This thread is for discussing strategy related to Rust, as well as your thoughts on Rust.
Rust
Rarity
Element
Class
Mana Speed
Legendary
Fire/Red
Paladin
S Slow
Level
Attack
Defense
Health
4/80
1083
1108
2049
4/85
1167
1194
2208
4/90
1336
1366
2527
Origin
Family
Harvest Festival Summon
Fox
Image
Aether Power
Description
Defense Up
At the start of each battle, this Hero gets +20% defense for 6 turns. In battles with multiple waves, the effect is refreshed at the beginning of each wave.
Ability: Decreased Healing All enemies get -50% healing.
Special Skill: Cover Slam
Deals 535% damage to the target and nearby enemies.
The target receives lasting 210 Bleed damage per turn. (This effect lasts until it is cleansed or removed.
Gives cover to any ally with the lowest Health for 5 turns. This effect canât be dispelled. (While in Cover, the ally takes no damage from Special attacks or normal attacks. The covering character takes 50% of the damage dealt to the ally.)
The caster regenerates 1750 HP over 5 turns.
All-in-one still under construction. Card image to be added when available.
This thread is for thoughts and discussion on Rust.
Based on preferences Forum members have expressed, please try to stick mainly to Rust and not wander off topic too much to other heroes.
Some Popular Questions for Discussion
Is Rust worth summoning for?
Would you use Rust on Defense? Offense? War? Quests/Events? Titans?
Which heroes on your Roster best pair with Rust ?
What heroes would you take when facing Rust as an opponent?
Would you give Rust Paladin Emblems? Which Talent Grid path will you choose?
What do you think of special?
What do you think of Rustâs character design?
If you Summoned Rust and would like to post your results, please include some thoughts on why you Summoned Rust, and whether/how you plan to make use of them.*
*NOTE: Summon Results posted without any commentary/feedback at all should be flagged as Off Topic and removed, based on preferences expressed by the Forum community. Please include some comments about what you think of Rust when posting Summon Results. In addition to opinions about Rust, you are also encouraged to include how many Summons it took before receiving Rust (or how many Summons youâve done without receiving Rust), so other players are presented with realistic experiences of the rarity of Legendary Event Hero.
Avoiding Overspending & Heartache
More Insights & Reading
I highly recommend reading these three threads for more information and context on summoning odds:
If youâve read them a million times before, you may consider reading them again before deciding on your budget for summoning. A little time spent deciding on how much money you want to risk on summoning goes a long way to avoiding disappointment, frustration, and regret later.
Wondering About Your Personal Situation?
Feel free to discuss your team and roster here, and ask for advice from other Forum members.
If youâd like more extensive advice on sorting out your particular roster, I recommend creating a new thread in Gameplay Help & Tactics, and posting screenshots of your hero roster, along with your questions.
The âfamily bonusâ and the âpassiveâ are better than many entire heroes, with a âsteal LB2 effects from the start of battleâ (sure, the minion is tiny, but with a 160% dodge chance, who cares) and permanent heal nerf to all enemies as long as the hero is alive
what
oh, yeah, and thereâs the actual Special, which very certainly seems anything but weakened to account for the sidecard powers.
Iâm VERY afraid of status effects without expiration. You could say we saw this when they released goblins. But goblins are affecting base stats, and these are status aliments. And this is where the problem is - it forces you to go with heroes with specific skill - ones that can clean status aliments. So far we were not forced to pick any specific special. Enemies have buffs? We could take dispeller or just wait. Enemies have debuffs? We could take cleanser or wait. But now they are releasing status effects where we canât simply survive, because there are there and they wonât go off.
So far itâs protection and DOT. But I know this game and once it started it wonât stop. We will soon see permament taunt, permament riposte, permament defence up.
And once we will hit permament protection from dispelling/cleansing itâs where the game is over.
Itâs very dangerous path we just entered. Even more dangerous than goblinsâ stats changing and heroes with OP specials.
Thatâs for sure dangerous terrain for both players and for developers.
They are pushing so much on âextraâ effects that the average player must feel unsure of what they should chase.
A hero with dispellable buffs/aliments? Whatâs the point?
A hero that donât have Growth/Wither? Whatâs the point? (Goblins)
Heroes that donât have extra damage and bulk due to Mega Minions or undispellable minions? Whatâs the point?
A hero that donât steal/clear Growth/Wither? Whatâs the point? (Fungi and Garrison)
A hero that canât resist mana effects? Whatâs the point? (Toons)
Extra stats, extra health, extra attacks with only few direct counters, if any, while the ramping up stats are naturally filtering older, valid alternatives, and turning it into paper rock scissors lizard spock v1.0, that wonât still hold a candle to paper rock scissors lizard spock v2.0
This leads to summon paralysis, less investment into the game and less cash flow.
I hope the ones that calls the shots will recognize that while itâs their merit when things are going well itâs still their fault when things ainât.