Monster Train

Monster Train

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Champion Stat Progression (Exile Champions)
By dacarnix
This guide shows all of the possible champion stat combinations in Monster Train for the 5 exile champions - Shardtail Queen, Wyldenten, Solgard the Martyr, Primordium, and Little Fade.
   
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Introduction
This guide presents all of the possible combinations of champion stats and abilities for the five exile champions introduced in the Friends & Foes update. While single-skill champion information is as easy to find as it is for the original champions, the way that multi-skill champions work takes a little adjustment.

The key to understanding multi-skill champions is that each upgrade adds to the current build of the champion, starting with the base stats found on the champion cards in the "Cards" tab of the Logbook and then adding different skills and stats as shown in the "Dark Forge" tab.

I've also presented some of my thoughts on varying combinations, but there are plentiful viable ways to build a Monster Train champion just as there are plentiful viable ways to build a Monster Train deck.

(Note: This guide is tagged as a "Gameplay Basics" Steam Guide. If you have moved beyond basic gameplay already, you may find its content too rudimentary.)
Hellhorned
The Hellhorned exile champion, Shardtail Queen, shifts her focus from the raw offense of Hornbreaker Prince to leading the armies of hell (or at least a bunch of imps). She trades in the Torch damage spell for the Queen’s Impling unit to facilitate this play style. Her Imp Parade path focuses on creating even more imps, making them cheaper, and dishing out attack damage. The Royalty path is all about Rally (playing units on her floor) to boost her attack stat. The Imperialist path sacrifices imps for floor-wide damage to enemies (and to clear space to play more units).

Imp Parade Upgrades
1: +10/+5, Resolve for a Queen’s Impling, Imp units cost –1 on this floor
2: +20/+5, Resolve Queen’s Impling replaced with a Fledgling Imp
3: +40/+5, Resolve adds a Welder Helper

Royalty Upgrades
1: +0/+0, Rally: +10 attack
2: +0/+10, Rally: +5 attack
3: +0/+20, Rally: +10 attack

Imperialist Upgrades
1: +0/+10, Action: Kill Imps for 20 damage per Imp to enemies
2: +10/+20, Action damage +10
3: +30/+40, Action damage +10

Which gives us the following Hellhorned exile champions at each level...

Shardtail Queen Card
  • 10/10 (Size 2)

Level 1 Shardtail Queen
  • Imp Parade-I: 20/15, Resolve for a Queen’s Impling, Imp units cost –1 on this floor
  • Royalty-I: 10/10, Rally: +10-attack
  • Imperialist-I: 10/20, Action: Kill Imps for 20 damage per Imp to enemies

Level 2 Shardtail Queen
  • Imp Parade-II: 40/20, Resolve for a Fledgling Imp, Imp units cost –1 on this floor
  • Royalty-II: 10/20, Rally: +15-attack
  • Imperialist-II: 20/40, Action: Kill Imps for 30 damage per Imp to enemies
  • Imp Parade-I/Royalty-I: 20/15, Resolve for a Queen’s Impling, Imp units cost –1 on this floor, Rally: +10-attack
  • Imp Parade-I/Imperialist-I: 20/25, Resolve for a Queen’s Impling, Imp units cost –1 on this floor, Action: Kill Imps for 20 damage per Imp to enemies
  • Royalty-I/Imperialist-I: 10/20, Rally: +10-attack, Action: Kill Imps for 20 damage per Imp to enemies

Level 3 Shardtail Queen
  • Imp Parade-III: 80/25, Resolve for a Fledgling Imp and Welder Helper, Imp units cost –1 on this floor
  • Royalty-III: 10/40, Rally: +25-attack
  • Imperialist-III: 50/80, Action: Kill Imps for 40 damage per Imp to enemies
  • Imp Parade-II/Royalty-I: 40/20, Resolve for a Fledgling Imp, Imp units cost –1 on this floor, Rally: +10-attack
  • Imp Parade-II/Imperialist-I: 40/30, Resolve for a Fledgling Imp, Imp units cost –1 on this floor, Action: Kill Imps for 20 damage per Imp to enemies
  • Royalty-II/Imperialist-I: 10/30, Rally: +15-attack, Action: Kill Imps for 20 damage per Imp to enemies
  • Imp Parade-I/Royalty-II: 20/25, Resolve for a Queen’s Impling, Imp units cost –1 on this floor, Rally: +15-attack
  • Imp Parade-I/Imperialist-II: 30/35, Resolve for a Queen’s Impling, Imp units cost –1 on this floor, Action: Kill Imps for 30 damage per Imp to enemies
  • Royalty-I/Imperialist-II: 20/40, Rally: +10-attack, Action: Kill Imps for 30 damage per Imp to enemies

Shardtail Queen’s level 3 incarnations have big, juicy stats (or stat scaling), but the utility that multi-pathing brings should not be underestimated. One level of Imp Parade makes your Imps cheaper, which empowers either of the other paths. Likewise, one level of Imperialist clears unwanted Imps off the floor to make room for more Rally and/or Summon effects. With Umbra as the allied clan, I’m a big fan of pure Imp Parade, taking full advantage of cards like Shroud Mitosis and Antumbra Assault. With Melted Remnant, pure Royalty is a great option to maximize Rally triggers. Outside of that, though, Shardtail Queen benefits greatly from multi-pathing to make imps cheaper or to turn them into bombs.
Awoken
The Awoken exile champion, Wyldenten, is far more aggressive than The Sentient, but he still approaches battle with a distinctly Awoken flair. Like Penumbra before him, Wyldenten is a Capacity-3 champion, but his stats and abilities justify that extra space on the train. He trades in the heal-oriented Restore for the damage/draw-oriented Rootseeds, and his paths reflect that offensive direction. His Thornlord path focuses on Sting spells and the spell-focused Incant mechanic, his Strangler path combines the Awoken strengths of Sweep and Rooted, and his Predator path is an aggressive damage path that makes all friendly units on his floor Quick and gains stacks of Multistrike as it advances.

Thornlord Upgrades
1: +0/+10, Summon: Add 3 Sting spells to your hand, Incant: +1 attack
2: +0/+30, Incant: +1 attack
3: +0/+30, Incant: +1 attack

Strangler Upgrades
1: +5/+0, Sweep, Strike: Apply Rooted to the attacked unit
2: +10/+20
3: +20/+20

Predator Upgrades
1: +15/+0, Quick, Enchant: Quick
2: +0/+0, Multistrike 1
3: +5/+0, Multistrike 1

Which gives us the following Awoken exile champions at each level...

Wyldenten
  • 5/30 (Size 3)

Level 1 Wyldenten
  • Thornlord-I: 5/40, Summon: Add 3 Sting spells to your hand, Incant: +1 attack
  • Strangler-I: 10/30, Sweep, Strike: Apply Rooted to the attacked unit
  • Predator-I: 20/30, Quick, Enchant: Quick

Level 2 Wyldenten
  • Thornlord-II: 5/70, Summon: Add 3 Sting spells to your hand, Incant: +2 attack
  • Strangler-II: 20/50, Sweep, Strike: Apply Rooted to the attacked unit
  • Predator-II: 20/30, Multistrike 1, Quick, Enchant: Quick
  • Thornlord-I/Strangler-I: 10/40, Summon: Add 3 Sting spells to your hand, Incant: +1 attack, Sweep, Strike: Apply Rooted to the attacked unit
  • Thornlord-I/Predator-I: 20/40, Summon: Add 3 Sting spells to your hand, Incant: +1 attack, Quick, Enchant: Quick
  • Strangler-I/Predator-I: 25/30, Sweep, Strike: Apply Rooted to the attacked unit, Quick, Enchant: Quick

Level 3 Wyldenten
  • Thornlord-III: 5/100, Summon: Add 3 Sting spells to your hand, Incant: +3 attack
  • Strangler-III: 40/70, Sweep, Strike: Apply Rooted to the attacked unit
  • Predator-III: 25/30, Multistrike 2, Quick, Enchant: Quick
  • Thornlord-II/Strangler-I: 10/70, Summon: Add 3 Sting spells to your hand, Incant: +2 attack, Sweep, Strike: Apply Rooted to the attacked unit
  • Thornlord-II/Predator-I: 20/70, Summon: Add 3 Sting spells to your hand, Incant: +2 attack, Quick, Enchant: Quick
  • Strangler-II/Predator-I: 35/50, Sweep, Strike: Apply Rooted to the attacked unit, Quick, Enchant: Quick
  • Thornlord-I/Strangler-II: 20/60, Summon: Add 3 Sting spells to your hand, Incant: +1 attack, Sweep, Strike: Apply Rooted to the attacked unit
  • Thornlord-I/Predator-II: 20/40, Summon: Add 3 Sting spells to your hand, Incant: +1 attack, Multistrike 1, Quick, Enchant: Quick
  • Strangler-I/Predator-II: 25/30, Sweep, Strike: Apply Rooted to the attacked unit, Multistrike 1, Quick, Enchant: Quick

Wyldenten is another champion that does not feel constrained to a single path. Sure, the big stat bumps and abilities of level 3 are enticing, but adding Sweep? Adding Quick? Adding Stings if you have a deck to support them? Wyldenten is a beast any way you go. You simply have to remember that he takes up space on the train commensurate with his contribution. Strangler/Predator is my favorite multipath combination for general use while a pure Thornlord build goes perfectly with Stygian Guard as an allied clan.
Stygian Guard
The Stygian Guard exile champion, Solgard the Martyr, is quite a departure from Tethys. He brings Forgone Power, a cost-0 random-discard spell, to the battle instead of Frozen Lance, and he takes up the more-typical 2 capacity on the train. Direchannel deals damage to the front enemy unit based on spells you’ve cast on Solgard’s floor so far, Coldchannel deals Frostbite to all enemies on the floor as a Revenge trigger, and Titanchannel has big stats for a Stygian Guard champion but lives in a Phased state that cannot attack or even be targeted until you cast the requisite quantity of spells.

Direchannel Upgrades
1: +0/+5, Action: Deal 3 damage per Shard to the front enemy unit
2: +0/+10, +2 damage per Shard
3: +0/+20, +2 damage per Shard

Coldchannel Upgrades
1: +0/+10, Revenge: Apply Frostbite 1 per Shard to enemy units
2: +0/+35
3: +0/+20, +1 Frostbite per Shard

Titanchannel Upgrades
1: +45/+40, Phased, Incant: If Solgard has 4 Shards, removed Phased
2: +45/+45, Requires +6 Shards
3: +120/+120, Requires +5 Shards

Which gives us the following Stygian Guard exile champions at each level...

Solgard the Martyr Card
  • 0/5 (Size 2), Incant: Gain Shard 1

Level 1 Solgard the Martyr
  • Direchannel-I: 0/10, Action: Deal 3 damage per Shard to the front enemy unit
  • Coldchannel-I: 0/15, Revenge: Apply Frostbite 1 per Shard to enemy units
  • Titanchannel-I: 45/45, Phased, Incant: If Solgard has 4 Shards, removed Phased

Level 2 Solgard the Martyr
  • Direchannel-II: 0/20, Action: Deal 5 damage per Shard to the front enemy unit
  • Coldchannel-II: 0/50, Revenge: Apply Frostbite 1 per Shard to enemy units
  • Titanchannel-II: 90/90, Phased, Incant: If Solgard has 10 Shards, removed Phased
  • Direchannel-I/Coldchannel-I: 0/20, Action: Deal 3 damage per Shard to the front enemy unit, Revenge: Apply Frostbite 1 per Shard to enemy units
  • Direchannel-I/Titanchannel-I: 45/50, Action: Deal 3 damage per Shard to the front enemy unit, Phased, Incant: If Solgard has 4 Shards, removed Phased
  • Coldchannel-I/Titanchannel-I: 45/55, Revenge: Apply Frostbite 1 per Shard to enemy units, Phased, Incant: If Solgard has 4 Shards, removed Phased

Level 3 Solgard the Martyr
  • Direchannel-III: 0/40, Action: Deal 7 damage per Shard to the front enemy unit
  • Coldchannel-III: 0/70, Revenge: Apply Frostbite 2 per Shard to enemy units
  • Titanchannel-III: 210/210, Phased, Incant: If Solgard has 15 Shards, removed Phased
  • Direchannel-II/Coldchannel-I: 0/30, Action: Deal 5 damage per Shard to the front enemy unit, Revenge: Apply Frostbite 1 per Shard to enemy units
  • Direchannel-II/Titanchannel-I: 45/60, Action: Deal 5 damage per Shard to the front enemy unit, Phased, Incant: If Solgard has 4 Shards, removed Phased
  • Coldchannel-II/Titanchannel-I: 45/90, Revenge: Apply Frostbite 1 per Shard to enemy units, Phased, Incant: If Solgard has 4 Shards, removed Phased
  • Direchannel-I/Coldchannel-II: 0/55, Action: Deal 3 damage per Shard to the front enemy unit, Revenge: Apply Frostbite 1 per Shard to enemy units
  • Direchannel-I/Titanchannel-II: 90/95, Action: Deal 3 damage per Shard to the front enemy unit, Phased, Incant: If Solgard has 10 Shards, removed Phased
  • Coldchannel-I/Titanchannel-II: 90/100, Revenge: Apply Frostbite 1 per Shard to enemy units, Phased, Incant: If Solgard has 10 Shards, removed Phased

In another contrast to Tethys Titansbane, Solgard the Martyr will rarely want to mix and match champion paths. Direchannel doesn’t need the bigger stat bumps the other paths offer, Coldchannel literally doubles in damage output at level 3, and Titanchannel offers a significantly larger stat upgrade at level 3 than even Monstrous Penumbra. That’s not to say mixed paths are completely without merit, but they’re certainly the road less traveled for this champion, especially considering how Solgard's second-level upgrades tend to be more of an investment than an immediate payout.
Umbra
The Umbra exile champion, Primordium, is often described as a super-morsel, the Umbra unit type that grants stat bonuses to other units. Unlike Penumbra, Primordium is the more typical 2-capacity champion, and it brings the more-versatile-but-less-reliable Plink Starter spell to your Monster Train run instead of Shadesplitter. All three paths have Buffet, an ability that allows the champion to be Eaten multiple times. The Superfood path allows status effects to be transferred to the eater instead of just stats, the Stalwart Snack path has high Buffet values, and the Aggressive Edible path has high attack stats.

Superfood Upgrades
1: +0/+7, Eaten: Also adds status effects to the eater
2: +0/+0, Damage Shield +2
3: +0/+0, Damage Shield +2

Stalwart Snack Upgrades
1: +0/+0, Buffet +2
2: +0/+0, Buffet +3
3: +0/+0, Buffet +4

Aggressive Edible Upgrades
1: +7/+0
2: +10/+0
3: +20/+0

Which gives us the following Umbra exile champions at each level...

Primordium Card
  • 3/3 (Size 2), Buffet 3, Eaten: Add this unit’s Attack and Health to the eater

Level 1 Primordium
  • Superfood-I: 3/10, Buffet 3, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-I: 3/3, Buffet 5, Eaten: Add this unit’s Attack and Health to the eater
  • Aggressive Edible-I: 10/3, Buffet 3, Eaten: Add this unit’s Attack and Health to the eater

Level 2 Primordium
  • Superfood-II: 3/10, Buffet 3, Damage Shield 2, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-II: 3/3, Buffet 8, Eaten: Add this unit’s Attack and Health to the eater
  • Aggressive Edible-II: 20/3, Buffet 3, Eaten: Add this unit’s Attack and Health to the eater
  • Superfood-I/Stalwart Snack-I: 3/10, Buffet 5, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Superfood-I/Aggressive Edible-I: 10/10, Buffet 3, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-I/Aggressive Edible-I: 10/3, Buffet 5, Eaten: Add this unit’s Attack and Health to the eater

Level 3 Primordium
  • Superfood-III: 3/10, Buffet 3, Damage Shield 4, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-III: 3/3, Buffet 12, Eaten: Add this unit’s Attack and Health to the eater
  • Aggressive Edible-III: 40/3, Buffet 3, Eaten: Add this unit’s Attack and Health to the eater
  • Superfood-II/Stalwart Snack-I: 3/10, Buffet 5, Damage Shield 2, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Superfood-II/Aggressive Edible-I: 10/10, Buffet 3, Damage Shield 2, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-II/Aggressive Edible-I: 10/3, Buffet 8, Eaten: Add this unit’s Attack and Health to the eater
  • Superfood-I/Stalwart Snack-II: 3/10, Buffet 8, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Superfood-I/Aggressive Edible-II: 20/10, Buffet 3, Eaten: Add this unit’s Attack, Health, and status effects to the eater
  • Stalwart Snack-I/Aggressive Edible-II: 20/3, Buffet 5, Eaten: Add this unit’s Attack and Health to the eater

Primordium has the most consistent gameplay of any Monster Train champion. Any path will transfer stats to the front-line unit. The differentiating factor is whether you want to transfer status effects (and higher health), transfer more times, or transfer higher attack stats. My personal preference is usually Superfood-I/Stalwart Snack-II so I can transfer status effects along with stats eight times, but the allied clan is a major factor in optimizing your champion path, and there are no truly wrong answers when it comes to Primordium.
Melting Remnant
The Melting Remnant exile champion, Little Fade, has deathly themes like Rector Flicker does, but she’s a vastly different champion. She brings Primitive Mold, a random-target Reform spell, to the battle instead of an army of Dregs, and she’s capacity 1 instead of the more-common 2. Her Fire Light path grants stats and Burnout to allies when she dies, her Eternal Flame path has Endless and Quick and grows in power each time she dies, and her Little Icarus path grows in power each time she makes a kill. It’s probably also worth noting that Little Fade has a steeper learning curve than the average champion, but once mastered, she is very powerful indeed.

Fire Light Upgrades
1: +0/+0, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units
2: +0/+0, +7 Attack on Extinguish
3: +0/+0, +8 Attack on Extinguish

Eternal Flame Upgrades
1: +0/+0, Endless, Quick, Extinguish: +15 Attack and +1 Health
2: +0/+0, +15 Attack and +1 Health on Extinguish
3: +0/+0, +30 Attack and +1 Health on Extinguish

Little Icarus Upgrades
1: +0/+0, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently
2: +0/+0, +1 Attack and Spikes +1 on Slay
3: +0/+0, +1 Attack and Spikes +1 on Slay

Which gives us the following Melted Remnant exile champions at each level...

Little Fade Card
  • 5/1 (Size 1)

Level 1 Little Fade
  • Fire Light-I: 5/1, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units
  • Eternal Flame-I: 5/1, Endless, Quick, Extinguish: +15 Attack and +1 Health
  • Little Icarus-I: 5/1, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently

Level 2 Little Fade
  • Fire Light-II: 5/1, Extinguish: Apply +12 Attack, +5 Health, and Burnout 2 to friendly units
  • Eternal Flame-II: 5/1, Endless, Quick, Extinguish: +30 Attack and +2 Health
  • Little Icarus-II: 5/1, Spikes 1, Slay: Gain +3 Attack and Spikes 3 permanently
  • Fire Light-I/Eternal Flame-I: 5/1, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units, Endless, Quick, Extinguish: +15 Attack and +1 Health
  • Fire Light-I/Little Icarus-I: 5/1, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently
  • Eternal Flame-I/Little Icarus-I: 5/1, Endless, Quick, Extinguish: +15 Attack and +1 Health, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently

Level 3 Little Fade
  • Fire Light-III: 5/1, Extinguish: Apply +20 Attack, +5 Health, and Burnout 2 to friendly units
  • Eternal Flame-III: 5/1, Endless, Extinguish: +60 Attack and +3 Health
  • Little Icarus-III: 5/1, Spikes 1, Slay: Gain +4 Attack and Spikes 4 permanently
  • Fire Light-II/Eternal Flame-I: 5/1, Extinguish: Apply +12 Attack, +5 Health, and Burnout 2 to friendly units, Endless, Quick, Extinguish: +15 Attack and +1 Health
  • Fire Light-II/Little Icarus-I: 5/1, Extinguish: Apply +12 Attack, +5 Health, and Burnout 2 to friendly units, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently
  • Eternal Flame-II/Little Icarus-I: 5/1, Endless, Quick, Extinguish: +30 Attack and +2 Health, Spikes 1, Slay: Gain +2 Attack and Spikes 2 permanently
  • Fire Light-I/Eternal Flame-II: 5/1, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units, Endless, Quick, Extinguish: +30 Attack and +2 Health
  • Fire Light-I/Little Icarus-II: 5/1, Extinguish: Apply +5 Attack, +5 Health, and Burnout 2 to friendly units, Spikes 1, Slay: Gain +3 Attack and Spikes 3 permanently
  • Eternal Flame-I/Little Icarus-II: 5/1, Endless, Quick, Extinguish: +15 Attack and +1 Health, Spikes 1, Slay: Gain +3 Attack and Spikes 3 permanently

After The Last Divinity updates, Little Fade is a lot more multi-path friendly than she was before. Her Eternal Flame path's Quick gives Little Icarus a shot at an additional Slay trigger, and combining Eternal Flame with Fire Light is also more feasible now, too. Eternal Flame-II/Little Icarus-I is particularly interesting since it bypasses reliance on Reform, allowing you to take your deck in other strategic directions than Reform. None of the three pure Little Fade champion paths are bad either, though, and she can be a real powerhouse of a champion once you understand her varied mechanics.
Wurmkin (DLC Required)
The Wurmkin exile champion is Echowright, and just like Spine Chief, she requires The Last Divinity DLC to be enabled. Echowright’s theme revolves around using cards with the Consume trait. In another clan, that might seem difficult to use, but Wurmkin have plentiful Consume spells that you are sure to encounter throughout a run. The Shellsmith path provides Armor for friendly units on Echowright’s floor when spells are consumed, The Marshlord summons Egg units and then helps them hatch when spells are consumed, and The Repeater returns consumed spells to your hand.

The Shellsmith Upgrades
1: +5/+10, Friendly units get +4 Armor when a spell is consumed
2: +15/+10, +4 Armor gain
3: +30/+10, +6 Armor gain

The Marshlord Upgrades
1: +10/+5, Summon a Bog Chrysalis with +20 Health, Friendly units remove 1 shell when a spell is consumed
2: +20/+10, Instead summon a Kinhost Vessel with +40 Health, +1 shell removed
3: +40/+10, Instead summon a Bogdeep Cocoon with +60 Health, +1 shell removed

The Repeater Upgrades
1: +15/+0, Resolve: Return 1 random consumed spell to hand
2: +50/+10
3: +25/+10, Return +1 spell

Which gives us the following Wurmkin exile champions at each level...

Echowright Card
  • 10/5 (Size 2)

Level 1 Echowright
  • The Shellsmith-I: 15/15, Friendly units gain 4 Armor when a spell is consumed
  • The Marshlord-I: 20/10, Summon a Bog Chrysalis with +20 Health, Friendly units remove 1 shell when a spell is consumed
  • The Repeater-I: 25/5, Resolve: Return 1 random consumed spell to hand

Level 2 Echowright
  • The Shellsmith-II: 30/25, Friendly units gain 8 Armor when a spell is consumed
  • The Marshlord-II: 40/20, Summon a Kinhost Vessel with +40 Health, Friendly units remove 2 shell when a spell is consumed
  • The Repeater-II: 75/15, Resolve: Return 1 random consumed spell to hand
  • The Shellsmith-I/The Marshlord-I: 25/20, Summon a Bog Chrysalis with +20 Health, Friendly units gain 4 Armor and remove 1 shell when a spell is consumed
  • The Shellsmith-I/The Repeater-I: 30/15, Friendly units gain 4 Armor when a spell is consumed, Resolve: Return 1 random consumed spell to hand
  • The Marshlord-I/The Repeater-I: 35/10, Summon a Bog Chrysalis with +20 Health, Friendly units remove 1 shell when a spell is consumed, Resolve: Return 1 random consumed spell to hand

Level 3 Echowright
  • The Shellsmith-III: 60/35, Friendly units gain 14 Armor when a spell is consumed
  • The Marshlord-III: 80/30, Summon a Bogdeep Cocoon with +60 Health, Friendly units remove 3 shell when a spell is consumed
  • The Repeater-III: 100/25, Resolve: Return 2 random consumed spells to hand
  • The Shellsmith-II/The Marshlord-I: 40/30, Summon a Bog Chrysalis with +20 Health, Friendly units gain 8 Armor and remove 1 shell when a spell is consumed
  • The Shellsmith-II/The Repeater-I: 45/25, Friendly units gain 8 Armor when a spell is consumed, Resolve: Return 1 random consumed spell to hand
  • The Marshlord-II/The Repeater-I: 55/20, Summon a Kinhost Vessel with +40 Health, Friendly units remove 2 shell when a spell is consumed, Resolve: Return 1 random consumed spell to hand
  • The Shellsmith-I/The Marshlord-II: 45/30, Summon a Kinhost Vessel with +40 Health, Friendly units gain 4 Armor and remove 2 shell when a spell is consumed
  • The Shellsmith-I/The Repeater-II: 80/25, Friendly units gain 4 Armor when a spell is consumed, Resolve: Return 1 random consumed spell to hand
  • The Marshlord-I/The Repeater-II: 85/20, Summon a Bog Chrysalis with +20 Health, Friendly units remove 1 shell when a spell is consumed, Resolve: Return 1 random consumed spell to hand

When playing Echowright, your starting cards may push you in one direction or another more than they do with most champions. If you start out with one really good consume spell, The Repeater will let you play it over and over. If you start out with multiple consume spells, The Shellsmith can provide excellent protection. If you happen to start out with none (which is rare but possible), The Marshlord has a beefier Bog Chrysalis that can still hatch normally using corrupt echoes. Sticking to that initial path can be beneficial, but you may want to veer off course, too. The Marshlord in particular may want to dip into The Repeater instead of taking a bigger egg if you don’t have many Consume spells with which to hatch the egg.
Revision History
  • September 10, 2020 - Guide created with Hellhorned, Awoken, and Stygian Guard
  • September 11, 2020 - Umbra added
  • September 14, 2020 - Melting Remnant added
  • September 17, 2020 - Stygian Guard and Melting Remnant updated based on today's balance tweaks
  • October 23, 2020 - Updated guide for accuracy with the October 22 release of the Herzal's Workshop update (and Coldchannel III typo fixed)
  • December 10, 2020 - Updated Little Fade section to reflect today's changes
  • April 13, 2021 - Updated Melting Remnant section to reflect balance updates from The Last Divinity DLC
  • April 29, 2021 - Wurmkin added
  • May 19, 2021 - Updated Little Fade section to reflect today's changes
4 Comments
WolfenHiem907 9 Jan, 2021 @ 3:48am 
This has been amazingly useful and really opened my eyes to the potential of the more... unique exiles. I've mostly stuck to Wildenten since he appeals to my generally more aggressive play style, but now I've really got the urge to experiment a bit and see just how well these work. I really can't thank you enough this!
Slen 23 Oct, 2020 @ 12:34pm 
:)
dacarnix  [author] 23 Oct, 2020 @ 11:46am 
Thanks, Marrow. I went ahead and corrected that along with updating Titanchannel Solgard with the recent balance changes.
Slen 23 Oct, 2020 @ 11:34am 
lvl 3 coldchannel has wrong text