![]() ![]() And by themselves Kir'Ko is good early game race. Kir'Ko also have a good policy to raise unit levels faster than anyone in the game (combined with veteran perk you can get main hero to lvl 14-15 by the 20th turn). So you can go Hero + Frenzied for melee units. Kir'Ko as heroes can become good melee units because of frenzy, swarm shields and regen abilities.So you can pick Hero + Transcendent for pain transferring. Kir'Ko as heroes have pain transfer ability which you can utilize and add another sniper instead of Transcendent, and also add 20% damage to your snipers from Swarm's fury.I don say Frenzied or Transcendants because: They're main purpose is absorb damage for your melee units and heal them.įor low tiers - 2 melee units, 2 pain transfers, 2 Hiddens. The ranged ones are called transcendents, and they're mainly for support. Put the regen mod on them ASAP, then eventually the tunneling claws mod so they can close distances faster.Īlso, swarm shield is a buff that a lot of the kir'ko units can gain whenever they're adjacent to other swarm shield units. And they're dirt cheap so you can pump them out easily. You can mod your tier 1 frenzied to be little regenerating monsters that'll last you to the end game. You'll even be able to throw your hero into that early flying vehicle and be able to kill low level mobs by itself, leveling it up quickly within a few turns. So if you focus on keeping your peeps alive more, they'll have time to eventually kill everything. There are a lot of ways your units can regenerate health, both inside and outside of combat. In my opinion, it's one of the easiest and user friendly combos in the game. ![]() ![]() Xenoplague kir'ko is a ridiculously powerful combo. ![]()
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