Sandslice |
2 people marked this as a favorite. |
This has come up a few times for Enora, so I thought I'd just look at the various elemental traits.
Short form:
In the intro, COLD(!) > Force > Fire > Acid >>> Electric >>> Poison.
Long form:
First, from B.
Immune
-Electric 7 monsters*, 3 henchmen, servitor demon*, Fihralaz*, Savash
-Fire 1 henchman, Savash
-Cold
-Acid 1 monster*, 1 henchman
-Force
-Poison 14 monsters, 6 henchmen, servitor demon, Fiendish Tree, Karsos, Fihralaz
*Also poison-immune.
Resist (enemy gets harder)
-Electric 3 monsters*
-Fire 3 monsters*
-Cold
-Acid 3 monsters*
-Force
-Poison
*Note that this is three copies of Pitborn Scoundrel.
Weak (you get a bonus)
-Electric 2 henchmen
-Fire Fiendish Tree
-Cold 3 monsters, 1 henchman
-Acid 2 henchmen
-Force 1 henchman
-Poison
*42 monsters, 16 henchman types, 6 villains not counting Khor. Fiendish Tree and servitor demon are specifically called out because barriers can spawn them.
So, just from B:
1. Cold: Running through the intro, ICE IS NICE.
2. Force: Good ol' reliable Force.
3. Fire: If for no other reason than the advantage over those stupid shrubberies.
4. Acid: Not far behind at all; I'd rank acid above fire if it weren't for the Trees.
5. Electric: At least Crowe can option Force for his powers...
6. Poison: A full third of the monsters... seriously. A full third.
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From 1:
*None of the four villains interacts with elemental traits; of the new henchmen, only the servitor demon does... once again, immune to electric and poison.
Only 8 new monsters:
Immune
-Electric: 4 (2 copies of Demonfly, 2 of Wrecker Demon)
-Acid: 1 (Mandragora)
-Poison: 5 (the 5 just named...)
Resist
-Electric: 1 (Mandragora)
Only further confirms the ranking.
pluvia33 |
Very cool! I was thinking about this when a lot of the monsters previewed so far have a lot of elemental immunities. Since I'll be playing Enora during OP this season, it's definitely something I need to be conscious of.
Just curious, have you looked into how frequent elemental damage of each type is coming from banes in this set? (still waiting for my FLGS to get my base box)
Sandslice |
At a glance, Acid, Fire, and Poison seem to be the big ones. Lemme get a quick count of that.
B monsters: 5 acid, 4 poison.
*Three of these are copies of one bane, which does acid before you act and poison after.
B barriers: 2 fire
B henchmen: 2 fire, 1 cold*
B villains: 1 fire, 1 poison.
*May be summoned by a barrier.
1 monsters: 2 acid (copies of one bane type)
1 barriers: 2 poison, 1 poison or fire (this barrier has random effects)
1 henchmen: 1 poison, 1 fire, 1 force
1 villains: None
And for extra fun:
B locations: 1 fire, 1 fire (summoned B henchman,) 1 cold (summoned B henchman.)
1 locations: (None)
1 scenarios: 1 fire
Sandslice |
While it's not an element type, have you found many Mental immune monsters so far besides the handful of undead?
Mandragora. I forget (not near my box) whether other plant creatures and maybe Giant Amoeba also have immune to Mental. Nothing simply resists or is weak to Mental so far.
With that considered, it's definitely better than Poison... roughly on par with Electric in terms of utility, with the caveat that locations (or, gods forbid, another scenario like S&S's Wreck of the Infernus) may cause foes to gain Undead and shut down Mental that way.
First World Bard |
zeroth_hour wrote:A lot of Demons who are Poison immune are Mental immune as well, I believe.The demons with Poison immunity tend to also be Electric-immune, 's what I've found. Undead and plants are Poison/Mental.
In the RPG, the Demon subtype provides immunity to Poison and Electricity, in case anyone is wondering where that comes from.
Mike Selinker Adventure Card Game Designer |
Sandslice |
AD2 update comin' at y'all!
3 Undead, ALL incorporeal.
4 demons.
Electric: 4 immune
Fire: 2 immune
Cold: 2 weak! (the fire immunes, for reference)
Acid: No interaction
Force: 2 weak!
Poison: 7 immune.
-Barriers: Just six of those, two each of three types: a temptation (bury to draw,) a brutal Wisdom or Knowledge trap, and a magic trap gettin' in your face with Combat and Acid damage.
-Henchmen: 11 new types; don't worry, some of the more annoying classics will be called upon as well.
Electric: 4 immune
Fire: 2 immune (note: these are also electric and poison)
Poison: 7 immune (as usual, undead and demons)
One of them deals Electric damage; several do super vicious things in lieu of damage. 3 are Skirmish barriers.
-Villains: We have 6 hosts this time around, and they're all happy to see you.
Electric: 3 immune.
Acid: 1 immune. (!)
Poison: 5 immune.
One of them is contingently weak to acid, cold, and fire, and has a Cold BYA.
The acid-immune deals Acid damage.
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Synopsis: Not much has changed so far; Cold and Force are still the clear front-runners, with Fire and Acid remaining viable, and Electric and Poison continuing their downward spiral.
For those curious about Mental: 3 immune monsters, 3 immune henchmen.
And for those curious about the new spells for elemental purposes: nothing notable, just one weapon-buff fire spell. There's also a fire weapon, an electric weapon, and a nasty-good Force item.