors.
(optional) 300-600 BWT
110 R3 boss tokens
~450 yellow R4 tokens (you’ll get plenty if you’ll try to farm ice daggers for infantry).
Few weeks of ice demons farm (you’ll get some R5 tokens in the process though)
100+ yellow R2 tokens (you’ll most likely have plenty of leftovers in R2)
Army strength: ~10k
Mission requirements: 5.3 completed
Strength: Different damage types, only spellcasters in build (many procs are ignored), splash damage from fire rain and hailstorm.
Weaknesses: Fear (as most of the spellcasters builds :/ ), water damage to elites, mass weakness/damage prevention.
To get rid of some of these you can use one bombrunner to disable one-two enemy units/give 10 water damage resistance to your army.
Goblin bleed-barrage, PvE build.
Heroes: upgraded Londo, upgraded Gromsh and either Nybbas with his signature items for big nuke or Gul’ras for occasional hailstorms and even more VP increase.
Elites: twilight spiderriders (+possible bombrunners, they are too imba not to use \>\_\< ).
Cores: goblin conspirers.
Reserves: orc waylayers.
Main idea: bleed proc does huge 27×3 melee dmg, spider bite does 35×3 life damage which compensates normally low damage of goblin/orc builds.
Items: mass R1 swords, mass R4 armors, fill other items as you like.
Can get you through 5.3 easily, dunno about later.
Strong against: Fears (2 unbreakable heroes, 1 “rally” active), spellcasters (damage protection, spellcasters don’t have a lot of melee defence)
Weak against: Flying and armored dudes.