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  1. Welcome to this guide on how to construct and pilot the Batariel deck. This guide will go over all the ins and outs of the deck, what to do in certain situations, and general tips and tricks for both beginning and more advanced Batariel players. Let’s open the Gates of Purgatory and jump in. What does Batariel do? Batariel is a Tier 4 card. It is a rare card and got two affinities. Its first ability is Gates of Hell. ACTIVE: Activate to smash Batariel's giant mace onto the ground, dealing damage to enemies in a 10m radius. The impact will crack open the ground, allowing an enormous cleft to emerge that will erupt fountains of red-hot lava after 5 seconds. Reusable every 30 seconds. Affects ground targets only. The second ability is Infused/Tainted Purgatory. PASSIVE: Unit enters stages of rage in battle depending on how much damage it has recently dealt. Either it does more AoE damage around himself, or he shreds the enemy’s armor, depending on the affinity. But if there is no damage dealt for 4 seconds, the flames will abate again. For this deck we will only be using the fire affinity, and all future references, unless explicitly stated, will refer to the fire affinity Batariel. The fire affinity is used because his passive does more damage, and the shadow affinity reduces the armor of the enemies. Reducing the armor is only relevant if you have other units to do damage as well, in a pure fire deck for example. How is the Batariel summoned if you do not have four Fire orbs? Enlightenment. Enlightenment is three orbs, two of which nature, and it allows you to use any card for the next 20 seconds without orb restriction. You do still have to pay the cost, 300 power in this case. The Deck Let’s start with the Tier 1 options this deck has. When playing a Batariel deck, you have three factions to choose from. Either you start with fire, nature, or shadow. Frost is by all means the worst faction to start with, as a general Batariel deck does not contain a single frost orb. Fire start With fire, most of the time you want to start with 3 Nomads (Nature affinity). An alternative could be Sunderer in some cases where you try to speedrun certain maps, but Nomads are recommended over Sunderer as they heal themselves and can hit air with their ability and are in general more flexible. The second card you want is Mine. Mine is an excellent card to take out the enemy units at your t2 camp. In bandits and Twilight maps, often one Mine should be enough. If you are fighting Fire you could use only one Mine, but if you are less experienced or are not as comfortable with a fire start, you can use two mines. When you encounter Lost Souls, you always place one mine and wait with engaging the camp until a second mine is off cooldown. The reason for this is that you may encounter Tier 3 units like Mana Beasts, one mine if often not enough. If there are also units that give shields, then two Mines might not be enough, and you need to place a third one. The third card you want to bring is Eruption. This card is excellent in taking out pesky (flying) units or to help out your opponents when they are in trouble. Eruption has one other very important use, which is to take our crucial spawn camps. One eruption does 300 damage for 75 power. All small spawning camps have 1200 health, so four eruptions will take out the camp and will set you back 300 power. This tactic is the mostly used in RPvE difficulty 10, but can also be utilized, and encouraged, in RPvE difficulty 9 when you try to clear the Tier 3 camp. In difficulty 9 and below, one to two Eruptions are often enough as you have your Nomads hitting the camp as well. Blaster Cannon an optional card. This card is not necessary in RPvE difficulty 9 and below, but is almost a must-have in difficulty 10. The reason for this is that there can be flying enemy units on your Tier 2 location, which does not happen in difficulty 9 and below. Blaster cannon fire affinity does insane damage versus flying units and because of that it is preferred over the shadow affinity. The shadow affinity also hits air, but traded extra damage against flying units for extra damage to ground units, but that damage is negligible. Sunstriders can be a nice addition too as they could replace blaster Cannon, they are inferior, but more versatile. Shadow start Shadow starts are very straight forward. The first card you want to bring are Forsaken. Forsaken do insane damage and have an awesome ability to do even more ridiculous damage at the cost of dying after the ability wears off. Nox Trooper is a decent alternative to Forsaken, and is far superior against Crystal Fiend camps, where Forsaken get destroyed. Also, they have a better trapping capability as they shoot each unit in a squad one by one. And base damage output is higher than Forsaken, even when they lose overall to frenzied Forsaken especially when getting rid of the spawner. Dreadcharger also a decent alternative, but very situation. Motivate is a card shadow can not go without. This card gives a near-dying unit a new purpose by allowing the same units to do more damage for the next 30 seconds. For Soul Splicer, we want to have the Nature affinity. You want to build this shrine outside the enemies range, as it takes some time to construct it. When constructed, it can collect corpses around itself and a select area. These corpses can be used to heal your Forsaken when they are within the range of the Soul Splicer. A general tactic when approaching the Tier 2 orb is to construct your Soul Splicer and wait until you have 6-8 Forsaken, depending on how comfortable you are. With the Forsaken you want to lure the enemy towards the Soul Splicer, so it can collect their corpses whenever they die. When fighting the enemy, use motivate on one of your Forsaken to allow the others to do more damage, and to have your first corpses inside the Soul Splicer. You want to bring an Embalmer’s Shrine if you bring Shadow Phoenix as your Tier 2 unit. You want to construct two Embalmer’s Shrines before doing anything else. If you play a shadow start in RPVE difficulty 10, then it is recommended to bring 9-11 forsaken, Lost Souls can require more, 3-4 squads gets frenzied and immediately attack the spawner. The remaining units clear the units with the help of a Soul Splicer and Motivate. Nature Start Nature t1 is relatively effective, in some cases better than fire, especially in solo. Basic composition is Windweavers + Dryad (Blue affinity) + Ensnaring Roots, for difficulty 10 Hurricane and Mark of the Keeper are very strong as well, and may be essential. Root is preferred over Hurricane is because it also helps vs non-S-units up to Tier 4. The edge that nature has over fire is solely not having to build a fire orb until an orb switch, with access to cultists + furnace and breeding grounds (especially useful with Shadow Phoenix against stronger t3-t4 camps) Windweavers is the go-to damage dealer for Nature Tier 1. They are versatile and can shoot multiple enemies at once, which makes them excellent in clearing early camps. Dryad provides the units around her with a damage reduction buff. One Dryad is often enough, but keep in mind that she does not buff herself. Having a damage reduction buff on your units allows you to use less heals. Surge of Light is great. It is super good to heal your low health Windweavers, and it scales super good into the later stages of the game as you can still use it to heal your Batariel. Ensnaring Roots is a must have. This spell can create distance between the enemy and your Windweavers. This card is also very effective when you need to take out a spawner in difficulty 10. Mark of the keeper is a must have in difficulty 10, but in difficulty 9 or lower it is not needed. No Shaman? Yes, Shaman is not used in Batariel decks. Shaman is a unit that rarely attacks, and it binds power. For every Shaman you have, you have one Windweaver less. There are only 20 deck slots, and Shaman should not be in there. Tier 2 options On Tier 2, there are a couple options to choose from. When you start with Fire, you are generally safe to use your Nomads + Mine and use Eruptions on the spawning camp. In difficulty 10, you can bring Gladiatrix (Nature affinity) with Curse of Oink, or you can bring Shadow Phoenix with Embalmer’s Shrine. If you start with Shadow, your best option is to bring Shadow Phoenix. You need three Shadow Phoenix to kill a small spawning camp. or When you are playing difficulty 10, if you start with fire and want to use Phoenix, you will need to do an additional orb swap for your Batariel. This sets you back some power, but might be required sometimes. Less optimal, but alternative options are Bandit Minefield and Lavafield. Core of a Batariel deck The core of a Batariel deck are Life Weaving and Unholy Hero. Life Weaving keeps Batariel alive, and Unholy hero allows the Batariel to do insane amounts of damage. Heals are important in every deck, Batariel decks are no exceptions. You should bring at least one heal spell, such as Regrowth. It is recommended to bring a backup heal in case you run out of Regrowth charges or the card is on cooldown. Two options are Surge of Light and Equilibrium (Frost affinity). It is totally fine to bring all three heal spells, as even some veteran players do. Very important spells to bring are both Frenetic Assault’s (one is mandatory, the other is quality of life), Infect (mainly quality of life, you can do without) and Disenchant (depending on the enemy faction). Frenetic Assault makes sure the enemies are not attacking your Batariel, but each other, which gives Batariel more survivability. Both Frenetic Assaults are recommended as they have a long cooldown between casts, and you might need more than one in a difficult camp. Infect serves a similar purpose and cleans up remains. After the enemies kill each other with the Frenetic Assault effect, two Nightcrawlers will spawn from each corpse, up to 10 corpses. 20 extra units to soak up damage and to do more incremental damage. Batariel needs to have his burning passive ability active as soon as possible. He does this be damaging enemy units or buildings. If Batariel is not able to attack, due to a paralyze effect, the chances are the Batariel will die. To solve this, Disenchant is a must-have when you fight enemies like Bandits and Twilight. Those otherwise annoying Willzappers and Windhunters are now useless when you bring Disenchant. Bandits have one boss that permanently reduces the attack by 50% when it does damage: the Equestrian Twins. This debuff can also be nullified with Disenchant. There are two more must have cards in every Batariel deck, which are Curse of Oink and Nether Warp. Curse of Oink was mentioned earlier as well in the Tier 2 section, but it is also an all-star when Batariel is out already. Curse of Oink is an instant CC (crowd control) spell. Whenever Disenchant is on cooldown, or whenever there are scary enemy units, Curse of Oink can keep incoming damage to a minimum. Keep in mind, this has no synergy with Frenetic Assault. When entering an enemy camp, you want to position your burning Batariel in a location where it can either hit as many enemies as possible, or where it can take out a spawner. Nether Warp is the solution for this. After you Batariels AoE burning is active, you can warp him further into the camp. Keep in mind, all the enemies will be able to target him, so make sure you have some heals ready and Life Weaving active. Recommended is the Nature affinity Nether Warp because the Frost affinity debuffs your Batariel with a slow effect. Yes, the Nature affinity heals your opponents units too, but that heal is insignificant compared to the damage output of the Batariel. When you have your core, there are one, two or three spots left for other cards. Thunderstorm is the one that is most recommended bringing as it is such a versatile damage spell. The second card is Soulshatter, as it can decimate smaller camps on its own, but you need to be careful as the damage also damages friendly units. The third option is Earthshaker. This card can take out crucial enemy buildings. This is optional, as Batariel should not have any problem taking out buildings on its own, but can be a quality of life. Void return Because spells are cycled non-stop in this deck, void return is of utmost importance. There are two options available for a Batariel deck. Either Shrine of War, or Cultist Master + Furnace of Flesh. Shrine of War is the best void return card in the game for multiplayer maps. You use spells whenever you want to kill enemy units, and whenever enemy units die, the Shrine of War gives back void power. It is the perfect synergy, there is however a big downside. Shrine of War costs 150 power and has no continuous upkeep. You will need two to be able to keep it running constantly. You will need to invest 300 power, which delays your Batariel immensely. Shine of War is recommended in fire starts. Shrine of War has been nerfed and now require 2 fire orbs, which forces you to play either the alternative option with Furnace of Flesh and Cultist Masters, or rely on a teammate. The ability of the Cultist Master is free, and it summons three Nightcrawlers that die after 20 seconds. When they die near a Furnace of Flesh, it gives back void power. Similar to Shrine of War, you will need to maintain the upkeep of this. It is recommended to have around three Cultist Masters to give reliable void return. If you have more than four, then consider building a second Furnace of Flesh or to alternate between the activations, but this requires way more micro. This option is preferred in Batariel decks that start with Shadow or in solo RPvE maps. If a teammate has a Shrine of War, you can kill the Cultist Masters and the Furnace of Flesh, as Shrine of War is superior to them. Fallen Skyelf Fallen Skyelf can play a critical role in certain scenarios, vs bosses like Twilight Hulk or Abaddon, which have very high damage output, or Hellhound who will eat all your units if you don’t kill him quick enough. And helps overall vs bosses. Plague Double Shadow starters sometimes gravitate towards triple shadow instead of switching to fire. These decks require more precise play due to the lack of cards like Disenchant or Earthshaker, but end up being significantly faster upon being executed well, given how strong Plague is. The spell speeds up camp clears in general and sometimes even allows very powerful pathing advantages as a spell combo around Plague + Infect (+ Frenetic) sometimes removes T4 camps on its own (ideally this even works against small boss camps i.e. Umbabwe/Bandit Lancer). Sometimes Disenchant cannot be removed upon facing factions like Twilight, but whenever there is an angle to cut the fire orb Plague should be your go-to choice when considering the orb swap with a double Shadow start. How to kill a camp When entering a camp best to attack a unit, preferably flying, because Batariel doesn’t dance around those, like he may sometimes when trying to attack ground entities. Also, because Batariel does more damage per hit with his normal attacks against flying units. If power levels/refund permits, then Batariels ability is a great way to enter, use it on a building cluster or a boss. Best to warp after front buildings are destroyed or nearly destroyed (possibly finished by infect). Infect should also be used when entering the camp to maximize the crawlers spawned, after the buffs with frenetic, not necessary, but can be useful, plays an especially important role vs Lost Souls and Twilight bugfest. When playing vs Lost Souls always have at least two Batariels for later camps, keep one in front to tank all the debuffs and for ground presence to cast cc spells against spellbreakers, and teleport second Batariel in the back line, who will take care of the camp. Preferably, use infect to soak up the damage and all the debuffs as well. In case of 2 Lost Bane presence, drag the camp out use spells (with infect) and try to either use Batariels ability on Lost Bane closest to the spawner, and then warp, or if possible just warp in. Can also try to power through after dragging the camp after getting rid of Lost Banes and having crawlers, enemies won’t pose as much threat even if they respawn, just keep eyes on Spellbreakers. Against Twilight Infect is crucial, especially against difficulty 10, where Twilight gazers are bugged and reflect huge damage back to Batariel if not careful, crawlers soak up that damage. Best wait to approach them is to use Batariels ability and maybe even port them together in a bunch, then frenetic/oink and use Batariels ability. But be careful as you won’t have nether warp available to get close to the camp. Bosses Against Bosses, either focus them with Skyelf support, if they can be killed within the ability right away, or warp in the backline and deal with a boss after taking out the majority of the camp. Raven ship is very tricky to kill with a Skyelf, she most likely will get focused, must use infect and possible defensive spells on her, or be on a safe side and deal with the boss without, it’s not too dangerous to Batariel, just have to oink gunner when it spawns. Twilight Dragon boss also takes a while to kill, and Skyelf will heal it if used too early, so it’s better to used when more than half hp is depleted. Nyxia debuff can be disenchanted, which means that the Batariel can freely attack her. Hellhound is best if approached with at least two Batariels like all late game LS camps, and infect must be used. Try to get rid of him asap, before your Nightcrawlers die and he starts eating Batariels. Killing him is not a problem, surviving is. Due to the Lost Spellbreakers Disenchant, engaging with Frenetic Assault (both work here) or Curse of Oink may save you a lot of trouble. Can be tricky, especially in non-motm maps where you don't know exactly where they're located. Against higher tier Souls camps with Banestones: 1 Banestone: Try to disable the Lost Spellbreakers as mentioned above, engage with Batariel ability onto the Banestone and port into the camp. Can be hard with Lost Dragons and such where the Batariels ability couldn’t be used, in that case Disenchant (G) works well. 2 Banestones: From my experience it's best to just wait for the camp wave to spawn into your direction, use Infect on it and engage the camp with the Nightcrawlers before Batariel to distract the Lost Spellbreakers. Try to get one Banestone down as fast as possible and use Frenetic Assault + Nether Warp into the camp (hoping that Bata burns at this point) Fire Bosses: Abaddon, you must avoid his ability at all costs, either send a unit in front to take it, or just dodge/warp in the backline and deal with Abaddon when you have taken care of the camp. Golem should be attacked with ability for the majority of HP, auto-attacking is dangerous. Magma Fiend boss is the most difficult to deal with as a Batariel deck. Must have at least 2 units, if only playing Batariel in t4, have 1 or 2 extra when approaching it, go in with a single Batariel without any buffs and instantly warp in the back line and cc the camp, infect will help as well, then buff Batariel and take care of the camp. After the majority of the camp is gone, send in other Batariels to tank debuff, and buff the one not being attacked. For all these bosses Skyelf is crucial, may not be mandatory. Keep Fallen Skyelf in a distance from Abaddon, she will die very quickly if she is close. General tips You might be asking, but what about Unholy Power? That increases the damage of Batariel too, right? Simple answer, no. Unholy Power is basically a dead card in your deck, as it does not stack with the burning of Batariel. When you fight Lost Souls or Fire, Disenchant is not needed, as these enemies has no way of stopping your Batariel via cc. When you start with Shadow, you can stay and you do not have to switch an orb to fire. If you spawn your Batariel at Tier 3, it is recommended not to build the two wells at your Tier 4 orb location. This will set you back 200 power, and will only pay off when you are floating in power anyway. Batariel does more damage with an attack than against non-flying: XL Ground: 481 L Flying: 697 XL Flying: 1045 This is due to the longer animation when attacking flying units and as the damage per 20 seconds is fixed, attack types with different execution durations deal different damage. @Volin has a in-depth Twitch Stream about Buffed Batariels, where you can see some gameplay: https://www.twitch.tv/videos/1423615481?t=00h06m39s Special thanks to the following people for helping out with this guide! @arabikaa @Damo @Donaar @Kapo @Mocaak @RadicalX @Volin
  2. Hello folks, I need some recommendations regarding an Enlightenment Batariel deck where T2 is shadow. I've seen many players which are playing T1 with Nomand & Mine, then pushing forward to T2 with shadow sphere, from there they push T3 with shadow phoenix - which is (in my opinion) a really nice combi to wipe out the enemies to T3 really fast. I attached my current Enlightenment Batariel deck starting with T1 fire and T2 nature. Greetings and have a nice day / week! :-)
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