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Writer's pictureGrumpysarn

Grumpy's Guide To Lorsann



Overview

In this series, I am going to give you a quick breakdown of each champion. This is geared mostly towards people who have not played with this champion much, so it’s not an in depth tactical treatise. This is more of a quick breakdown and assessment of the champion.


I will grade each champion’s offense, defense, support, mobility, and control. I’ll explain each grade and then give you a quick vision of a dream activation for that champion.


In a separate series, I've written about how champions match up with each other. Here are the matchup evaluations for Guardians, Maelstroms, Slayers, and Shapers.


Here is the grading scale for each category:

Awful

Bad

Average

Good

Outstanding


Here are Lorsann's cards:





Offense - Good


It’s good, but it’s not what you want from a slayer. The best thing you can say about Lorsann's offense is that it all has range 3. That's a big deal, especially for such a fragile crew.


Snipe is accuracy 8, which is the highest native accuracy in the game for a non-ultimate, but only 4 damage dice is a disappointment. The ideal target is someone like Sneaky Peet, but it's still only going to average 2.04 wounds per attack. Magic Arrow is simply not a good skill. Three accuracy dice really limits your targets. Most targets with a low enough dodge to be it by this will have a high enough armor to soak two 5 dice damage rolls.


Lorsann's strongest offense comes from her autowounds. At range 3, Piercing Shot and Deathblow can very reliably finish off a wounded champion or pick off a small follower. Deathblow in particular can really pressure champion with good defensive stats and low health pools like Titus, Jeen, or Helena.


The Mistwood Rangers have only one damaging attack, but it's a good one. Fire can be devastating if Lorsann has put a bit of chip damage into someone. The Rangers will be getting KOs as often as Lorsann will, which is not ideal since they do not get the bonus step.


Lorsann's support game does help here, but her raw offensive output is lackluster by Slayer standards.


Defense - Awful

Lorsann is among the easiest champions to KO in the game. Dodge 4 is nice, but it won't compensate for armor 1. A seemingly fragile shaper like Styx or Nia at least has armor 2. A basic 5/5 follower attack is going to average 2.1 damage against Lorsann, so even non-Slayer crews will often be able to take her out in just a few activations.


The Mistwood Rangers' defense is somehow even worse. At 3/1, they are the softest followers in the game. They can spend an activation to give themselves a dodge boon, but that costs precious actions and only shields them against one attack. The Rangers have to cluster together to make their attacks threatening, so Maelstoms who can target multiple followers in a hex will be salivating. Blackjaw's Fireball (5/4), for example, would have a 37% chance to KO all three of the Rangers in a single action even with the dodge boon from Blur. It's about as bad as it gets.





Support - Good


If this crew is going to slay reliably, they need their own support skills to do it. Between Fairy Fire and Field Instruction, this crew has the ability to really eat away at an opponent's protection. Since blights can be exploited by anyone and since Field instruction can be applied to any friendly model, Lorsann's crew can support others as well as themselves. Snipe's 4 damage looks much better when it has a damage boon and targets something with a protection blight.

Mobility - Outstanding


The native swiftness of elves combined with Shoot n Scoot makes Lorsann very fast in a very efficient way. In the clash phase, she can attack twice and move two hexes or attack once and move 4 hexes. Her ultimate also allows her to get an extra hex of movement in the plot phase once per turn. There are definitely champions with higher top speeds, but Lorsann gets around the board quickly, reliably and efficiently enough to earn her this mobility grade.

Control - Awful


There is simply nothing on these cards to suggest that these models can control the board. Lorsann and the Rangers have no way to move other models or slow them down other than to KO them. KOs are certainly a form of control in Godtear, but this lot doesn't get KOs reliably enough to move the needle that way. There are only three Rangers, so this crew brings very little board presence.


Dream Activation


Here's a pretty great situation for our deadly elf lady. She first takes Peet down to one health with Deathblow. This lets her move one thanks to Shoot 'n Scoot. Then, Losann finishes things off with a lethal Snipe, allowing her to crush the banner with a second Shoot n' Scoot move.


This nets nine steps on the Battle Ladder and really shows off Lorsann's accuracy, efficiency, mobility, and support.

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