Yet you did it wrong these are the correct shield stats
Itâs been mentioned âmostlyâ. So nothing done wrong.
Would the 2% mana node ever come in handy?
Honestly it depends on your troops and the team that you pair him with. I actually opted to not take the mana node on mine, and in hindsight, I regret it and will at some point (when I remember) reset it to the other side.
At the end of the day, itâs not that much defence, and the primary focus should be getting the fiends on at least once. Plus, a little extra health also contributes to the defensive factors too.
Just my thoughts!
On offense the 2% mana node can help you reach the required 12% to get him charge in 9 tiles.
On defense the extra 2% are much more useful. Average heroes charge in 11.53 turns on defense, so their major braking points are 5%, 16% and 29%, and with tiles and combos there are many more breaking points to charge in less turns.
Hold on their partner.
Although offensive breakpoints are easy to determine, defensive is not at all the same beast.
Right, it takes quite some effort to do.
There are already threads that started investigations on the mana gain for the defense:
According to SG:
However, do note that the Mana needed for each mana speed is not the same for offensive and defensive heroes in raids.
Current theory is:
combo 1 tile (1c1) is 66.66% of a tile in offense, and End of Turn (EOT) bonus is 1.30 of a 1c1.
[âŚ]
Mana gained from hits depends on current number of combo. Combo 2 hit gives 90% of Combo 1 hit, and Combo 3 hit gives 90% of Combo 2 hit, and so on.
I continued from there and did my own analysis, results shown here:
Iâm taking sword as well because you want to do enough damage with the first hit + the scarab damage that you can finish 3 off. You already need 9 tiles to fire, then you need to wait 3 more turns for the scarab damageâŚhow often would you need to / be able to cast a second time and then wait 3 more turns?
Has anyone double limit broken Khepri and really appreciated it? He does well in wars with most conditionsâŚ
I have and I LOVE him as I did before.
His double limit special talent (immunity to fiends) is not a game changer in all instances (but it is when you face fiend summoners) but still I love the way his stats gave him even greater survivability and power. He is my all time favourite tank and I donât regret it at all! Now I m about to double limit break C. Tyr!
Whatâs he like today?
I pulled him from the elemental summon, just by reading his card he seems decent, potentially really good?
275% damage to 3 + 60% chance of it being 345% on average is still good if it gets that +70%
Fiends to 3 and then 600 damage dealt after 3 turns if theyâre still there, now hereâs the big questionâŚ
It says it summons a fiend to target and nearby, and that the fiend does 600 damage to the target and 300 to nearby, does that mean if you target the tank it will affect the whole team as tank and flank get 600 and wings 300, or does it mean the tank gets the full 600 and flanks 300?
He is still decent depending how you use him. On defense he can catch you off guard. On offense I find him kinda weak, most of the time the opponent hero dies before the fiends explode, might change as more LB2 and higher HP from hero making them last longer. But when it does explode, it is beautiful. I actually find him low key good in event if you are not chasing max score. Put 3 fiends on boss and watch in 3 turns they all explode is lovely.
For how the dmg works you can find much more details in post above, some even have a graph, itâs hard to show in a forum post.
Basically, in a normal formation, if you put it on tank and 2 flanks, when it explode, tank takes 600+300(from left flank)+300(from right flank), so total 1200 potential max on tank. Flank potentially takes 600+300(from tank), and lastly wings takes 300. But in reality is not often you get that, they mostly die before it happens, it happens more in event bosses. Thatâs why I said in above, in offense he is not that great.
If they make it the fiend explode when the hero dies and nearby still take minor dmg, like Christmas gifts bombs and the rocket dog fiends from mighty pet, then Khepri fiend will be more versatile.
Well, surely if theyâre dead thatâs a good thing?
Heâs there as an extra layer of protection to make sure they die in my eyes, for e.g. Iâd have 3 ânuke themâ layers on attack, Quintin, Carmenta, Khepri - they most certainly have to die after all 3 are popped off, obviously these are target 3 heroes (Quintin with Carmenta).
As long as Khepri is specced for defense and HP (as the scarab fiend damage is flat, it doesnât benefit from attack nodes, and the damage is good so you want to make sure heâs alive to deliver it) and even if you were to add another fiend summoner in to protect his fiends, I donât see any way out of that.
The issue is now, itâs between him and Lu Bu first, I only have 6 tabards left as I just ascended Hel + Costume.
Well you will have to test it out yourself to see, diff ppl have diff setup. For me, the issue is, his hit together with my other hitter doesnât kill, and leave the opponent barely alive, so to kill it, I need my off color attack or a few tiles, which usually happens before the bugs explode. Idk if you get the picture, it leaves me in between in the middle. So yes, itâs good opponent usually dies before bugs explode but no it doesnât make things âflow/smoothâ in a sense. But maybe in other setup he will be better.
I actually started using him as off color attacker which seems to work better than stacking for me, cause if he is the off color and only attacker, the opponent will surely not die too soon and the bugs usually explode and because the effect is good dmg, just him as single off color attk isnât too bad either.
If they die before the bugs go off itâs a bonus, I would never expect just his hit to 3 to kill anyone, just wound them no more than 50% (probably more like 35%) of their health if he gets the +70% and then his fiends will surely kill them if no one else on my team does, things donât need to âflowâ people just need to die.
You clearly didnât get what I meant, I didnât expect him alone to kill. But itâs ok, enjoy.
I get what you meant, and youâre right - itâs roster dependent, however, I can pair him with another fiend summoner, e.g. Fortuna, even though she needs a buff and her fiends are weak, and they just protect his fiends enough from most healers, I then dedicate 1 slot to my healer, and then I can bring in either Carmenta and Quintin or Hel costume and Aradia, etc - if they donât have fiend protection or status ailment protection theyâre in for a bad time as long as I donât get a crap board, which is likely lol.
I will say too, that him, Carmenta, and Quintin is overkill for any map stages and I already love the thought of it.
I have him since the day he first got outâŚhe is really underestimatedâŚfor me up to this day he is still one of the best Tanks ever both in offense and defenseâŚafter him I got Sneferu and Luna and whenever I put them as Tank instead of Khepri I lose way more timesâŚ
I ve LB him twice and he is totally worth it! give him the mana talent and with a 17lv mana troop he is almost Fast and he can annihilate a team almost on his own. i ve also went mostly attack on him and his hit is pretty strong (500+) even before the bombings
About your question - yes if you hit the Tank the scarab explosions will hit the whole team with a steady amount: Wings: 300 each, Flanks: 900 each, Tank: 1200.
Thanks, I think I may go for him first instead of Lu Bu then.
be aware, that the scarabs always explode left to right, and if a hero with a scarab gets defeated by a neighbors exploding scarab, their own scarab will not explode. Of course a defeated hero is always nice, but it can limit your damage on the rightmost targets.