Hydra
They hold the Orb of the volcano. Drawing on the power of the
volcanoes of Valgor, the Hydra from which the Clan derives its
name can appear on any one of its Inkas. As a volcano unleashes
chaos on its surroundings, so the Clan is able to attack on
multiple fronts.
Special Abilities:
Mods |
Mana |
Name |
Ability |
0 |
1 |
Move |
Move to an adjacent Tria. |
0 |
2 |
Attack |
Attack an adjacent unit. |
1 |
3 |
Double Threat |
Attack two different adjacent units.
|
2 |
4 |
Triple Threat |
Attack three different adjacent units. Roll for
each attack.
|
3 |
1 |
Swap |
Swap the location of the Hydra with an Inka from
your Clan.
|
|
Strength:
-
Swap with Double Threat followed by a swap will make
Hydra one of the safest and deadliest attacker among
all Idols.
-
With Double Threat, Hydra can gain Mods quicker than
other Idols.
|
Weakness:
-
Chances of finding multiple opponent units in a
setting where Hydra can do Double Threat or Triple
Threat are not that high with fewer players and even
sometimes with more players.
-
Double Threat and Triple Threat could work against
Hydra in that now you will have multiple opponents
concentrated on bringing your Hydra down.
-
Higher uncertainty involved with multi-attack as more
Cast cards can be played against Hydra.
|
Comments:
-
Orth Portals are a great feasting place for the Hydra's
multi-attack appetite.
-
Cast cards only apply to individual attacks, in regards
to multi-attack.
-
If Hydra is slain during a multi-attack combat, rest of
the attacks are not carried out.
-
Spreading your Inkas around will allow Hydra to move in
and out of combats.
|