Beguile in the New Turn Based System

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Beguile in the New Turn Based System
A view from a Different Perspective

Different spells are going to work differently with the new turn based system. Some won’t be as useful as they used to be, others will gain in their power. Today, we’ll check Beguile and the applications the new system will bring to the spell.

Overall, Beguile isn’t as strong as it used to be anymore. We all loved it when opponent used Storm Lord on their own team mates or healed our team with Rebirth. Such a luxury won’t exist anymore, so we’ll need to find other uses for this fantastic spell.

 

Beguile in the New Turn Based System

Actions and Reactions

In the regular system, Beguile was the strongest when used in team play when starting first. Opponents weren’t able to react to our actions, which made Beguile a force to be reckoned with. Using it from second was still interesting, since the spell ends in the middle of the round. This meant the  opponent would still hit their own teammates, while you’d manage to hit both of them with an AOE attack.

But non of this works anymore in the new system. Opponents can always react to you casting it and free passes aren’t available anymore. All of this makes Beguile a situational spell. It’s much weaker than it used to be, but it still has its uses.

 

Treat it Like a Stun Spell

Casting Beguile will prevent opponents hostile actions for 2 rounds. While it doesn’t work exactly like a stun, since they can still blade up or shield, it will prevent them from attacking you. You get 2 extra rounds to find shields, fortifies and stun blocks. You get extra time to set up your defences.

Using an AoE DoT (or just a regular DoT if you’re focusing on one opponent) before beguiling is one nice move. That way you prevent them from shielding (only with towers and DoT school spells though), which may leave your team a nice opponing once Beguile ends.

 

Mechanics in 1v1

1v1 PvP is where things get interesting. That’s where the situation is completely different than it is in team PvP. Beguile received a huge buff in this department because now it consists of the old system’s pro’s of going first and second.

If you beguiled when going first, then you had the luxury of reacting to your opponent’s moves (most importantly – shrike), but it lasted only one round. S/he was on your team for 2 turns, but a single hit still went through if they used it the same round as you beguiled them.

If you beguiled when going second, your enemy couldn’t attack you for 2 rounds, but you weren’t able to react to Shrike. However, with the new turn based system, you’re able to react to your opponent’s Shrike + lock him out for 2 rounds!

 

True power

All of this already sounds really good, but there’s more. Locking your opponent out of Shrike for 2 rounds already sounds good, but it’s quite easy to improve this. We can completely lock them out of Shrike AND even use this method for a sneaky attack!

By casting Beguile, you and your opponent become teammates for 2 turns. But that’s not the truth – you two are actually friends for 1,5 half turn. What does this mean? The first turn after Beguile, you can’t do anything hostile to each other. While neither of you can choose to attack each other the second turn, you can still land on your opponent. This can be bypassed by using AoE attack (e.g. lulu). Since you don’t need to click on your opponent, the spell will still go through and hit them.

 

Lock your Opponent Out of Shrike

We already described how an AoE can be used while your opponent is beguiled. The same logic apply to AoE negative charms and stuns. You can use Beguile right after your opponent shriked and finish by casting AoE stun (if they don’t have stun shields) to prevent them from doing anything.

If they have stun shields, you can try your luck with Smoke Screen or simply lay Virulent Plague on top of their head. But by far best and safest thing to do is to use Beguile in combination with Bad Juju (that’s of course if you don’t have too many blades up). Instead of starting with Beguile, place a bad juju on your opponent and follow with Beguile. All these methods burn a lot of pips, but at the end the are still very effective mechanisms.

 

Watch Out for Reversed Turn Order

Yes, this is still a thing. Sometimes the game decides to swap the turn order after casting beguile. Which sounds weird and doesn’t really fit into a chess system. But when it happens, you will basicly have a next turn after the Beguile and your opponent will have 2 turns in a row when the Beguile effect ends. Which is bad since, with the reversed turn order, it is them who can land a sneaky AoE attack at the end.

A: Beguile

B: Friendly round (can still land single hit, if it’s chosen) 

A: Friendly round

B: Friendly round

A: Normal round

B: Normal round

B: Normal round

A: Beguile

B: Friendly round

A: Friendly round

B: Friendly round

A: Friendly round (can land an AoE attack) 

B: Normal round

A: Beguile

B: Friendly round

A: Friendly round

B: Friendly round

A: Friendly round (can land an AoE hit)

B: Normal round

A: Beguile

A: Friendly round

B: Friendly round

A: Friendly round

B: Friendly round (can land an AoE hit)

B: Normal round

 

Current Bug with Beguile

Right now, there’s a bug in test realm when Beguile is casted in 1v1. Basically it reverts the turn system to how it was before; both you and your opponent choose a spell and then both spells are cast. This is not a big deal because it will most likely get fixed and you can see what they’re choosing anyway.

A more important question is, what effect will the fix have on Beguile mechanics. Will it still allow us to use AoE spells at the end of its duration or not?



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