COUNTDOWN: The Top 10 Abilities! (Part 1- #10-#8)

The countdown series continues- the next category up? Abilities.

Abilities are a very integral part of Factions: Battlegrounds. They impact every aspect of the game, from resource generation to movement to raw damage. Abilities, as a whole, can be slightly overlooked, however they are designed to differentiate the fighting strategy of each faction- giving an element of flavor to the game. Abilities are far from just flavor though. Players that understand each faction’s collection of abilities will understand how to fully unlock the unique potential of each faction- resulting in a lot more victories!

As usual, a few caveats before we get started. Just like the top 10 spells, this list is purely subjective and my opinion. I will also say this list was significantly more difficult to put together, because abilities effect more areas of the battle than spells. One other item of note, the 3 primary skills (Captain, Range and Aerial) are not included as abilities in this countdown. They are considered a separate group of attributes.

(Range, Aerial and Captain are not considered Abilities- rather secondary attributes)

JUST MISSED THE CUT:

I had 5 abilities that I nearly included in the top 10, but in the end they just missed out. These are all abilities that I have seen turn the tide of battle!

Honorable Mention: Bullrush (Centaur Stampeders- Parada) (Razortusk Charger- Kragg) (Unicorn Warhulk- Zyan)

When moving, this unit can move through spaces occupied by other units. Units that are Bullrushed are placed on an adjacent open space. If there is no adjacent space available, the unit cannot Bullrush. Units with Bullrush must end their movement in an unoccupied space.

A great way to get a key resource center or power through other units to attack a key enemy!

Honorable Mention: Dominion (Sorceror Overlord- Zermano) (Tyrant Chieftain- Doom Sand)

During the resource counting phase, if you control both resource centers of the same type, gain +1 victory point.

Stacking up 1 or possibly 2 victory points per round can speed up a victory!

Honorable Mention: Versatile (Centaur Skirmisher- Parada) (Troll Ravager- Kragg) (Mishnari Bladethrower-Moonshadow)

A ranged attack and a melee attack can be used in the same activation. Unit can move before or between the attacks, but not after and not both before and between. The targets of each attack must be different enemy units.

An excellent ability to proliferate an offensive strike- dangerous against close together enemies.

Honorable Mention: Phalanx (Armored Infantry- Zyan) (Armored Cavalry- Zyan) (Valkyrie Defender- Zyan)

When this unit is adjacent to an ally with Phalanx, both units get an additional 2 health. As soon as the units are no longer adjacent, the 2 health is gone. The 2 health is applied to both units when one of the units activates adjacent or end it’s movement adjacent to the other unit with Phalanx. Previous damage is not healed by the Phalanx boost.

Zyan’s signature ability- moving adjacent units with Phalanx across the battleground solidifies key positions and slowly wears down and absorbs attacks.

Honorable Mention: Severing Bite (Sabertooth Hodag-Primus)

This unit’s melee attacks also cause -2 attack skill in addition to damage.

Severing Bite mitigates retaliations and severley limits enemy offensive capabilities while still applying damage.

Countdown time!

#10- JOUST

(Zyan- Armored Cavalry)

(Zyan- Unicorn Warhulk)

(This unit can attack an enemy and continue movement using their remaining movement points)

Joust is a really effective ability because it utilizes speed, attack, and defensive positioning. One area of value that Joust has over a plethora of other abilities is that it is often repeatable multiple times throughout the course of a battle. Units with Joust are able to retreat to safety following their melee attack- a move that if your enemy general does not counter can happen again and again with a little skill. Joust units are great at pressing offensively, but also great at provoking opposing units into hastily moving forward to limit the chance of repeat strikes.

#9- AQUATIC

(Kraken Overlord- Zermano)

(Octokonzi Raider- Zermano)

(Lurking Inkanyamba- Zermano)

(Savage Mameleu- Ihalaban)

(Zepodom Usurper- Ihalaban)

(Darktrench Yacumama- Primus)

(Aquatic units use water spaces as home terrain. When recruited, aquatic units begin on whatever water space on the battleground you choose. Aquatic units’ activation ends when they move to a non-water space.)

One of the more popular abilities in the game, lots of players might think that Aquatic is about 5-6 spots too low (or high?) on this list- and that is a fair. Aquatic is the best surprise attack ability in the game, and can punish enemies for a mistake. Players can be wary of it early on, but as the battle intensifies they can make a false move and forget about those pesky water spaces (this exact thing happened to me against Factions player Jonesy here (check out the game on TTS!)… Aquatic is a great momentum shifter and/or finisher.

The reason I have it at #9 is because after that initial surprise attack, aquatic units become a liability in the open unless you’ve placed your tiles in an extremely calculated way. The lack of mobility due to the penalty of the activation ending when moving onto a non-water space puts Aquatic a little lower (or higher??) on my list that perhaps anticipated.

#8- MENACE

(Greater Roc- Kragg)

(Sabertooth Wyrum- Doom Sand)

(Elite Gladiator- Zyan)

(Feral Hydra- Primus)

(Units with a Prowess (Attack Attribute + Defense Attribute = Prowess) of 4 or less cannot make melee attacks on units with Menace)

Melee attacks are the most common attacks in Factions: Battlegrounds- and therefore anything that mitigates them is a solid ability. Menace takes it a step further and protects some of your biggest hitters from cheap shots by small units by making them unable to make melee attacks entirely. It serves as sort of an insurance policy for your monsters. Units with Menace are great at busting multi-unit weaker vanguards or scouting units. Menace also forces your enemies to have to bring higher point valued units to attack- giving your behemoths and skilled melee fighters chances to annihilate them.

What is too low? What is too high? What would you have as an honorable mention? Let us know! Come back next week to check out abilities #7, #6 and #5!

One thought on “COUNTDOWN: The Top 10 Abilities! (Part 1- #10-#8)

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