Favorite combos

By laxrulz777, in Descent: Journeys in the Dark

I'm sure buried down really far is a thread about this but I couldn't find it so I started this one. I'm sure you've had some great combos in your Descent games. Share em!

Zyla with Swift and TK in a RtL game: She's awesome. She zips around the rooms picking up treasure. Every now and then the OL will get a skeleton spawn and skewer her but if she picks up a treasure and a coin spot that would have been left behind (like the Mines mission) then she's done her job.

Landrec with Prodigy: It's very, very common to roll 2 surges with WGBBB. That's blast 2 with the starting rune. That's room clearing power right there. If you can get Inner Fire and/or Vampiric Blood things can get out of hand quickly (I dump three fatigue to upgrade to three silver dice... oh look, Blast 3 +4 damage and I get all my fatigue back... )

Nanok with Bear Tattoo and Enduring: A Starting 5 armor, 18 health character that grapples is easy mode for the heroes.

Brother Glyr Relentless, Able Warrior and Swift: This just came up in our RtL game. An Advance action moves 6 and attacks twice for 1 fatigue (net)... That's pretty nice.

Karnon with Mighty and Cleaving and a Walking Stick: Do the math, it's about 8 damage on average. This one gives Landrec + Prodigy a run for the money in room clearing ability.

What other combos have you guys had that you thought were crazy good. I'd also be interested in train wreck scenarios (One Fist with Weapon Mastery, Ambidextrous and Master Archer or something).

Some of these might not be the best, but I think they're fun

1) Tahlia with Shadow Soul, Unmovable and Cleaving aka the "BAMFPTTT!!!! Surprise b*tches! I'm gonna kill all y'all and don't even try to run from me" combo. (Pop into a pack of monsters with Shadow Soul, delcare a Battle, kill and Cleave a few of then, then move during the OL's turn after making the Guard attack)

2) Laurel of Bloodwood with Eagle Eye, Born to the Bow and Marksman aka the "I can shot you from across the Terrinoth Map" combo. (With a bow, its a +4 range Aimed attack with Pierce 2 with extra damage conversion for 1 fatigue, it would get worse if you could get Rapid Fire with it)

3) Tetherys with Crack Shot, Precision and Lucky aka the "Zen Archer" combo (Making an attack using both parts of the Enchancement side, through an obstacle, from an adjacent square around a corner down a halfway, and getting to pick which monster you actually hit is not too shabby.)

Off the top of my head....

Tahlia + Tiger Tatoo + Unmovable + Knight + Vampiric Blood + Swift

Laurel + Lucky + Vampiric Blood.

Nanok + Enduring

Varikas + Leadership

Any Melee + Cleaving + Vampiric Blood.

Spiritspeaker Mok + Cautious

One Fist + Mighty

Okaluk and Rakash + Swift + Enduring

Grey Ker + Unmovable + Battle Cry

Andira Runehand + Spiritwalker

Thundercles said:

Off the top of my head....

Tahlia + Tiger Tatoo + Unmovable + Knight + Vampiric Blood + Swift

Laurel + Lucky + Vampiric Blood.

Nanok + Enduring

Varikas + Leadership

Any Melee + Cleaving + Vampiric Blood.

Spiritspeaker Mok + Cautious

One Fist + Mighty

Okaluk and Rakash + Swift + Enduring

Grey Ker + Unmovable + Battle Cry

Andira Runehand + Spiritwalker

Nanok the Runner (RtL): Acrobat, Swift, Tiger Tattoo, Telekinesis, +4F, +2Black Melee Trait. (Late Silver)

- he can get anywhere, through anything and survive everything thrown at him afterward.

Landrec the Killing Machine: Prodigy, Wild Talent, Quick Casting, Spiritwalker

- 4 free surges, 1 Sorcery, an extra attack and twice as likely to dodge a Dark Charm

Leaping, whirling Talia dervish : Unmoveable, Knight, Weapon Mastery/Mighty

- 4 attacks with bonus damage, 1.5 moves (5 spaces), +1 Armour

Corbin 'Crowd Control' : Tough, Taunt, Bear Tattoo

Bogran 'hiding-behind-a-tank-is-common-sense-not-cowardice' : Crack Shot, Rapid Fire, Born to the Bow

Eliam the useless : Weapon Mastery, Vampiric Blood, Blessing (with a Shillelagh)

- Sweeping Reached attacks with a high damage output and the fatigue is recoverable. Advances 5 spaces into the midst of the monsters then hits every monster within 2 squares with 2 bonus surges (+3 damage) and +1 Damage. With Fatigue upgrades and Trait boosts in RtL can do this every single turn pretty much.

i got an adriana rnehand with spiritwalker in my group

i think im gooing to have to pin her more often with alot of cobolts :-)

she never moved just battled all the duingeon long

but we did play her with the original 10 spaces in the campain and she is erataed to 5 spaces this makes a huge difrence

still she almost always gets her pierce2 wich is killing for a magic user

Any combination including Laurel and Lucky and extra power dice: you get both the range and damage from power enhancements, and then dump that range into damage. Voila, obscene amounts of damage.

Yeah... I didn't realize that Lucky interacted with Laurel in quite that way... pretty awesome...

I'm thinking Laurel with Spiritwalker, Lucky and Marksman would be pretty obscene (aim through a tank in melee and the boss is suffering +6 damage on average... )

I like the Eliam combo... might actually make him worthwhile ;)

Spiritwalker is methinks limited to magic attacks, no?

Yeah you sadly couldn't use Spiritwalker. Now give her Precision and stand behind the tanks and it will be close to the same.

Vampiric Blood makes her an assassin, since every shot can basically be one of her super range death things.

Good catch on spiritwalker. Laurel is just one of those characters that always seems to be "good" or "holy crap I got the god draw" fantastic.

Okaluk and Rakash with Swift + Tiger Tattoo came up tonight... THAT was annoying for the OL :)

laxrulz777 said:

Good catch on spiritwalker. Laurel is just one of those characters that always seems to be "good" or "holy crap I got the god draw" fantastic.

Okaluk and Rakash with Swift + Tiger Tattoo came up tonight... THAT was annoying for the OL :)

When I am OL-ing, I salivate at the prospect of a Laurel in the party...

8/1 for 3CT, bring it on!