PoxNora K’thir Forest Combos and Tricks Guide
PoxNora K’thir Forest Combos and Tricks Guide by Malosi
Not everything here need be super competitive, just fun tricks that may or may not be the advantage you need to win/annoy.
Please feel free to post anything else you find, I will add it to the list from time to time.
Fuel + Greenhouse = The saplings cost 20 nora to spawn, but when you get your 50% refund from fuel you get it off of 35.
Elven Fury + Collosal Boa = Use the Fury to boost the damage of any champ(s) out then after she’s depleted use the Boa’s consume on her for some good healing. Other good consuming ideas are the Saplings from K’thun or Greenhouse. 30hp for free or on demand for 20 nora is a really good thing here.
Throne of the Circle = Use this plus ANY one Wizard to detect for hidden spell effects. Just check your nora at the end of your turn. If you gain 5 Nora and don’t see any spell effects, you know there is a hidden effect, keep in mind the faction your playing and you can usually know whats going on.
Illusions + (Throne of the Circle OR Elven Statue) = Illusions count to the boost that these two relics give. This means that w/ the Throne you can gain 5 nora for each illusion that is a wizard. You get those w/ Ghost Stalkers Projection ability, and Elven Illusionist and Grimlic of K’thir‘s Deception ability. (I have decks built where I get upwards of 50+ nora for every spell my opponent casts.) The Elven Statue is the same way, except instead of wizards the illusions must be elves. So, all of the above work, plus Elven Illusionist can create an Elven Archer, and Elven Blademaster illusion. One thing I have found is that these illusions DO NOT destroy their old ones like they used to. (may be a bug) So again, I have whole elf bg’s built where I plop a Statue down near a main point of contest and my champs are healing for near 20 hp per a turn.
Grimlic’s Portal = Excellent for contesting Fonts, it’s immunity to physical really hurts many bg’s. Also you can use it to relocate a transfigured Avatar to another deployment zone, great for getting him to a fight fast, or getting him out of danger. Mentioned below is doing grabbing the font closest too your enemy when they are advancing on your Avatar and when the onslaught is about to begin using this to move your avatar way close to theirs and start an onslaught of your own.
Lifegiver + Seed of Potential = When the enemy is away, the Lifegiver will heal 3 hps a turn. This extends its usefulness quite a bit. When the enemy is near your font, drop the seed and you now have a very hard font to take over.
Fan Faire + Stealth = Cast Fan Faire on a stealthed champ, now you can use that champ to manipulate your opponents champs w/o their knowledge. Rascal Fairy works best because he’s flying and has his stunning attack that doesn’t destealth him…very helpful near chasms.
Occlusion x 2 = The “Occlusion Lock”, once both are revealed you may cast one to eliminate all spell presence, then once the cooldown of that Occlusion reaches 3 the effects will be over, cast any AoE’s or other spells you like, save 30 nora, and cast your second Occlusion. You can completly elliminate any spell presence they have. (This is one of my favorites.) Just a note, Shrines still give their 10 spaces of spell presence and fonts do give their 5. So contest their fonts, and keep your distance from the shrine/avatar until you are ready to lay it on in the face of a spell onslaught.
- This combo makes the Wind Sprinter a very good choice for contesting Fonts.
Forest’s Embrace + (Various Abilities) = Something every KF player needs to know about this one is the stat boosts are permanent because they are caused by being cocooned, not by the equipment. So, you can use this one to do several things. 1) For a cheap stat boost to any champion, equip them and then use the Centaur Regulators recycle ability after the stats are gained, your champ will no longer be cocooned and you get your 50% nora refund. 2) for more bang for your buck, do the same thing but use Torton Corsair to pilfer it, and then recycle it, now you’ve up’d the stats on two champs for 18 nora. Now an offensive use of this Equip applies to champs w/ the bodyguard ability; If they are guarding a near dead champ you can equip the champ w/ bodyguard and he will no longer take the damage, finish off the near dead champ, then prepare to focus fire. Most bodyguarding champs aren’t a real threat themselves anyway. Finally, as mentioned by YooCooper below, Damaging Aura’s work w/ it as well while cocooned, so you can have prevent a champ from taking damage while contesting a font or major board postion.
Vortex + Transfigured Avatar = Vortex by itself is a useful spell for contesting fonts or just getting someone out of the way. But when Avatars are transfigured it gains some new uses. (Note it’s Vortex + Avatars that do this, it’s a combo it’s not Vortex alone) If it is YOUR Avatar that is transfigured you may now Vortex your own champ, returning him to your rune dock and removing all equipment. Ready to be redeployed instantly to the nearest font. This is useful when an expensive champ needs a full heal, or you need to remove un unwanted equip and you have no other way to do so. If it’s THEIR Avatar that is Transfigured, you can now remove their champ from play w/ any buffing equips (The equips in both cases are destroyed and go on cooldown) if you can contest their fonts, they can’t redeploy.
Traps + Relocate/Knockback = Here’s the rule: Relocate triggers Traps AND Artillery Marker / Knockback triggers Traps but not the marker. So how do you put this to use? Champs like the Elven Strategist have Relocate Foe as an ability, so you can set down the trap/marker relocate your target and bam, he’ll trigger the traps. You can set up a trap near a chasm and use elven strategist to relocate an enemy champ in the landmine zone so it will push the enemy in the chasm. (Note He cannot relocate directly into a chasm.) Same can be done with tortun groundpunder when using tremor, or the broadside double attack combo. You can also make a setup to deliver 10 extra damage from knockback if the path in wich the landmine/marker would push the enemy blocked. Note that the enemy takes 5 damage for each square it would be knockbacked. So basicly, if u deploy a landmine and use tremor, while the path is blocked, u have the potential to do 6 + 12 + 10 = 28 damage. There are many ways to make this work for you, just get creative.
Defensive Strike + Relocate Abilities = Relocating an enemy into range will trigger Defensive Strike on the Elven Prodigy. This allows for you to get off a free attack, Activate Defensive Strike, Relocate Foe, they take DMG, then you are free to attack, use Rain of Arrows etc…
Reclaim + Illusions = Reclaim usually only works for one turn before your opponent moves out of the way. But if your trying to stop/control just one champ you can use the illusions from Elven Illusionist, Ghost Stalker, or Grimthir to surround said champ and cast Reclaim right on him, if one champ is a real melee champ than you have 4 rounds w/ that champ at your mercy. If your using all illusions, just shoot w/ some ranged. This only won’t work on champs w/ Damaging Aura’s.
Archer Commander + Archers = Archer Commander has the ability Volley Leader at base. What’s nice to know is that if your other Archer has 0 ranks of Rain of Arrows thereby gaining rank 1 w/ this ability, you can Reset the abilities cooldown by moving out of range, and back in.
Metamorphosis + Grimlics Mirror = Fairy Trickster has Metamorphosis, when you use Metamorphosis on a champ like Garu Chosen they are all now targets for Grimlic’s Mirror. This is good fun.
Metamorphosis + Unequipable = Equipable =D. Champs like the Ancestrial Avenger and the Wind Sprinter are both Unequipable, but if you Metamorph them and equip them at that time then when they come back the equipment stays. Also note, that this works for putting the Elite Blade on Hero’s.
Hunter’s Charm + K’thun the Ancient = Hunter’s Charm is GREAT with him. He already has forest-walker so he will always be in his domain:grass (from equip) and also will always be stealthed until he attacks of course (also from equip). This works great when you finally take root because ranged will have a harder time attacking him when stealthed. Domain: Vegetation ups his stats nicely, and with his bonuses from take-root he is a beast for sure.
Fog of the Ancients + Illusions = Invisable font contesters. Just cast the spell over the deployment zone and now your illusions can line up and keep a font contested turn after turn. (note bad idea against UD because their font kills illusions.)
Anaru + Seed of potential = gives her perma bonus from domain grass.
Wood Elemental + Escape Magic = Casting Escape Magic on the Wood Elemental will give you 2 Wood Elementals when he dies, provided you have a sapling or other plant out. One will be Shadowspawned in your font zone, the other will take the plants place like always.
Regulate + Cleanse = easy advantage for you. At the end of your turn cast Regulate, all your opponents champs will get the low stats, on your turn cleanse with any one of our MANY options and then attack. A note about Regulate, it will affect ALL current stats, this means it get’s rid of Faction bonus’s of KF + UD, it negates any surge, fury, pride, type of effects. It will reduce Boost X effects as well, but if you move out of range and then back in you will have the bonus back.
Consume + Escape Magic = Healed Boa and you get your champ back.
Fairy Trickster + Murder = A Fairy Trickster that gets Counterspell Mastery up really quickly, if she is attacking normally, she will gain +2/+4 charges each round and then an additional +1 charge each round from Supercharged 1.
Bliss + Slags + Combined Effort = A nora bonus at the end of every turn that rivals or exceeds the nora gen in any other faction.
Swiftwind + Timeslip = allows you to store ap since unstoppable keeps you from losing all ap when you cast timeslip. Its way more efficient to just run a Pygmy for timeslip but this trick is just a way to save ap for any non unstoppable champ you wish to cast timeslip on.
Tree spider + tortun fishkisser = If you cocoon the fishkisser it will still trigger assault and manic, so the fishkisser will move 3 sqaures AND ATTACK if an enemy champion is in range. While cocooned! Also use Forest Embrace to cocoon him on spot, and grant him Web to make it easier to plan a manic kill.
Occuli Slag + Tree Spider = Windstriker on the Tree Spider gives it a 50% bonus when attacking flying units. Use Occuli Slag to levitate an opponents champ to get the bonus on demand.
Sprite + Nymph = Easy Cliff Dive. If there are chasms on a map, these two can make a deadly pair. Use Force Barrier on a champion you would like to cliff dive (completely surrounding it). It now can not spend its AP on movement or attacking (if it is a ranged champion, make sure it can’t attack you). On your next turn, that champion will now be at full AP. Bring the Nymph in and Possess it. In most circumstances you will now have at least 9 AP to use toward cliff diving that possessed champion. =)
The following are odd counters that aren’t always apparent or exist on a little used rune so may be overlooked.