Lust Goddess – Ultimate Mercenary Guide

An entry for every mercenary in Lust Goddess. How they work, how to play with/against them, and an overall ranking.

Definitive Guide to Mercenaries

By Daa

This guide is slightly different from the others which simply state facts. The points I raise here may be a bit more controversial. This guide goes hand in hand with a guide to the Last Goddess game, where I talk more overall about battle strategy, squad building, commanders, etc.

Amy

Skills

  • Before attacking: Grants lifesteal to allies
  • Allied lifesteal triggered: Deal damage to enemy commander
  • On death: gives attack to allies with lifesteal

About this merc

  • Amy is a weird ranged tank who provides lifesteal synergy, one of the Syndicate specialties which does not get played because it’s not great.
  • Amy’s primary skill is her second, allowing some surprise damage to the enemy commander especially if the board is full.

Playing with

  • Ideally, play Amy on the left and in row 2 to maximize the number of mercs she can trigger her lifesteal effect with on the turn they are played rather than the next turn.

Playing against

  • If your commander health is low, removing Amy might not be as easy as removing the mercs she is giving lifesteal to.

Summary

Low damage, high health mercs don’t work well in this game unless they have a really powerful effect, which Amy does not. Amy is tier D at lower leagues because boards tend to be more full, and drops to E at higher leagues.

Ariane

Skills

  • Start of turn: Gains attack
  • On death: Deal damage to enemies in her row
  • Attacking enemy commander: deals set damage times the number of enemy mercs deployed

About this merc

  • Ariane can’t decide whether she is a glass cannon or a board removal merc. Luckily you can use her both ways depending on the situation.
  • Ariane is not premium removal compared to suppress, kill or transform effects. The reason for this is that death effects are often not fully in your control; so for example, she might get suppressed before she can kill that backline Salma.

Playing with

  • Ariane can deal a significant amount of damage, but can’t really survive a turn, so consider pairing her with Vicky to get the most out of her. Always be on the watch for possible lethal damage, as she can dish out a ton of damage to commander in an otherwise bad board state.
  • If you can be bothered, check the enemy line-up so you can play Ariane more freely without worrying about losing her death effect to suppress/transform, or playing her first turn on an empty board to put some pressure on a column.

Playing against

  • Ariane’s on-death damage can be blocked by force shield, but carefully calculate before you try this.
  • Be a bit mindful when you suppress Ariane and don’t assume you’ve neutralized the threat – she still packs a punch with her regular attack.

Summary

If Ariane’s attack value was a little higher, she would probably be a solid choice in many decks. As she is now, she is a low B tier throughout the leagues.

Bea

Skills

  • Attacks: infects 3 enemies
  • Infected enemy death: deal damage to enemy commander
  • Agility
  • Outfit effect: Every two turns, kill an infected enemy

About this merc

  • Bea is a ranged tank who needs to be removed or will completely wreck the opposing board.
  • Agility is the icing on the cake, giving her an advantage over the immunity mercs who are currently all melee, making them not quite able to counter her despite being immune to infection.

Playing with

  • There’s no real issue with playing Bea proactively or reactively. Check if enemy squad needs agility mercs as an answer and save her; otherwise get those huge stats on the board.
  • With Bea you don’t really need more infection in your squad though more can’t hurt; infecting three per attack is usually enough. A good combo with Vicky since more attacks means more infection applications from Bea and more infection procs from other allied mercs.
  • Play her on the left to apply infection first before your other mercs attack. Consider playing her in row 2 to hide a merc like Salma or Korben behind her.

Playing against

  • Remove (Kill effects, Lola)/suppress her, use elusive (dodged attacks also doesn’t let her apply infection), or use immunity mercs to hit a different lane while stalling for an answer to her. On rare occasions you might be able to shoot her down, but it’s difficult with her high health.
  • Cleanse has limited value against Bea, but Hilda’s outfit is best as it can trigger on the enemy’s turn when infection triggers.

Summary

High threat level, difficult to remove. What’s not to like? High A tier, scaling into S tier at higher leagues.

Relationship bonus

Bonus stats on an already tanky merc is a big plus; the outfit effect could be good but is a little slow; if a dangerous merc like Bea is established for two turns then you’re likely winning anyway. Still, certainly an S tier merc with outfit effect and relationship stat boost.

Beck

Skills

  • On play, deploy bouncers to the row he’s played in
  • Attack transforms melee enemies into a 2/2 bouncer. They give infection to enemies that attack them (only the bouncers, not Beck himself)
  • End of turn: gains damage for each allied bouncer

About this merc

  • Melee-only premium removal; better than suppress in that it gets rid of their stats.
  • If Beck’s attack cannot kill the merc, the transform will happen and will not trigger any on-attacked or on-death effects of the target (but non-target mercs can still trigger; e.g., a shielded ally who gets transformed will still set off Kitty’s attack boost); if Beck’s attack does kill the merc, then both will trigger, so be mindful.

Playing with

  • Aside from the obvious use to remove mercs, Beck also fills all columns, making him a good choice to stall one extra turn.
  • When Beck is in your deck, consider playing other melee mercs in row two so that if they get countered (e.g., Zara is placed in front of your Regina) you can still use Beck.
  • Be careful as the spawned bouncers can come back and bite you in the butt. Examples include (and not limited to): Trixie, Ginny’s turret, Bea, Kayya.
  • Make sure Beck doesn’t get his attack stolen to zero by Zara on play. It can happen when opponent’s Zara is overlevelled or your Beck is under.

Playing against

  • You might need to plan against the infection that your units will get when hitting his bouncers.
  • Beck gains attack quite slowly from his bouncers; he can be ignored for a while if you wish to do so, especially if you clear the bouncers.

Summary

Gets rid of problem melee mercs. A great consideration for any deck, though the current meta of melee immunes makes him a little less desirable. High B tier, going into high A tier at higher leagues, as individual mercs generally become more impactful.

Billie

Skills

  • Gain health on ally death
  • On attack, deal damage to all enemies within 2 cells (includes diagonal) of her target
  • Agility

About this merc

  • Billie is a straightforward merc, and for most their first legendary with agility. Her splash works when hitting the commander, damaging the two back rows for the splash amount.

Playing with

  • Great against melee opponents you can’t deal with, although Billie often provides a stall rather than a permanent solution against them.
  • Billie’s splash can be a useful edge case against problem mercs like Salma and Mitsuki, but you might need to combo it with Melissa’s stun or some other kind of damage mitigation so that Billie and your commander can live long enough for the splash to have an impact.

Playing against

  • Know where her splash hits. If she is played at the rightmost or leftmost column and attacks a merc, the leftmost or rightmost columns are safe from her splash respectively. If she attacks your commander, the front row is safe.
  • Calculate carefully, as you might think you can kill her, but end up killing her ally first and giving her a health boost.

Summary

Billie’s stats are simply too low to be any good, especially as the leagues get higher. Her splash effect is also mediocre at best. High C tier, dropping to low D tier with increasing league.

Blanche

Skills

  • Before attack: steal 50% of damage from all enemies in her row (rounded down)
  • On kill: gets health based on a percentage of current attack
  • On kill: Poisons enemies around killed enemy
  • Outfit: gains immunity for one turn on kill (excluding modules)

About this merc

  • Blanche has an interesting design where the majority of her power comes from the enemy instead of from her own stats. A higher attack value does help quite a bit, however.
  • Her poison effect is almost negligible but can still contribute to poison synergy, of which there is a lot.

Playing with

  • Make sure she gets a kill on her first attack or she won’t get the health boost, and thus die right after since her starting health is pitiful.
  • She can sometimes counter Salma as her attack steal triggers after Salma sets her attack down to 1. Do the math first.
  • She is great when used to block a full column that can’t deal with her. The more attack she steals the more health she will gain on kill.
  • She can somewhat be played against immunity mercs if there are others behind her to steal attack from.
  • She has anti-synergy with attack debuffers like Salma, Kitty, etc.

Playing against

  • Suppress, transform, kill effects or agility. Blanche is often not very ignorable because she has really high attack.
  • Outfit: you have to tank her attack to your commander for a turn; or if you’re lucky, there is a module in the way.

Summary

Blanche is worth considering as a frontliner in any squad. The current meta’s immunity and agility spam makes her a little less appealing. B tier throughout all leagues.

Relationship bonus

The bonus stats don’t have as big an impact as it does on other mercs with a relationship bonus. The outfit bonus is powerful but not insane. If someone can tell me how the immunity works with buffs (e.g., multiattack) that would be helpful, but my estimate is that Blanche is solid A tier with outfit.

Bloom

Skills

  • On play, gains a buff that deals damage to new enemies spawning, which scales based on the current number of enemy mercs on the board. That value does not change for as long as Bloom stays alive.
  • On attack: Deals damage to a random enemy adjacent to initial target. Counts diagonally. When attacking commander, choosing any enemy in the back row except the back right cell (feature or bug? Who knows)
  • When either of first two skills or this skill are triggered on an enemy, bounces damage to an adjacent target if there is one and stops otherwise, up to 10 times a turn (a full turn counts as your turn + enemy turn together). See attached video.

About this merc

  • Infamously confusing damage mechanics (and wording) aside, Bloom will soften up or straight up destroy enemy mercs that are both on the field and being played.

Playing with

  • Best played when board is dense with enemies, or sniping one backliner with her second skill (which doesn’t get debuffed by Salma).

Playing against

  • Spread your units out so her two adjacent damage skills can’t trigger as often.
  • Bottom right is your little safe space against Bloom’s second skill.
  • Sometimes her on-spawn damage to your mercs is so high that you can’t play anything. If you meet her a lot, consider suppress commander, immunity, or Ariane. Hilda can also be an edge-case answer.

Summary

Bloom can make it very difficult for the opponent to place mercs. Her third skill isn’t too strong, however, making her a high B tier merc at all leagues.

Dominica

Skills

  • On play, spawns two partisans with pierce behind her
  • On enemy death, spawns a defender in her row
  • A modest amount of block

About this merc

  • Dominica is one of the first legendaries you will get your hands on, and quickly gets retired when you get access to other legendaries.
  • Her partisans and defenders are often both good and bad, adding some damage and tankiness but really feeding enemy mercs who have on-kill effects or area effects (Trixie especially)

Playing with

  • Remember her partisans have pierce and can potentially take down a weak enemy in the back.
  • Sometimes you can aim to kill a module or two and get a full frontline quickly, useful to block the enemy from accessing your commander.
  • Her large number of summons combos well with Hannah.

Playing against

  • Clear the partisans with pierce if needed. Defenders do so little damage that you can ignore them until when it’s convenient to take care of them.
  • Dominica is a heli quest “kill x” farm for peacekeeper, range and melee. Keep her alive and milk her for her defenders.

Summary

Dominica is used when there is no better option, she is tier E.

Eve

Skills

  • Lifesteal
  • 1 multi-attack
  • Start of turn: deals damage to all enemies and heals self for the amount of total damage dealt

About this merc

  • An annoyingly sticky mercenary, her high lifesteal means she needs to be taken care of in one turn, otherwise she’ll heal right back up.

Playing with

  • Her multi-attack and high lifesteal means her total damage is actually quite respectable. She can also clear two weak mercs in one go.
  • Her third skill’s whole board damage combos reasonably with Gia/Ceres’s insta-kill, but Eve needs to survive a turn.
  • Her low attack value means that attack debuffs can often de-tooth her completely. Be careful playing against Zara.
  • On the other hand, as lifesteal is not affected by attack debuff, she is a soft counter to Salma.
  • Don’t be afraid to throw her out to block something (who is not Zara, Scarlett, etc.) She might live a few more turns than you expect.
  • She combos well with attack buffers with her innate multi-attack. Kitty is a good ally who can also keep her alive for a lot longer.

Playing against

  • Her end-of-turn and commander damage isn’t strong, so you can take a turn or two to clear her, especially if your board is not full. Rachie’s electrocute is great to soften her up instead of giving her a target to lifesteal from.

Summary

Eve has some edge case uses at lower leagues, and her effect becomes less impactful at higher leagues. Starts at tier C, dropping down to the border between D and E.

Faye

Skills

  • On play, gives multi-attack to two random allies
  • End of turn: attack buff to all syndicate allies
  • On play, infects all melee enemies

About this merc

  • A classic example of a merc whose stats don’t matter nearly as much as her effect. Faye can be played at low levels since her multi-attack provision doesn’t get any stronger.

Playing with

  • Don’t try to get maximum value out of her multi-attack by waiting to have two allies on board. If it helps clear an enemy merc, just play her.
  • Her infection is quite strong especially at lower leagues since there are often more mercs on the board. Again, use her as a board clear and don’t try to squeeze too much value out of her.
  • Always be on the lookout for lethal commander damage as she provides a good amount of burst.
  • Good combo with high attack mercs that also protect themselves on the turn they’re played, like Salma, Lilith, Hilda.

Playing against

  • It’s hard to play around Faye unless you really keep their board clean. Be careful of high attack mercs.

Summary

Faye is a decent merc whose main downside is that she is almost unplayable when your side of the board is empty. You also can’t choose who gets the multi-attack on a full board. Low B tier in lower leagues, low C tier in higher leagues.

Florence

Skills

  • On play, deploys “Florence’s chamber” in front of her. “Florence’s chamber” heals your commander on play, scaling with the total number of mercenaries you have on board, and heals your mercs and commander at the start of every turn.
  • End of turn: applies antidote on allies around her with radius 1, diagonal included
  • On attack: suppress the attack target

About this merc

  • Florence’s suppress will not trigger a merc’s on-attacked skill (e.g., Zara will not give multi-attack to allies) except if it’s force-shield based (Kitty will still give her allies a boost but her stats will be reset; I need someone to help confirm this for Lola shield break damage and Hilda skin)
  • Florence’s chamber heals in the normal tile priority: from left to right and then front to back. That means poison will trigger on any units to the left of or in front of the chamber before the chamber heals them; the chamber itself and anything behind it or to the right of it will be healed by the chamber and then take poison damage.

Playing with

  • Saving Florence for suppress is the most common play, but she can be used to heal your commander or even as a two body blocker in desperate situations.

Playing against

  • Generally you’re much safer to play mercs like Kitty, Salma, Bea, Lucretia, etc., out in the open right after Florence has been played, if she is in the opponent’s squad.
  • Her attack damage is not high, so if she is hitting your commander, you have some time to deal with her.

Summary

The versatility of suppress is unmatched, so Florence naturally is a highly used merc even after the update nerfed her cleanse and her stats into the ground. B tier, going up to A tier at higher leagues.

Ginny

Skills

  • Attacked: heals allied commander
  • Attacks: deal damage to all enemy mercenaries
  • On play, deploys a “Ginny’s Turret” to a random ranged cell. “Ginny’s turret” deals damage to enemy commander for any death (merc, module, enemy or ally), and gives attack boost to all allies at end of turn

About this merc

  • Ginny’s turret counts as a module and thus cannot be suppressed by Rachie or Roxie
  • Ginny’s turret, upon death, will still deal damage for all units that die with it (when killed by Trixie, Ceres/Gia second skill, etc.), but only if those other units that die have priority over the turret. Unit priority is left to right, then front to back. So anything to left of turret or in front of turret in the same column.
  • Ginny scales normally; her turret gets an insane power spike at level 26 (regardless of reboot), as well as a pretty big boost at reboot 4.

Playing with

  • Ginny is a versatile two in one. Playing her on an empty board is no problem.
  • Multi-attack works well with her if you can get it on her, but don’t try to force it.
  • Use her splash to reach backline, sheltered mercs like Salma, since the splash is not reduced by Salma skill.
  • She’s a great blocker in a pinch, her turret is a bit RNG but can save you a lot of damage.
  • Her and her turret’s high HP combo well with Korben.

Playing against

  • Often you have to decide whether Ginny or her turret is a bigger threat. Ginny kills your board; turret kills your commander. Ginny is easier to deal with, with Asha, Beck, suppress and agility all able to prevent her from attacking. The turret either needs to be nuked down or suppressed. Estimate how much commander health you can give up and make your decision that way.

Summary

Ginny is a flexible mercenary that fits in most squads. Her splash and turret scales very well. B tier at lower leagues, going to a high A tier especially if you can get her to level 26. Her turret does not get stronger after R4L26, but it should comfortably carry you to around L3.

Hannah

Skills

  • On ally spawn, grants attack to all allies
  • End of turn: debuffs attack of all enemies
  • Start of turn: deploys a tinkerer to the field. Tinkerer is the same as the rare merc of the same name, which debuffs her attack target’s attack value and gives attack buff to allies freemen on death.

About this merc

  • Attack debuffer with an ability to summon more attack debuffers, Hannah is quite proficient at slowing the board down and slowly buffing your own units.

Playing with

  • Hannah is tanky – play her on an empty board, use her to block damage. She’s a great disposable merc. Play her in row 2 so you can put more fragile ranged units behind her in row 3.
  • Hannah has a crazy synergy with Mitsuki that is arguably stronger than Salma does with Mitsuki. This is mainly applicable in lower leagues where Mitsuki may last multiple turns when the match isn’t over.

Playing against

  • Poisoning Hannah will still allow her to summon one last tinkerer before the poison ticks her down.
  • She is mostly ignorable; if you have stronger plays of your own, you can ignore her tinkerer spawns for at least a couple of turns.
  • Milk the crap out of her if you have a kill x ranged or kill x Freeman heli quest.

Summary

Hannah shines in lower leagues where mercs tend to stick around for multiple turns, generating maximum value from her summons and her attack buffs/debuffs. Solid B tier at very low leagues, but quickly becoming irrelevant around L15, plummeting to D tier at higher leagues as she is too slow to have an impact.

Harper

Skills

  • Attacks enemy commander: Gain an extra attack (once a turn)
  • Any ally including commander attacked: Deal damage to enemy commander
  • Accuracy
  • Elusive

About this merc

  • Harper’s elusive skill and commander direct damage makes her one of the most insane mercs that can create a comeback from a seemingly unwinnable situation.
  • Harper still does a final instance of commander damage if killed by a direct attack.
  • Sometimes your commander gets hit by lethal damage and Harper returns lethal damage to enemy commander. This does not end in a draw but seemingly randomly determines one player the winner. We still haven’t figured out if there is a deterministic process involved – if anyone finds out, let me know!
  • The AI opponent seems to surrender more than usual when you have Harper on the board.

Playing with

  • A first turn Harper play is totally fine, ideally behind module cover. Watch for Trixie/Madeleine on enemy roster if you want to do so.
  • When all else is equal, play Harper on the right, so that any enemies on the left attack before they get a chance to attack Harper, potentially triggering a ton of commander damage.
  • In the same vein, you can watch Natasha or other mercs kill their own commander by playing Harper to their right.

Playing against

  • Against a high threat merc like Harper, remove her as soon as possible. The longer she sticks on the field, the lower your odds of winning.
  • Sometimes you want to use her elusive purposefully to prevent commander damage from triggering (e.g., you play Ivy or Lola (with indirect damage combo) in Harper’s row).
  • Don’t forget about her accuracy skill. It is rarely relevant but she is immune to Kitty skin, and she will shoot Victoria, Sharon and an opposing Harper.

Summary

A devastating threat to the enemy commander that can also double as a blocker against other ranged units, Harper is high A tier in lower leagues. Her stats and commander direct damage scales poorly in higher leagues and drops to B tier.

Relationship bonus

Harper fully utilizes the relationship bonus stats to be more threatening with her multi-attack and can potentially survive an extra attack. I haven’t had the chance to play the outfit and it’s not as straightforward as some of the others, so this is purely my opinion based on theory: the outfit ability feels slightly lackluster when I play against it because I still remove Harper the same way. When playing with the outfit, a player will likely be able to take advantage of it more. Bonus stats and outfit together probably puts Harper at high A or low S tier.

Hilda

Skills

  • Gain attack for each Peacekeeper on board (includes enemies and modules)
  • Force shield
  • Attacked: get force shield
  • Pierce

About this merc

  • While she is immune to direct attacks if her shield is up, Hilda’s health points are actually quite relevant, as they give her a chance to get her shield back up if she lost it to indirect attacks.
  • Hilda’s force shield will only trigger force shield expiration skills (Kitty, Lola, Leta, S0lt) once per turn. No, we don’t know if it’s a bug or intended.
  • Ginny attacking Hilda: The attack damage will be absorbed by the shield and Hilda will take the splash damage, then regain her shield.
  • Hilda played against Salma or Asha: Hilda’s attack gain will trigger first, then be set to 1 attack.
  • If the mercs were futa, Hilda would have the biggest dick because that pierce value is insane.

Playing with

  • It’s a good idea to check the enemy line-up for mercs that Hilda counters. She’s the immunity merc slayer, and if there’s a difficult Regina to deal with then save her as a counter.
  • Otherwise, feel free to play her early and get some good commander damage in.
  • She can’t hit agility but her pierce can. Use it to snipe backlines, or soften the whole row up (especially for Ceres/Gia 2nd skill)

Playing against

  • Use indirect damage (poison, splash, Trixie) to break the shield first. Try also to set it up so that when the shield is down, you have something that can kill her outright.

Summary

High attack helps her remain a threat; decent health that gives her a chance to get her shield back. Removing her often entails taking an extra hit from her. Hilda is a great blocker/damage dealer that fits well in every squad. High B tier in all leagues.

Relationship bonus

The relationship stats are great on Hilda as mentioned above. Her outfit is useful in keeping her alive for a bit longer by removing indirect damage debuffs, but is not essential. I estimate Hilda with outfit to be high A to low S tier.

Ivy

Skills

  • Enemy poison triggered: Deal damage to enemy commander
  • Allied (including commander) electrocute triggered: Grants health to all allies (except self)
  • End of turn: Poisons 2 random enemies

About this merc

  • Ivy’s second ability is basically irrelevant as it is difficult to make the synergy work; her first and third skills are the deadly ones.
  • She doesn’t need to land an attack to apply her poison (for example if she’s stunned), unlike Lucretia.
  • Poison procs after all other start-of-turn effects, so e.g., Korben can heal himself out of otherwise lethal poison damage.

Playing with

  • Put her safely behind a module or an ally and watch her kill enemies and commanders without needing to attack.
  • Her commander damage procs even if the poison source is not her, so she combos well with Lucretia, Gia and other poisoners.
  • In a pinch, her high attack + poison tick can be used directly to clear a merc. Don’t be afraid to use her to trade.
  • It’s possible to get her second skill to be relevant with Skye in your deck. Don’t force it – play Skye and Ivy naturally.

Playing against

  • Immunity is always good against her
  • Without immunity and if you can’t clear her, the only real way is to try and race the enemy commander (by damaging them or healing your own), while setting to to get rid of her in the next turn or two.
  • While cleanse can get rid of her poison, no merc can currently stop her poison completely; you will likely have to suffer one stack of poison at the start of your turn; if it gets cleansed during your turn then you’ll get poisoned again next turn.

Summary

Queen of indirect merc damage and commander damage, Ivy is low S tier in lower leagues but peaks at reboot level 2. At reboot 3 her poison damage does not scale and she doesn’t really catch up after that, making her drop off to low B tier at higher leagues.

Kayya

Skills

  • Grants regeneration to freemen allies
  • Allied regeneration triggered: grants attack to all allies including self
  • On enemy death: grants health to commander (can go over starting maximum)

About this merc

  • Kayya’s third skill heals the commander and raises their maximum health by the same amount. If you take damage you can heal up to that new maximum.

Playing with

  • Kayya becomes more useful the more you can keep her alive. Play her in a defensive position to get the most out of commander health boost, which is the main reason she is played.
  • She has some edge-case uses in decks that aim to stall the game out while healing your commander; Skye is the centerpiece of that playstyle, supported by Kayya, Wendy, etc.

Playing against

  • She can be ignored most of the time. Take care of other threats first. Win the board and it doesn’t matter how much health their commander has.
  • Try to minimize mercs that make tokens (Beck, Kira, etc.) when Kayya is alive.

Summary

Kayya does stuff as she’s sitting in the back, but the problem is that her impact on the board is extremely minimal. Her commander heal is only relevant in few scenarios. Mid C tier, dropping to low C tier in higher leagues where less mercs get played/killed before the match ends.

Kira

Skills

  • On kill: summon ranged partisans around herself. Partisans will occupy all ranged cells adjacent Kira (including diagonal). Each partisan gives a random ally force shield on death.
  • Gain attack on ally death
  • End of turn: buffs attack of all allies based on number of friendly force shields

About this merc

  • Kira’s partisans can give a shield to an already-shielded merc on death; that simply wastes the shield. This is different from other shield-givers.
  • Kira’s abilities are intended to synergize with each other and with other force-shield mercenaries.
  • If the Partisans die to splash they will not shield each other; if they die to effects with order (e.g., mass poison by Lucretia) then they will shield each other as they take poison damage one by one, resulting in some of them receiving shields before ticking down to poison.

Playing with

  • Kira’s whole kit relies on her getting that initial kill. Play her in the last row so that one partisan appears in front of her to protect her.
  • Beware of the many counters that can take advantage of your summoned partisans.

Playing against

  • Try not to gamble to kill Kira when you’re uncertain about the partisan’s death shields. You can tank a couple of hits from Kira usually; if you try and fail to kill Kira she might get another kill and make another round of partisans.

Summary

Kira has two issues: needing to get the initial kill, and her stats (summoned partisans and her attack boost) are just not good enough. Her shield synergy is not good enough to be put in a squad with premium shield mercs like Kitty and Lola. Potentially useful in very early leagues as the partisans cannot be punished very easily; C tier dropping to low D tier at higher leagues.

Kitty

Skills

  • Enemy merc appears: give two allies force shield (prioritizes mercs without force shield)
  • Any force shield expiry (including commander): give all allies including self attack buff
  • On death: give all enemies attack debuff

About this merc

  • The outfit ability will blind mercs before their on-attack ability triggers. Eg. if Florence gets blinded from her own attack, the suppress will not go off.

Playing with

  • Excellent synergy with shield mercs like Lola and Hilda.
  • Often only countered by commander ability. Play around suppress or insta-kill if you can.
  • Enemy play Ariane in front of your Kitty? Summon Roxie boxes if you have them. Kitty will get a shield and survive.
  • Combo with Trixie or Madeleine to deliver surprise damage that is often enough to kill the enemy commander.
  • You absolutely can sacrifice Kitty for the on-death attack debuff if you really need to stall.

Playing against

  • Skip turn is a strategy if you can kill her with what’s on board – playing a merc will give her a shield that can help her (or another key enemy merc) survive.
  • Kitty can counter Kitty. Carefully control when the force shields break for huge burst damage. This is a volatile strategy and can win or lose you the match very quickly.
  • Elusive and Asha can block Kitty especially if she’s hiding behind a module; Lola+poison+pierce will take down Kitty regardless of where she is hiding.

Summary

A rare combination of strong offense and defense for the whole board, Kitty makes an excellent addition to any squad. Kitty’s shield damage bonus peaks at R5, so she is S tier and only falls to A tier at high GM level.

Relationship bonus

The health stats are very useful, allowing Kitty to potentially survive an extra attack if her shield goes down. The outfit is absolute insanity, and the cherry on top is that the AI does not know how to deal with it. High S tier.

Egor Opleuha
About Egor Opleuha 682 Articles
Egor Opleuha is a professional copywriter with more than 12 years of experience, who eventually became fully immersed in the gaming industry. The legendary Heroes of Might and Magic saga was and continues to be his favorite video game franchise. In his free time he likes to fish and play guitar.

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