Showing posts with label Single-Player Campaign. Show all posts
Showing posts with label Single-Player Campaign. Show all posts

Sunday, October 18, 2009

What is Best in Life? Testing 1

Game 1 Trials of the Savage Tundra Normal

I draw Conscripted Warrior, War-Enchanted Groble, Glorious Charge, Hammer Strike, Nora Mine. This is a phenomenal opening hand; I know that my Mine will eat an Arctic Wail if I lay it first turn, but it has enough hp to survive one without breaking and should therefore more than pay for itself. I lead with the Groble so he can start the Spellswallowing. On turn two I try out the new Shrine Scry mechanic, because I'm not seeing any other champions to cast; this reveals a Barbarian Commander I can't afford. Much like in Magic, though, I think the main value of Shrine Scry is in preventing you from drawing a bad rune at the start of your turn. I play a Commander on the next turn, then a Mountain Sentry. I'm only putting the Sentry out so that I can bounce him with the Conscript, but he conveniently reveals a skulking Jakei Icefisher before I pop him. I throw out my wolves and take the northern font very early. My tough, resilient creatures are cutting through the early ranks.

Confession time: I forgot to use my Barbarian Commander on a turn when he had 8 ap and full Enrage up. That's pretty clearly the tipping point, though I do misuse the Conscript a couple of times, by failing to leave ap up for him to use Defensive Stance. But losing the Barbarian Commander's 40 or so damage lets the northern font fall to a horde of attackers. I don't recover from that loss, or that shame, and eventually get pushed back into my shrine's deployment zone, dropping one creature each turn. This is despite getting both Wild Chieftans out at the same time and having the Renegade equipped with the Holy Blade of Valdac. A poor play at the start of this game really cost me.

Game 2- Trials of the Shattered Peaks Normal

My starting reveal is Houndmaster, Plains Savage, Wild Chieftain, Conscripted Warrior, Righteous Deflection. I lead with Conscripted Warrior just to see if I can (I can). Whenever I can test out interactions like that during single-player I attempt to do so, since learning such things in a ranked game usually comes at the expense of victory. It definitely contributed here; my second play is the Houndmaster, but he probably should have been the first. If I'd led with Houndmaster I could have taken the font and dropped a dog in the same turn, rather than my entire action being moving up into the font. I join those two barbarians with the Plains Charger, and begin aggressively pushing through the moga. The AI plays different than I'm used to, most notably by never advancing his G'hern Sustainer away from his font. Without an AoE, though, I'm not killing the moga fast enough to overcome their numbers. By the time new G'hern are spawning, each G'hern is doing around 20 damage per hit and my creatures get two-turn clocks. Righteous Deflection helps keep my Grobles in the game once I summon them, but it's just not enough and the inexorable wave washes over me.

I've learned some things about the interactions available in the BG, but 0/2 isn't a promising record. I jump back into the Protectorate Trials and see if I can give a better showing.

Game 3- Trials of the Savage Tundra Normal, the Remix

My opening hand is Savage Shieldman, War-Enchanted Groble, Groble, Houndmaster, Barbarian Commander. My WE Groble really struggles on this map due to all of the ice cutting his speed. I lead with Houndmaster. Turn two I play the Shieldman, and turn three I bring the Houndmaster back to the shrine and drop a dog. I try to bait the AI into coming directly for my shrine, but it chooses to take my southern font instead. It's never entirely clear when the AI will make this choice, but it certainly provides a small disadvantage in the early game. I contest the font with a summoned dog, Mountain Sentry, and the Houndmaster, while my WE Groble and Shieldman head north with another dog. The Shieldman eventually falls, though the number of spells I throw down keep the WE Groble going. There are a couple of spells I play in the wrong order. At one point I decide I want mobility for my Houndmaster to shift back into contest position, casting Glorious Charge, then realThe izing if I'd just cast the spell first I could have gotten multiple attacks in with certain champions who spent all of their ap on movement.

I get incredible use out of the hounds, especially now that the Houndmaster has Drive. The Sentry also contributes, both because of Drive and because I give it the Heavy Crossbow. Meanwhile, a Savage Wolf kills the Shardmaster and begins fighting some other targets. I spend about five minutes calculating how, when the wolf is down to 4 hp, I can get it close enough to my shrine that when I cast a Conscripted Warrior, the wolf will be unsummoned. I determine I can make one attack with the wolf before I flee, and its after I click that I realize I'd neglected to add the +1 ap for disengaging from 2 opponents. That turns out to matter less than the stealthed lonx directly south of the wolf, which destealths when I try to move through her and leaves me trapped. Miraculously, I'm still exactly close enough that my conscript unsummons the wolf anyway, due to the priorities given to directions in Pox (otherwise I would have unsummoned my WE Groble). Even better, on my opponent's turn its Crystal Pheonix dies from being rent, blowing up in a nova that damages both of the Lonx the wolf was fighting.

Just like in the previous ST game, that little maneuver serves as the turning point. It takes me another thirty minutes or so to get to the Boss champion, but a Wild Chieftain behind the Conscript, along with the WE Groble and a pair of Righteous Deflections, let me hold off the remaining melee units while ignoring all of the purple-base ranged units. The BG is finally working the way I envisioned that it would: tough, vicious units cut a swathe through the opposition, shaking off the various effects designed to beat them. Although stealth was a major source of frustration and injury for me, I'm not yet sure how much of that was my fault for not paying attention to where units ended their turns.

Game 4- Trials of the Shattered Peaks Normal, Again

My opening reveal is Groble, Renegade, Nora Mine, Glorious Charge, Hammer Strike. The plan is to run out with the Renegade and just burn his health down on Exertion in hopes of reaching the font in a reasonable time. Then I'll Conscript him away. Immediately after clicking Exertion on the Renegade turn one, I surmise that I should have waited at least one turn, since I would have obtained +1 ap from the shrine without paying 8 hp. Since he's not a berserker, I could still have used Exertion, just saving the ap rather than spending it. It would have been the difference of an entire turn's worth of nora, all told, as I end up a single square away from the font. The Conscript part of the plan works as intended, however. Both Savage Wolves come down, and the Barbarian Shaman gets the Holy Blade of Valdac. Chain Lightning plus the char of her melee attack kill several moga, and I move my conscript around to engage the Moga Trapspringer.

I FORGET THE DAMN ROCK TRAP. I have played this map at least a hundred times and I still forgot the rock trap. I'm disappointed in myself for this. I fight my way onto the western font, mostly on the back of a Renegade/Wild Chieftain combination bolstered by double Hammer Strikes. My Savage Wolves move toward the north and keep the attention of the moga and g'hern while the Renegade does his work, and soon I'm up by the font, though it remains contested. Things are going relatively well, with each of my units which dies killing several moga first. Then, when I'm struggling to overcome a pair of g'hern, I deploy a Hammer Strike to kill the Moga Axeman...and hit my Savage Shieldman instead. I remember when I used to read articles on the Wizards of the Coast Magic site, and the author would talk about misclicks, which are something you can't really have happen in an actual, physical game. While I want to take solace in being screwed due to a crowded screen, as opposed to a poor tactical decision, the end result is still that I smashed my own guy and stunned him.

A little later, I also manage to walk my WE Groble into the radius of the second trap on the stage...which sends him flying back into another of my units...right after I'd cast Strip Armor. Those two incidents, combined, cut my resources out from under me and make victory very unlikely. I plug the pass with my G'hern Traitor and try to build a replacement army up at the shrine. The AI somewhat accomodates me by advancing with his melee g'hern and leaving the rest behind a wall, giving me a few rounds to possibly cut them down before the 20-damage ranged attackers engage. I manage to kill the G'hern Overseer and Tyrant using a combination of Barbarian Commander and Wild Chieftain, both wearing Righteous Deflections. When the Commander gets down to less than half health, I pop him back with a Conscript, and then manage to kill the G'hern Taskmaster with the Conscript and a Savage Wolf. By now all of the melee g'hern are dead except for the Punisher (who actually ran into view on my screen as I was typing that sentence). Unfortunately, that still leaves Dirge, the G'hern Thrower, and the G'hern Isanagoma. My shrine is taking 17 points of damage per attack, and once I run out of champions to throw in front of the masses I go down in about a round.

Four games, one win, but I actually enjoy playing the deck. As I familiarize myself with some of its abilities I think I should put forth a better showing. Plus there's the all-important experience points to spend.



Leveling my runes after the first four games, I buy my higher-level Barbarian Shaman Savage and +6 hp, which results in a net -2 to her nora cost. The other Shaman gets +1 Speed and Savage. One Conscripted Warrior picks up Block 1 and Riposte 1, while the other picks up +4 hp. I buy Charge 3 and Savage for the Plains Savage; the Barbarian Rider ability, which would give me a Renegade when the Savage dies, is attractive but an incredibly costly upgrade. Speaking of Renegade, the one I actually have picks up Exertion 2. I buy a futher +2 hp for one of my Shieldmen, so that they now have the same stats. The higher level Savage Wolf gets Pounce 2 and Violent, and the other picks up Speed 11. Savage Wolves have an incredible suite of upgradeable abilities: Call (Reveal a champion rune when this unit comes into play.), Pounce 2-3 (Just increases the maximum distance you can pounce, but at level 3 that means you spend 4 ap to move up to 4 squares and attack every adjacent creature when you land.), Tough 2-3 (Reducing that much damage comes out to a huge savings in life over several rounds), and Violent (Fury is tremendous, though as I mentioned in my first post on this deck it's hard to trigger Violent in this particular deck due to the scarcity of beasts.). I'm trying to upgrade the wolves carefully in order to keep their overall cost low, so for now I'm just aiming for 11 Speed and getting Pounce 2, Violent, and Tough 2 on both. The WE Goble finishes his Reistance- Physical, and bumps his Speed to 9. One Wild Chieftan trains up to Berserker 3, and I purchase Savage for the other.

In terms of other changes, I flip out the Crossbow for an Impervious.

The deck is now:

CHAMPIONS
Barbarian Commander x2 92/5/11/20/11/13/50/1 Fearless, Battlemaster 3, Block 1, Enrage 3
Barbarian Shaman 73/3/9/14/11/8/45/1-2 Heal Champion 2, Chain Lightning, Bravery, Savage
Barbarian Shaman 82/4/14/11/10/51/1-2 Heal Champion 2, Chain Lightning, Bravery, Savage
Conscripted Warrior 64/1/11/14/8/10/45/1 Block 1, Riposte 1, Defensive Stance 3, Reinforce
Conscripted Warrior 70/2/11/14/9/10/49/1 Block 1, Riposte 1, Defensive Stance 3, Reinforce
Groble x2 86/3/10/25/9/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury
Houndmaster 86/4/10/18/11/11/50/1 Camouflage, Summon Beast 3, Lay Trap- Frost 1, Drive, Siege
Plains Savage 78/1/14/19/9/12/50/1-2 Charge 3, Heavy Charger, Trample, Savage
Renegade 60/2/15/10/9/9/44/1 Melee Specialist 2, Exertion 1, Brutality, Savage
Savage Shieldman x2 69/2/11/18/9/10/51/1 Block 1, Shield Allies, Shield Throw
Savage Wolf 78/2/18/13/11/11/47/1 Rend 1, Pounce 2, Violent, Savage, Tough 1
Savage Wolf 74/1/18/13/11/11/47, Rend 1, Pounce 1, Violent, Savage, Tough 1
War-Enchanted Groble 89/4/10/19/9/11/47/1 Resistance-Physical 3/Fire 3, Spellswallower, Construct Immunities, Adaptive-Ironfist, Loyalty
Wild Chieftain 77/1/21/14/8/12/51/1 Berserker 3, Berserk Attack 2, Charge 1, Incite Rage
Wild Chieftain 79/2/21/14/9/12/51/1 Berserker 3, Berserk Attack 2, Charge 2, Savage, Incite Rage

SPELLS
Glorious Charge
Hammer Strike x2
Impervious
Restore Life
Righteous Deflection x2
Strip Armor
Unobstructed View


RELIC
Nora Mine x2

EQUIPMENT
Holy Blade of Valdac

Wednesday, September 23, 2009

Deck Construction: Gunning for Grimlic 3- Going After Grimlic

Game 5- Trials of the Forglar Swamp Normal

I'm so glad this map has the central island; it used to be utterly brutal. I draw Centaur Skirmisher, Archer Commander, Groble, Elven Archer, and Glorious Charge. I open with the Centaur and then back him with the Elven Archer on turn two. The Elven Archer kills the Boghopper Shaman in one turn, and I've got four champs on the board. Other than a weird thing where my Elven Archer dies to a Muck Dragon, my ranged attacks, combined with a War-Enchanted Groble, manage to clear most of the map in short order.

The presence of the magic-immune firk and the magic-eating Mandrake give my WE Groble pause, but I've got Mogaslicers to handle that. Strangely, the game ends the turn after it spawns the boss champion, but without me so much as touching him.

Game 6- Trials of the Forsaken Waste Normal

This is a low champ opening hand: Groble, Outcast of the Flame, Glorious Charge, Repair, and Full Plate. I open with the Outcast, then play a Groble; then I try something that may or may not pan out. I slap the Full Plate on the Groble. The map is small enough that the lumbering will hopefully not be a problem, and a Groble with 45 Defense will hopefully survive the entire fight. This is great. He takes no damage from anything, and I begin to play a mini-game designed around keeping him from being in a position to take damage (meaning, not letting him be hit by something with a base damage much over 10 and a decent attack). It turns out I needn't have worried, as nothing, none of the purple bases, none of the rares or exotics, have the capacity to injure my Groble. He finishes the battle with unblemished health.

Game 7- Trials of the Savage Tundra

Centaur Skirmisher, War-Enchanted Groble, Seed of Potential x2, Grimlic's Mirror. This is a sort of dream. I lead with the Centaur, but my eventual plan is to cast every rune in my opening hand before anything else. This means I'll have two War-Enchanted Grobles in position to eat up all the spells the AI casts. The best part of this is that it all goes down before a Snowblind is dropped, so I'm able to mirror my WE Groble without any misdirection. While the Skirmisher dances with the Frost Giant, being just fast enough to stay out of its reach, the Grobles work their way up toward the northern font. They hold on for a long time, though eventually one falls to the concerted efforts of 5 or so champions, and then the other crumbles a turn later.

As the armada of summoned foes draws closer, I put a Lodestone Construct in front of my shrine and equip him with the Full Plate; and again, full damage immunity. Or near-full; he can't stand up to the couple 18-Attack champions on the opposing team, and they gradually wear him out. In that time I pull out two Mogaslicers, and kill my way around the edges of the massive champion mass with them. However, once sufficient champions appear, they start just attacking my shrine, and then the odds turn against me.

Game 8- Trials of the Shattered Peaks Normal

I draw Medic x2, Groble, Dwarven Mogaslicer, Light as a Feather. The best bet here seems to be the Mogaslicer, and not just because I'm about to face a lot of moga. He's got the same speed as the Groble, but the damage aura will have a more immediate and useful effect once I'm meshed in with the enemies. He does very well in removing the first G'hern, while my Groble comes around and smashes the Scarecrow. The not-saving problem I've had with using experience comes up again, as my Outcast of the Flame somehow still doesn't have Immunity-Fire.

Things do start to clump up, with all the G'hern managing to spawn from the western font because I don't take it in time. The Groble, balanced by healing from a Medic, holds off the entire northern horde of moga. I put down the War-Enchanted Groble and when he starts taking too many hits, give him the Full Plate. Even with that boost, though, the WE Groble is still taking hits from the G'hern, all of whom have Attack in the high teens. I'm able to Mirror him before he dies, but I'm out the Full Plate facing four G'hern (including both of those brutal ranged champs) and a handful of moga. I bring out the Lodestone and the Archer Commander, but the latter isn't much by herself. By the time they're plucked off, I have nothing but my copied War-Enchanted Groble. He fights a running retreat, but Dirge is 48 Attack and 35 Damage by the time he kills me.

So that's a pair of hurtful, hurtful losses. However, they were losses which provided experience, so I plan to spend that and then delve into the battle with Grimlic for which the bg was constructed.

I increase the Archer Commander's Speed to 8 and purchase Volley Leader. I'm holding off on spending the Skirmisher xp, but I am curious as to whether or not Leap powers Blitz; if so, then buying up Leap 3 would let me get an extra move for the ap I'm spending, plus make them even better first-turn font grabbers. I buy the Mogaslicers 4 hp each, and purchase Speed 8 for the Lodestone (it'll turn into 9 with the Forest faction bonus). I max out the Medics' Heal Champion, and actually buy Immunity-Fire for the lower-level Outcast, along with upping his speed to 10. Even though they're getting expensive, I do buy Speed 10 on the Timber Wolves; I think I'll use them in a lot of split faction groups and I want them to have maximal mobility. I finally descend, lovingly, to tend to my War-Enchanted Groble. I top off his Resistance-Fire and purchase the first level of Resistance-Physical, then bump his speed and his health.

Champions Cost/Level/Attack/Defense/Speed/Damage/Hp/Range
Archer Commander 68/1/13/12/8(9 w/ Faction)/10/38/3-6, Commander:Archer, Volley Leader
Centaur Skirmisher x2 70/1/14/11/11/7(8 w/ Faction)/7/42/2-4, Mobility, Blitz
Dwarven King 97/4/14/22/9(10 w/ Faction)/14/58/1, War Cry 3, Divine Favor 3, Melee Specialist 2
Dwarven Mogaslicer x2 73/1/15/12/9(10 w/ Faction)/12/52/1, Damage Aura 3, Rend 3, Charge 2
Elven Archer x2 83/3/13/11(12 w/ Faction)/11/12/30/4-7, Barrage 1
Groble x2 86/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury
Lodestone Construct 61/1/10/18/8(9 w/ Faction)/11/46/1 Blacksmith, Construct Immunities, Pilfer
Medic x2 47/1/5/12/7(8 w/ Faction)/5/37/1 Immunity-Disease, Cleanse, Heal Champion 3, Passive, Immunize
Outcast of the Flame 82/13/11/10(11 w/ Faction)/14/37/3-6 Fire Aura 3, Incinerate 1, Dissipate, Confuse Attacker
Outcast of the Flame 84/2/13/11/10(11 w/ Faction)/14/37/3-6 Immunity Fire, Fire Aura 3, Incinerate 2, Dissipate, Confuse Attacker
Timber Wolves 88/2/10/10/10(11 w/ Faction)/9/24/1 Detection 1, Skirmisher, Timber Wolves
War-Enchanted Groble 76/1/10/19/8(9 w/ Faction)/11/47 Spellswallower, Resistance-Fire 3, Resistance-Physical 1, Construct Immunities, Adaptive-Ironfist, Loyalty

Spells
Ancestral Anger
Butterfly Wings
Glorious Charge
Grimlic's Mirror
Hammer Strike
Light as a Feather
Repair x2
Righteous Deflection
Spontaneous Growth

Equipment
Full Plate
Seed of Potential x2

So I'm glad I have the free units at start, because I only pull Centaur Skirmisher in my initial draw. I also have Butterfly Wings, Light as a Feather, Full Plate, and Glorious Charge. I use the Charge and Light as a Feather to get my Rangers tight up on the demons to the left and right of the shrine, and chew through them as quickly as I can. I drop the Timber Wolves once I secure a font, and they bite their way through the demons assaulting the font, though they don't do enough damage to get a kill before one of the three wolves falls. I get a Groble out on the west side and run him around, and bring out a few Centaur Skirmishers as well. However, I'm simply not inflicting sufficient damage to kill the demons fast enough. By the time I've cleared the first new wave I'm already trapped facing a second. My Medics do their best to heal, but I don't time my abilities properly in terms of addressing Inhibited Champs. It's another loss for team rock.

So I go again.

My second time, I draw Elven Archer, Timber Wolves, Righteous Deflection, Seed of Potential, and Spontaneous Growth. The Growth was a spell I never once saw last game, and I think it will really help here. I play out my Archer and set to cutting down the first rank. I give Menalaus the Seed, because he's really the one to kill in this game; no regen and vulnerability to fire means he gets hurt, and hurt bad, and hurt fast. Grimlic is tricky because many of the best ways to deal with fire exist in Wrath factions. I throw the Full Plate on Grimlic, since he's a teleporter and doesn't need normal movement. Then I realize that you can't teleport if you're lumbering, and things get a little less awesome- I'm waiting for my Lodestone to appropriate the item.

Another fun interaction lesson is that Spontaneous Growth doesn't override Scorch the Earth. These are the kinds of things it's hard to know without trying. My wolves and Groble push me up to just past the river, but a Gahlroon and fully three damn Imps drive me back. These Imps have fully 15 speed. That's just madness. It ends up being just the brothers, two Medics, a Mogaslicer at my font, and eight Ash Demons, an Imp, a Rust Demon, and a Scorpic. I'm afraid that, at present, I have to declare this experiment a sad failure.

Tuesday, September 22, 2009

Deck Construction: Gunning for Grimlic

For my next build I'm looking at putting together a construct-heavy bg. This is partially to take advantage of the Repair spell, which is a massive 40 healing to a select construct, and partially because I want a Protectorate bg that can handle the first level of Grimlic's Descent on Hard. Grimlic's Descent swarms you with Ash Demons, Rust Demons, and the occasional Imps, Gahlroons, and Waroggs. There's also liberal use of lava, and the Ash Demons are monsters for Inhibiting champs. Also, the AI pops its champs wherever it wants; so as you're pushing over the river toward its shrine, it can just spawn three Ash Demons at yours.

So I'm looking for a bg which has resistance/immunity to fire, the ability to navigate lava, cleansing ability and healing, high damage, and shrine defense. Is that a tall order? Probably, but there's nothing for it but to try. I'll experiment with a full-faction build first, but I imagine I'd do well to consider mixing; I'm thinking specifically here of adding K'Thir Forest, so I can pick up Light as a Feather for my heavier constructs like Earth Golem and Catapult/Siege Engine. I'd also be able to run two Outcasts of the Flame, which can ignore the Ash Demons and slaughter anything else.

Okay, that actually convinced me to consider the split faction first.

As before, let's start with the full-on list of all my available runes. First, I consider Ironfist options. The fact that Mogaslicers count as constructs mean I'll probably take two of them for mobility alone. Full Plate is also a good combination with Light as a Feather. Obviously I want two Repairs, since they're a major draw for building the deck in the first place. I consider at least one Righteous Deflection and one Hammer Strike standard choices for any IS deck that isn't firmly anti-spell; I also like Glorious Charge because I believe it should give Lumbering units cheaty movement. I'm tempted to also include Strip Armor, since I'll be primarily dealing in physical damage. I may want to come back later for an Impervious as well, since that would help with shrine destruction. If I plant a creature with Siege next to someone's shrine, one turn's worth of Impervious might make all the difference.

Having at least one Nora Mine grants a significant advantage, and this bg might actually be expensive enough to warrant two. However, the IS side is already getting pretty full, so I'm going to try running the deck without nora gen for the moment. Most of my construct pieces are unleveled and thus should be fairly cheap; hopefully once they're in play their resilience will keep them there.

Cuts are tough, and I begin to think seriously about abandoning the half-faction concept and going full IS, so I can pack in more constructs (Earth Golems, specifically, and some siege engines) more healing, and a few hardy dwarves. I'm hoping to make up for the lacking elements on the KF side though, with a focus on range and speed.

Champions

Dwarven King
Dwarven Mogaslicer x2
Groble x2
Lodestone Construct
Medic x2
War-Enchanted Groble

Spells
Glorious Charge
Hammer Strike
Repair x2
Righteous Deflection

Equipment
Full Plate



The Forest has some ground to cover. I know I want both Seeds of Potential, since it provides healing and a trail effect I can use to build a path over lava for non fire-immune creatures. I can also drop it as a font defender in a pinch, then pick the relic up before it's destroyed and redrop a few turns later. I'm considering a Prismatic Crystal as well, since i have some passive units who can self-heal and use the Crystal to clog an area. I don't know that I have the space for it, though, so I move on to spells. Butterfly Wings got a boost when they added Mobility, which is useful for a shrine end-run. Ancestral Anger speeds my units while increasing their damage, so I'll take that as well. Spontaneous Growth is a heal that can also undo a lava spell.

Where Champs are concerned, I'm looking seriously at range. Given that the map I'm building for does grant a couple Elven Archers already, and I have two of my own, Archer Commander will provide some serious benefit. The Outcasts of the Flame were one of the major reasons I went K'Thir, so I'm obviously taking two of those. Timber Wolves provide a quick boost on the board, though they'll crumple fast against UD. With two spots left I toss in a pair of Centuar Skirmishers; they're a new rune I haven't played much, but they have range 2-4 and several mobility options.

Champions
Archer Commander
Centaur Skirmisher x2
Elven Archer x2
Outcast of the Flame x2
Timber Wolves

Spells
Ancestral Anger
Butterfly Wings
Grimlic's Mirror
Light as a Feather
Spontaneous Growth

Equipment
Seed of Potential x2

As it stands, then, the final build is then:

Champions Cost/Level/Attack/Defense/Speed/Damage/Hp/Range
Archer Commander 56/1/13/12/7(8 w/ Faction)/10/38/3-6, Commander:Archer
Centaur Skirmisher x2 70/1/14/11/11/7(8 w/ Faction)/7/42/2-4, Mobility, Blitz
Dwarven King 97/4/14/22/9(10 w/ Faction)/14/58/1, War Cry 3, Divine Favor 3, Melee Specialist 2
Dwarven Mogaslicer x2 69/1/15/12/9(10 w/ Faction)/12/48/1, Damage Aura 3, Rend 2, Charge 2
Elven Archer x2 83/3/13/11(12 w/ Faction)/11/12/30/4-7, Barrage 1
Groble 82/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 1, Siege, Fury
Groble 86/3/10/25/9(10 w/ Faction)/10/42/1 Immunity-Fire, Pulverize 2, Siege, Fury
Lodestone Construct 57/1/10/18/7(8 w/ Faction)/11/46/1 Blacksmith, Construct Immunities, Pilfer
Medic x2 38/1/5/12/7(8 w/ Faction)/5/37/1 Immunity-Disease, Heal Champion 2, Passive, Immunize
Outcast of the Flame 65/13/11/8(9 w/ Faction)/14/37/3-6 Fire Aura 3, Incinerate 1, Dissipate, Confuse Attacker
Outcast of the Flame 84/2/13/11/10(11 w/ Faction)/14/37/3-6 Immunity Fire, Fire Aura 3, Incinerate 2, Dissipate, Confuse Attacker
Timber Wolves 83/2/10/10/9(10 w/ Faction)/9/24/1 Detection 1, Skirmisher, Timber Wolves
War-Enchanted Groble 61/1/10/19/7(8 w/ Faction)/11/45 Spellswallower, Construct Immunities, Adaptive-Ironfist, Loyalty

Spells
Ancestral Anger
Butterfly Wings
Glorious Charge
Grimlic's Mirror
Hammer Strike
Light as a Feather
Repair x2
Righteous Deflection
Spontaneous Growth

Equipment
Full Plate
Seed of Potential x2

I'll run this through the standard testing gamut of four beginner matches, four trial matches; but then I'll be taking it into Grimlic's campaign instead of PvP.