Vanguard: Difference between revisions

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==Role==
[[File:Vanguard.png|left|35px]]
'''Vanguards''' specialize in building up Cost.  They typically take low Cost to deploy, and usually have Skills that increase your total Cost.  In addition, Vanguards gain 1 Cost whenever they land the killing blow on an enemy, and their Cost amount is refunded when you manually retreat them. By default, they are unable to hit flying enemies.
'''Vanguards''' specialize in building up Cost.  They typically take low Cost to deploy, and usually have Skills that increase your total Cost.  In addition, Vanguards gain 1 Cost whenever they land the killing blow on an enemy, and their Cost amount is refunded when you manually retreat them. By default, they are unable to hit flying enemies.
<div>
__TOC__
'''Expected Roles:''' DPS or Tanking (Early Game), Cost Generation
==General Characteristics==
<br>
They serve as early game dps and lane holders. In certain challenge maps, they are mandatory for generating cost to deploy other units.
'''Outlier Units''': [[Rasho]] (Skill changes class to Fighter)
*Deploy Tile: [[:Category:Low Ground|Low Ground]]
</div>
* Damage Type: [[:Category:Single-Target Physical|Single-Target Physical]]
'''Possible Traits'''
*Attack Reach: [[:Category:Ground|Ground]]
<li>COST increases +1 per enemy defeated; recover COST from initial deployment during withdrawal.</li>
* Moderate to High Offense
<li>Blocks are reduced to 0 while utilizing a skill.</li>
* Moderate Survivability
<li>Block up to 2 enemies.</li>
* Low Cost, Can Withdraw Cost, Can Generate Cost
* Blocks 1 to 2 Enemies
* Kit geared between two roles: generating cost, and lane holding (improving personal dps, survivability, or both)
==Typical Traits==


=='''Vanguards'''==
* COST +1 per enemy defeated. Reimburses deploy COST upon withdrawal.
{{Class
 
| filename 1= goblinvangurd
==Roles==
| name 1= Goblin Rider
Vanguards' roles in combat are defined by whether their skill can generate cost on their own or not. Wherein vanguards who do not generate cost typically act as early game psuedo-fighters meant to generate cost through killing and holding lanes on their own. It is notable that purely generating cost is accomplish best by lower rarities who have stats that fall off in later parts of a fight and meant to be replaced by a more capable lane-holder, while higher rarities focus more on invalidating the need of bringing in a fighter or even a healer to the fight. In most cases, though, cost generation isn't a big problem outside of 4 star challenges and maps with early waves of enemies.
| filename 2= bkngihtrider
 
| name 2= Obsidonian Imperial Cavalry Soldier|Cavalry Soldier
=== Cost Generation by Skill ===
| filename 3= seals
Table below is a theoretical comparison of cost generation between vanguards using their highest level of skills, disregarding their cost-on-kill capabilities. It is also assumed Ragnar, Rook, and Rai activate their skills at instant they are ready always.
| name 3= Seals
{| class="wikitable"
| filename 4= kongoh
|+Time Required to Generate Cost (in secs)
| name 4= Kongoh
!
| filename 5= lute
!7+
| name 5= Lute
!28+
| filename 6= ragnar
!48+
| name 6= Ragnar
!86+
| filename 7= rook
|-
| name 7= Rook
|Lute
| filename 8= bashkar
|26
| name 8= Bashkar
|64
| filename 9= rasho
|140
| name 9= Rasho
|330
| filename 10= barlitz
|-
| name 10= Barlitz
|Seals
| filename 11= unreleased
|21
| name 11= Unreleased
|77
| filename 12= unreleased
|161
| name 12= Unreleased
|357
| filename 13= unreleased
|-
| name 13= Unreleased
|Ragnar
| filename 14= unreleased
|20
| name 14= Unreleased
|90
| filename 15= unreleased
|158
| name 15= Unreleased
|365
| filename 16= unreleased
|-
| name 16= Unreleased
|Goblin Rider
| filename 17= unreleased
|18
| name 17= Unreleased
|132
| filename 18= unreleased
|246
| name 18= Unreleased
|512
| filename 19= unreleased
|-
| name 19= Unreleased
|Obsidonian Rider
| filename 20= unreleased
|18
| name 20= Unreleased
|132
| filename 21= unreleased
|246
| name 21= Unreleased
|512
| filename 22= unreleased
|-
| name 22= Unreleased
|Rai
| filename 23= unreleased
|42
| name 23= Unreleased
|168
| filename 24= unreleased
|288
| name 24= Unreleased
|576
| filename 25= unreleased
|-
| name 25= Unreleased
|Rook
| filename 26= unreleased
|34
| name 26= Unreleased
|200
| filename 27= unreleased
|283
| name 27= Unreleased
|615
| filename 28= unreleased
|}
| name 28= Unreleased
 
| filename 29= unreleased
=== Cost Generation by Kill ===
| name 29= Unreleased
Cost generation can be loosely determined by a character's DPS. You can refer to stats chart below or on [[Max Stats Table]] for more info. In Addition, most vanguards who do not generate cost on their skills have a higher raw dps and ceiling than those with one. All high rarity vanguards tend to compete with guards in terms of DPS and rely on kills for cost generation.
| filename 30= unreleased
 
| name 30= Unreleased
Also to note, if a Vanguard class changes as part of their kit, they do not generate cost by killing since they technically have changed classes. (eg. Rasho's Fighter form)
}}
 
==Characters==
{{Character Class Vanguard}}
 
{{Navbox Class}}

Latest revision as of 10:09, 24 December 2023

Vanguards specialize in building up Cost. They typically take low Cost to deploy, and usually have Skills that increase your total Cost. In addition, Vanguards gain 1 Cost whenever they land the killing blow on an enemy, and their Cost amount is refunded when you manually retreat them. By default, they are unable to hit flying enemies.

General Characteristics[edit | edit source]

They serve as early game dps and lane holders. In certain challenge maps, they are mandatory for generating cost to deploy other units.

  • Deploy Tile: Low Ground
  • Damage Type: Single-Target Physical
  • Attack Reach: Ground
  • Moderate to High Offense
  • Moderate Survivability
  • Low Cost, Can Withdraw Cost, Can Generate Cost
  • Blocks 1 to 2 Enemies
  • Kit geared between two roles: generating cost, and lane holding (improving personal dps, survivability, or both)

Typical Traits[edit | edit source]

  • COST +1 per enemy defeated. Reimburses deploy COST upon withdrawal.

Roles[edit | edit source]

Vanguards' roles in combat are defined by whether their skill can generate cost on their own or not. Wherein vanguards who do not generate cost typically act as early game psuedo-fighters meant to generate cost through killing and holding lanes on their own. It is notable that purely generating cost is accomplish best by lower rarities who have stats that fall off in later parts of a fight and meant to be replaced by a more capable lane-holder, while higher rarities focus more on invalidating the need of bringing in a fighter or even a healer to the fight. In most cases, though, cost generation isn't a big problem outside of 4 star challenges and maps with early waves of enemies.

Cost Generation by Skill[edit | edit source]

Table below is a theoretical comparison of cost generation between vanguards using their highest level of skills, disregarding their cost-on-kill capabilities. It is also assumed Ragnar, Rook, and Rai activate their skills at instant they are ready always.

Time Required to Generate Cost (in secs)
7+ 28+ 48+ 86+
Lute 26 64 140 330
Seals 21 77 161 357
Ragnar 20 90 158 365
Goblin Rider 18 132 246 512
Obsidonian Rider 18 132 246 512
Rai 42 168 288 576
Rook 34 200 283 615

Cost Generation by Kill[edit | edit source]

Cost generation can be loosely determined by a character's DPS. You can refer to stats chart below or on Max Stats Table for more info. In Addition, most vanguards who do not generate cost on their skills have a higher raw dps and ceiling than those with one. All high rarity vanguards tend to compete with guards in terms of DPS and rely on kills for cost generation.

Also to note, if a Vanguard class changes as part of their kit, they do not generate cost by killing since they technically have changed classes. (eg. Rasho's Fighter form)

Characters[edit | edit source]

Vanguard [template edit]

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[edit] The Class System