Deceiver
Deceiver
Common Unit
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1
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4
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1
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Card Abilties

Engage
Each time an adjacent enemy unit moves or is forced away from this unit, add 1 damage to that enemy.
Stupefy
When an adjacent enemy attacks any card, if 1 or more are rolled, the attack adds 1 less damage.

Unit Background

Deceivers latch onto the minds of their enemies, sowing confusion and making it difficult to duel effectively. And those desperate fools who strive to escape the mental onslaught suddenly find themselves exposed and vulnerable, shot in the back by the cruel archers.

Card Strategy

Deceivers are an essential part of the deck, even if they are not particularly powerful on their own. It's the only unit that is not easy to kill among the Breakers. They are particularly good versus low attack melee units. However they are even decent vs ranged attacks. Generally in range wars it is better to attack with your Wind Archers and hide them behind a gate with the help of a Wind Mage than to put a Deceiver in front. Still that option is not always available and so a Deceiver can serve in such a scenario.

Deceivers' Engage combos very well with Push, Blast and Hypnotic Call.  While they may only have a base strength of 1, those combos allow them to still bring decent damage output to Breakers.