Garnet Hero Review
Attack: 731
Defense: 751
HP: 1481
Ninja Family
Bonus for 2 / 3 Heroes:
- 5% / 10% chance to dodge normal attacks and Special Skills
- 5% / 10% chance to counterattack with 60% / 90% of the damage received
Element: Fire/Red
- 1x Effect – 5 tiles (base stat), 4 tiles requires 23% increased mana generation
- 2x Effect – 10 tiles (base stat),
– 9 tiles requires 9% increased mana generation
– 8 tiles requires 23% increased mana generation
– 7 tiles requires 40% increased mana generation - 3x Effect – 15 tiles (base stat)
– 14 tiles requires 6% increased mana generation
– 13 tiles requires 14% increased mana generation
– 12 tiles requires 23% increased mana generation
-11 tiles requires 34% increased mana generation
– 10 tiles requires 48% increased mana generation
*48% mana generation is possible from Mica(Yellow Ninja) + level 29 Mana troop
Special skill: Awaken Ki
- 1x Mana Charge
- Boosts health of all allies by 180. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
- All allies are immune to new status ailments for 2 turns. This effect can’t be dispelled.
- 2x Mana Charge
- Boosts health of all allies by 400. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
- All allies are immune to new status ailments for3 turns. This effect can’t be dispelled.
- 3x Mana Charge
- Boosts health of all allies by 720. If health exceeds max HP it is added as temporary HP. Max temporary HP is 100% of max HP. Boosted health counters max HP reduction.
- All allies are immune to new status ailments for 4 turns. This effect can’t be dispelled.
Garnet Hero Review:
Garnet in Offensive raids
The Ninja Hero Garnet is extremely powerful as a healer.
Firstly, there are ton of defenders that inflict status ailments. Literally every single defending team has at least one hero that can inflict status ailments.
Secondly, you only require 5 tiles to activate the first charge of Garnet. This almost always allows Garnet’s special to be ready before the defending heroes have the special skills ready.
Thirdly, there is not harm for you to hold off Garnet’s special skill, waiting another few more turns – there is always additional benefits while waiting.
Read more about setting up your teams for offensive raids here.
Garnet in Defense
Heroes with Mana Speed : Charge will always trigger their special at a RANDOM charge. There are no set conditions etc that will allow them to trigger at a specific charge.
This essentially makes it very difficult to decide on a placement for any of the Ninja heroes.
For most attackers, they are able to ignore the secondary effect of Garnet’s special skill. This is essentially saying that Garnet is simply a Vanilla Healer, with a variable mana speed.
Highly not recommended in a defending team.
Read more about setting up your teams for raid defense here.
Garnet against Titans
Meh, Boldtusk is better.
Garnet in Tournaments
Secondary effect of Garnet counts as a Buff (immune to status ailments)
Garnet Hero Grade/Rating
Titan – C
Offence – A+
Defence Tank – C
Defence Flank – B
Defence Wing – C
Defense Overall – C
Tournaments Rush Attack – B
Tournaments Buff Booster – A
Tournaments Bloody Attack – D
Overall B
Tour. rush attack= grade D?
I think it’s a mistake somewhere, right?
You are right,
Thank you for pointing the mistake out.
seems like all the ninjas play better than they defend. Jade is a little soso in ways, but the other 4 have crushing ability IF used intelligently…which of course he AI simply refuses to ever do; Mostly they are pretty fun…which is of course the goal. They have significant upside and fairly big holes as well. The last thing any if us need is Telluria 2, an overpowered hero we try hard to get (Spend gems!)…and then must be nerfed in 2 or 3 months making players quit and those who spent to get her feel cheated and abused. It doesnt make the game better. The Ninjas are just borderline enough to be good in all regards but still not perfect. based on that, I kinda wanna raise em all (Except perhaps jade) a half a point.
As for status ailment protect, I think situation makes or breaks it. When facing a good old GTV defense, or Jean Franc or any of the DOT specialists…it can ruin the enemies ability to fight. Even firing at 1x, you can select heroes with less remaining health and use it as a time helper. Granted against fast snipers its mostly useless. Excepting a few of the 4 stars perhaps who include some defense down to make up for lower numbers, it can keep those neutered just long enough to care less on your heroes who are in immediate danger. That has its value if, gain, only when used carefully and properly.
Up to now, SG has opted for redesigning the mix/focus of specials. entirely new, aimed at previous specials, specific types, with predictable weakness if they have a certain strength.
Im kinda hoping for the new year, they stop calling it random chance and players choice…and start making target focused heroes. (+50 defense against ninjas, – 20% attack vs Sand, + 15% Mana vs Avalon, Immune to Norse Specials, Weak against Pirate Specials…
If they really want this to be calculated chess instead of Jenga…they should just start making absolutes. If you bring this hero vs that hero, hes saved, however if they bring…and you counter with,. it evens…
I love the new Ninjas and the Valhalla heroes (We still havent seen several of the best yet!) but its getting to where you simply increase stable size, but even in wars,. you just cant use em all and really have no need of new heroes after awhile. I hope they start working on a plan for that.