Donnerstag, 15. Januar 2026

Tier List and Thoughts on the Spire Rework

Hello there,

The age of the Spires has returned and every opponent should brace themselves because this rework brings a fresh gust of alien menace back to the table.

Infantry has seen a considerable power boost, new options unlock exciting tactical angles, and overall the army feels more flexible and vibrant than ever before. Yes, there are a couple of things I find a bit worrying, most notably the new movement tricks outside your own activation, but beyond that the book does not read like an over-the-top fever dream for Spire players. Instead, it feels like a thoughtful and constructive piece of game design. Not that this will stop Spire players from complaining, of course.

In this article I will take a close look at which combinations stand out, which units shine the brightest, and where there is still room for improvement.


Tier-Ranking

Evaluating units in Conquest is often complicated and heavily influenced by the local playgroup. Many units only reveal their full potential when paired with the right synergies and are difficult to judge in isolation. For this analysis I assume that every unit is operating at its full potential within the army. The goal is not to determine the mathematically most cost efficient choice, but to evaluate each option based on its role and impact. The entire list is therefore subjective.

  • S-Tier: Units that are widely considered overpowering due to rules or efficiency. Almost mandatory picks that improve most lists.

  • A-Tier: Excellent units that shine in their roles and often form the backbone of competitive lists.

  • B-Tier: Solid and well balanced units with clear strengths and weaknesses. They perform their role reliably and this is where most regiments and characters should land.

  • C-Tier: Units that see less play and fall slightly behind alternatives. They are usable, but less efficient.

  • D-Tier: Units that are barely playable or badly need a redesign. In newer factions this may happen when a unit is designed around synergies that have not been released yet.


Subfactions & Faction Mechanics

Exertion / Strain / Decay – the heart of the rework

A regiment may trigger its Strain ability as a draw event, gain the listed bonus, and then take one wound per stand or three wounds if it is a monster at the end of its activation. The system is elegant but merciless. You trade health for power. For me it fits perfectly with the faction’s lore and because the damage value is fixed it allows clean and reliable planning.
No rating here, since the strength of the mechanic is directly tied to the buffs it unlocks.


Subfactions, three identities, three archetypes

Just like Hundred Kingdoms and Dweghom, Spires now choose a subfaction and unlock an always-on army-wide rule. Each subfaction shapes how the army is built and favors its own set of synergies.


The Underspires (Violent Delirium) – B-Tier

Drones can be healed while broken, gain Indomitable depending on their size, and Drones and Clones receive Regeneration 2 as a draw event.

Probably the most consistent and reliable subfaction.
Regeneration almost completely offsets Decay for MSU regiments (three stands). In my test games, this was especially interesting for Vanguard and Marksman Clones, where I used the Strain abilities of the regiments very extensively.


The Directorate (Lobotomytic Override) – S-Tier

Once per round a drawn command card may be set aside and the next card in the stack is activated instead. After that, the first card is placed either on the top or bottom of the deck.

For players who want control over tempo and initiative, this ability is worth its weight in gold. Deck manipulation used to be exclusive to Biomancers and Pheromancers, and here the entire army gains that advantage for free. It will not suit every playstyle, but in a competitive setting it is extremely powerful because it lets you safeguard your plans regardless of whether you win the priority roll.


The Sovereign Lineage (Magnanimity) – A-Tier

Husk regiments gain Inspired or Aimed Shot against wounded targets.

The option to strike with Inspired first and then still take a move or charge action is brutal and borderline unfair. The free Aim also delivers exactly that small amount of extra damage you often need to swing a unit from too weak to just right. The issue is therefore not the power level but the pool of eligible regiments. There are only three units with the Husk keyword plus one item that can turn a Clone regiment into Husks, which naturally limits the ability. However, anyone who already brings Highborne or loves Husk lists will find an exceptionally efficient damage amplifier here.


Characters

Biomancer, C-Tier and B-Tier as Warlord

The Biomancer received a significant redesign in the rework and currently feels like a toolbox without a clear guiding direction. His ability to simply grant a Command Stand within 12 inches two additional attacks is undeniably strong and flexible. His warband options are also solid and fill many gaps the army might otherwise struggle with.

The real issue lies in the Biomancies. They are highly unreliable on the table, with some effects being brilliant, others situational or almost useless, and there is very little control over what you actually end up with. In practice they only really function smoothly when paired with focused support from the Merchant Prince Warlord, which pushes the Biomancer into a narrow army archetype.

As a Warlord these shortcomings become even more noticeable. His ability to collect tokens when models die on the battlefield is thematic and atmospheric, but it does not generate early or reliable value. Some of the effects he unlocks can be game changing, but being limited to collecting only three tokens keeps him permanently constrained. As a result he feels too difficult to plan around in a competitive environment and more like a liability than a dependable foundation for the army.


Pheromancer, A-Tier and A-Tier as Warlord

The Pheromancer was also extensively redesigned, but unlike the Biomancer, he benefits from it almost across the board. He still does not function like a traditional mage. His abilities simply happen without rolls or resources, making them reliably available.

He can grant Fearless to a friendly regiment within 12 inches. With Lethal Compulsion he can either give Untouchable to a regiment, or with Suppress Receptors create a 12-inch aura that allows sixes to be rerolled on Resolve and grants Tenacious 1 to his own regiment. The remaining two Pheromancy effects are more situational and less impressive. Untouchable in particular scales exceptionally well with elite units.

His warband offers a versatile and broad selection that fits well into different army concepts. Especially interesting is Master of Puppets, which upgrades Force Grown Drones in his regiment to medium size. This rule may seem minor, but it has major implications for mission play and army building, and is an elegant example of good game design. I hope Para Bellum continues this approach with other armies.

As a Warlord the Pheromancer gains a huge boost. He may use a second Pheromancy per round, and every regiment in the Drone, Clone, and Monstrosity categories may exchange its Strain for plus one Clash and plus one Movement. Combined with subfactions like Underspire, which provide Regeneration, this Strain swap becomes a central tool for the army.

The most crucial point, however, is that his regiment takes no damage from Decay. This single rule opens up entirely new army concepts. Suddenly large blocks of Force Grown Drones or Brute Drones become playable and are no longer just a meme concept.



High Clone Executor, B-Tier and A-Tier as Warlord

The High Clone Executor is almost absurdly cheap and could easily have been twenty to thirty points more expensive. He brings Double Time to a Clone regiment within twelve inches, has Flurry and Cleave 2 himself, and remains at a Resolve of 4. He becomes even more dangerous with Bound Clones, and the Marksman and Infiltrator variants give him additional flexibility. Apparently someone at Para Bellum decided that models no longer need the correct weapon equipped to use ranged options. This is a decision I strongly support and wish other factions would adopt as well. That he can now even deploy a Siegebreaker as Restricted feels a bit arbitrary, but additional options rarely hurt.

His Supremacy is particularly noteworthy. On paper it seems harmless, but the free movement for Clone regiments whenever a friendly model dies within twelve inches significantly changes the level of movement in the game. Together with the Ward Perceptor, the Spires now have movement outside of their own activations. Personally I would have preferred not to see this design path, but the strength of the rule is undeniable. Especially in tight situations, this free move often decides mission objectives and melee reach.

In addition there are other useful abilities such as Opportunist and the ability to deny Inspire to the opponent after a Clash action is announced. Both effects are exactly what Vanguard Clones love, and fortunately only one of these three effects can be chosen per round and only for Clone regiments. Overall, the Executor is one of the most versatile and valuable characters in the faction.


Merchant Prince, S-Tier and S-Tier as Warlord

The Merchant Prince is polarizing. Some players do not like him, but I am thrilled when an opponent does not take him. In my games he has consistently been a huge asset, as long as the opposing army does not have overwhelming Flank. I typically ran him with Ulterior Motives in Marksman or Desolation Drones, along with two Vanguard Clones and a Desolation Beast in the warband. Combat-wise he is essentially a weakling, but that is not the point. His value comes almost entirely from Master Manipulator.

Master Manipulator fits perfectly with the Spires’ lore because the Merchant Prince forces no one. He makes an offer. He gives the opponent a chance for both players to essentially gain a free Flank. If the opponent accepts, both sides benefit and the Spire gains Vanguard 3 for a regiment. If the opponent refuses, the Spire either gets Vanguard 3 for a target regiment or a reroll for a Reinforcement roll. Both options are extremely valuable because almost all important Spire units with Vanguard 3 reliably and quickly reach mission objectives. The fact that this also makes a list more resilient to Reinforcement mishaps is a bonus you only fully appreciate after losing a game because key units arrived late from reserves.

His Supremacy reinforces this style. You gain a pool of dice that can be used instead of rolling. Almost every action becomes more predictable. This applies to charge attempts, Resolve tests, Biomancy triggers, and virtually every critical decision in the game. Only the starting roll at the beginning of a round is exempt, probably because the mechanic would be too complex to track or the dice pool could otherwise be exploited.

The army moves exactly as intended. Biomancies hit precisely when needed. The entire list suddenly feels like a finely tuned instrument. For players who love control and reliability, the Merchant Prince as a Warlord is a dream figure.


Lineage Highborne, S-Tier and A-Tier as Warlord

She costs twenty points more than before and loses one wound. In return she gains plus one Clash, Flawless Strikes, and Parry for the regiment. That alone is not necessarily exciting. Her true strength lies in her warband, with Incarnates and Avatara as mainstays, as well as a full toolkit of equipment that can instantly change the battlefield.

Ablative Flesh granting plus one attack for five points is already strong. It becomes truly relevant with larger investments. Ferro Ossified Carapace gives a Hardened 1 draw event for Husks, which becomes extremely effective in combination with Avatara. Linked Neuroceptors enable almost guaranteed charges. Preservation Protocols provide reliable healing. My personal favorite is Grafted Limbs, which raises the Highborne to Clash 5. All of this makes her expensive, but she protects and enhances Avatara to a level that turns these models into true boss figures.

Her Supremacy completes the package. Once per game, all sixes rolled for Husks on attack count as ones. If you pair her with a list full of Avatara, Leonine, and Centaur, this creates an almost automatic stream of hits. For players who focus on elite units and prefer top-end performance over mass synergy, the Highborne is a central cornerstone of the new Spire design.


Lineage Prideborne, B-Tier and B-Tier as Warlord

The Prideborne is basically solid. That is precisely its dilemma. This pattern runs throughout the entire rework. The Spires have a large number of useful, functional options, but also a variety of units and rules that appear very cheap or disproportionately effective in comparison. Where other characters shine, the Prideborne usually just does its job.

There is also a structural limitation and overlap with the Highborne. Since the Prideborne generates less flexibility and the Highborne now more often has free Restricted slots, Centaur and Leonine are more likely to be taken there.

She is not entirely useless, however. She provides the only way to heal Leonine with Preservation Protocols. Since Leonine, like all Husk regiments, takes one less damage from Strain, you can double the effect of rolled ones every round and absurdly increase the unit’s output. This generates impressive damage potential, but you cannot use the healing to bring stands back into play. This leaves at least a natural counterplay intact, as every dead stand still counts and can be exploited by the opponent.


Mimetic Assassin, B-Tier

The Mimetic Assassin has risen from almost irrelevant to useful thanks to his low point cost. That he replaces a stand and deals damage directly to the opponent is a clever design touch. Even more important is that he has finally been given Cleave 2, giving him a real role in damage distribution.

My preferred combination so far has been to play him with No Matter the Price and, with Vanguard Clones at his back, simply remove an enemy regiment where it hurts the most. This is expensive, but extremely threatening. The opponent has to constantly account for the fact that you can use this tool. And it is precisely this psychological presence that gives the Assassin his value.

Because he can fit into virtually any Clone or Drone regiment, he offers a high tactical density, especially in massed lists. He is still a niche tool, but finally one that must be taken seriously


Regiments

Bound Clones, A-Tier

The Bound Clones are my favorite units in the new book. The rework clearly aims to make larger blocks playable, and this unit fulfills that goal excellently. At its core, it is a slightly worse Gilded Legion or a significantly better Household Guard, but in Spires and especially in Medium size.

Thanks to the numerous buffs that Clones can receive, such as Regeneration, the Supremacy of the High Clone Executor, or equipment options, as well as the Ward Perceptor granting Tenacious, a regiment with five to seven stands and a character becomes very solid. Particularly strong is their combination of Bastion, shields, and Defence 2, which keeps them stable, along with Movement 6, which allows for quick repositioning. With Ward Perceptor and High Clone Executor Double Time, they can quickly move to a flank and strike effectively there.

In my view, the Strain ability of the Bound Clones is less useful. In large blocks, the damage from Decay is usually not proportional to the benefits of the buffs.


Desolation Drones, B-Tier

The Desolation Drones are one of my two preferred transport units for the Merchant Prince. They have become slightly more expensive, but in return gain an additional shot, an extra wound, and continue to reduce the opponent’s armor until the end of the round.

In combination with the other shooting regiments, armor is hardly a problem for the faction. The unit is flexible, durable, and valuable, especially in Prince lists.


Force Grown Drones, A-Tier

Para Bellum clearly wants Force Grown Drones to be played as blocks. The aggressive pricing of additional stands and special rules practically demands using eight to twelve stands. Without a character, the Drones are more like MSU regiments to cheaply heal the Consumption Beast.

However, if you use a Pheromancer as Warlord, the formerly weak Drones suddenly become serious units. With Biotic Renewal and the Underspire subfaction, you can heal nine wounds per round, buff the regiment to Clash 2 and Movement 6 without spending any wounds, making it almost immune to morale while staying cost-effective. Alternatively, you can use Lethal Demise 2. The Supremacy does cost something, but blocks are clearly the new theme for the Spires, and hopefully this trend continues in future reworks.

The strong healing means that opponents must deal serious damage to neutralize these regiments. New Incarnates can easily destroy Force Grown Drones in the air, but most other regiments simply do not generate enough damage to eliminate them immediately.


Marksman Clones, A-Tier

The Marksman Clones now have a range of only 18, but in return gain Evasion 1, access to Armor Piercing 1, and the Assault Preceptor, which grants them reroll 6s in shooting. Large blocks remain interesting despite Strain, even if Armor Piercing 1 is then used less often.

For me, four stands have always been the ideal size for my Merchant Prince. I also tried fielding multiple MSU regiments, but due to the abundance of strong options, I usually ended up with only one regiment. Marksman Clones remain flexible, reliable, and an excellent choice when you want to make the most of their range.


Onslaught Drones, B-Tier

Onslaught Drones are a cheap damage option that delivers exactly what you expect. For 135 points, they come with Linebreaker, Flurry, and a charge of seven with Unstoppable. They deal decent damage, and although Vanguard Clones are overall slightly stronger and more flexible, the Onslaught Drones hit like a regiment that would cost 25 to 40 points more. Their advantage over Vanguard Clones is that they qualify as a Medium regiment.


Stryx, A-Tier

The Stryx had to be nerfed in the rework as expected. Para Bellum decided to give them Clash 1 and only Movement 8 because many players considered their previous combination of rules too strong. In return, they now gain Opportunist, which partially compensates for the limitations, and with the Strain Disruptive, they can significantly hinder opponents in certain situations.

My favorite deployment trick so far has been to position the Stryx on the flank of an Avatara block. As soon as the opponent strikes there, the Stryx fall into their flanks. If the opponent only has one stand in contact, they do not have enough attacks to eliminate the Stryx. At the same time, Avatara or other stable Spire regiments become nearly immortal. The downside is that the Stryx are in direct competition with the very good Vanguard Clones, which are also light and mobile.


Vanguard Clone Infiltrators, A-Tier

My first thought was that 12 inch range is a bit tight, but Swift Retreat and access to the War Perceptor make the Infiltrators a very solid option. Especially in combination with the Ward Perceptor, which allows a free two inch shift as soon as an enemy comes within eight inches with an action, the Infiltrators can be positioned very flexibly. With High Clone, their damage increases further into a cheeky range.

The opponent only deals 1D6 damage, probably just one or two with Merchant Prince, and the Infiltrators keep shooting him in the face. The biggest challenge for the opponent is that they often stay out of range of their own units and are difficult to catch. Their value increases massively with proper timing and good positional control. The only limitation is that they do not score, and there are two other good alternatives in the Light category.


Vanguard Clones, S-Tier

The Vanguard Clones are like the classic Hunting Pack of the Wadrhun, just without the dinosaurs. In most of my lists, I run two to three regiments of them. They can purchase the War Perceptor, which I usually do not do for cost reasons, but even without this option, they are extremely efficient.

With Defence 2, shields, and Loose Formation, shooting becomes practically irrelevant. Additionally, they reduce the opponent’s attacks by one in melee, which causes real problems for many armies. They are fast enough that they do not necessarily have to take the opponent’s charge, and even outside the Supremacy of the High Clone Executor, they perform exactly the tasks of a Hunting Pack: controlling the field, posing a threat, and dealing good damage for low points.

The Vanguard Clones benefit especially from the Directorate subfaction, as they can offset their Strain with small heals. Overall, they are one of the most reliable and flexible units of the Spires and are included in almost every one of my lists.


Avatara, S-Tier

The Avatara have become 15 points more expensive and lost one Movement. In return, they gain plus one Clash, plus one Attack, and access to buffs from characters that are not friendly. I mean Hardened 1 as a draw event for a D4 regiment, Inspire from Sovereign Lineage, or the Supremacy, or the Parry of the Highborne.

With Preservation Protocols, the Avatara can also be healed. In my tests, I ran a seven-stand block led by the Highborne with a Merchant Prince Warlord. The block was only defeated after Varangians, the Theokrator, and Athanatoi struck it under Supremacy. In the meantime, the Avatara eliminated everyone except the Theokrator.

The Highborne’s Supremacy is somewhat overkill for this unit and is more worthwhile for many small regiments. For a block, I found the Merchant Prince as Warlord the most effective. He allows damage control, a friendly auto-charge on a six, and Vanguard 3. This makes the block extremely reliable and durable.


Brute Drones, A-Tier

At first glance, the Brute Drones lose Flurry, but in return gain Linebreaker and the option for Cleave 1. This makes them a nightmare for knights, even at only Clash 2. The six attacks make up for it. What I particularly like is that Para Bellum did not just raise the stats across the board, but gave the units a clearly defined role. Additional stands cost only 45 points, giving cheap wounds, many attacks, and great Strain. Strain can be a problem for large regiments, but thanks to Underspire and Biotic Renewal, you can heal up to five wounds per round.

The reason I place them in A Tier is the Pheromancer Warlord. With Strain, a lot of damage is generated for the regiment. The Pheromancer’s Supremacy makes using Strain, whether your own or newly added, a massive free buff.

At 150 points, with Clash 3, six attacks, Linebreaker, Movement 7, and Unstoppable, they are extremely efficient. The only downside is that this strong synergy only works with a Warlord. With three different, fully valid Warlord options, however, the flexibility remains high.


Incarnate Sentinels, B-Tier

The Incarnate Sentinels are the first Heavy choice we see, and for their price absolutely impressive. They used to appear in almost every Spire list, but now there are more options with Cleave. With Strain, their damage potential and number of attacks are enormous, placing them in an interesting niche regarding Value of Attacks.

Personally, I think it makes sense for them to always stay within the aura of the Linked Neuroceptor so they can reach their full striking power. The feeling that you constantly have to support them, along with the Monstrosity keyword, pushes them into B Tier for me. If they had the advantages of Husks, such as healing, Hardened, or quasi-auto hits, they would clearly be S Tier. As it stands, they remain strong, with potentially 11 attacks per stand, which is cheeky, but they are not an automatic pick. Eleven attacks for 70 points would be outstanding in most factions, but for Spires, it is just enough for B Tier.


Centaur Avatara, B-Tier

The Centaur Avatara are heavy cavalry with options for Deadly on Impacts and Shock as Strain, all at a very reasonable price. They synergize well with the major buffs for Husks and deliver solid striking power.

However, the Heavy slot is highly contested in the Spires. Good options within the faction are rare, and although the Centaur Avatara are strong, they are not enough to compete with the massive access to excellent and brutally strong regiments in the Heavy slot. For that reason, I place them in B Tier.


Leonine Avatara, A-Tier

In my first test game, I was disappointed by the Leonine Avatara, but with Sovereign Lineage, their high point cost suddenly made sense. You have to choose your targets carefully. Their short range initially seems like a drawback, but it is well compensated by their high mobility and the buffs from Sovereign Lineage.

With a Highborne as Warlord, they became even more appealing. For me, they ultimately proved to be the best mobile fire support for Clone-heavy lists. A Highborne can easily attach to a Clone regiment, and the Leonine then benefit from both Sovereign Lineage and the Supremacy of the High Clone Executor. This allows the Leonine to fire safely behind friendly infantry while remaining well protected. The fact that their hits have Armor Piercing 2 and Deadly, and that they can gain Precise Shot for 2 damage as an MSU, is cheeky and results in one of the best potential damage outputs in the game, especially considering the rising defense values in the meta.

Like many other strong options in the book, however, they remain in the shadow of alternatives that can seem absurdly efficient and underpriced. Nevertheless, the Leonine Avatara remain a serious option and deserve their place in A Tier.


Abomination, B-Tier

The Spires now have three Medium monsters in a similar price range, and the Abomination feels like the least conspicuous of the three. It can still reach Movement 10 or gain another useful special rule depending on the subfaction, but compared to the others, it often lacks unique distinguishing features.

Its advantage over the Consumption Beast is easier integration into existing army lists. This also applies to the Pteraphon. With almost the same damage potential, movement, and durability, the Abomination therefore loses some profile. It is by no means bad and delivers solid performance, but compared to its direct competitors, it falls noticeably short.


Siegebreaker Behemoth, A-Tier

The Siegebreaker Behemoth brings another monster into the already strong Heavy slot of the Spires. For its points, other factions offer similar profiles, but usually only with D3 and Cleave 2. The Siegebreaker takes it further, delivering D4 with W18 and R4. Add to that impressive damage potential and the ability to reliably reach its target with Juggernaut.

Normally, any other faction would be drooling over a profile like this, but in the Spires, it competes with many excellent Heavy choices. The only reason not to automatically include it is the abundance of other strong options. With the Merchant Prince, however, you can now even dare to squeeze two or three Heavies into a list if you are willing to take the risk.


Pteraphon Surveyor, A-Tier

The Pteraphon Surveyor is the third Medium monster of the Spires and one of the most flexible. Thanks to high movement, solid ranged attacks, and decent impact hits, you can easily field multiple copies. Its durability is the only real weakness. Evasion 2, Resolve 4, and 14 wounds are okay, but its wounds melt quickly once Strain is activated, especially if the opponent also has shooting options.

It works particularly well in lists with a Pheromancer Warlord, where Strain allows it to hit faster and harder. Healing is a limiting factor, but combined with other shooting options, your own firepower usually lasts longer than the opponent’s.

An important tactical advantage comes from Vanguard Clones. Thanks to Vanguard, they can move far across the board, secure flanks, and ensure that the Pteraphon can always reach a relevant zone. With careful positioning, the Vanguard Clones then threaten anything that dares to attack the bird.


Desolation Beast, S-Tier

The Desolation Beast is probably the strongest Heavy in the entire game. It delivers exactly what the Hellbringer always wanted: strong ranged attacks with Armor Piercing 2, Volley 3, and at a reasonable cost. The additional effect of ignoring Evasion when taking three damage is fantastic, and at the same time the reason why the monster almost always dies in my games.

It becomes absurd, especially in combination with the Merchant Prince. Visceral Bombardment forces the opponent into poor positions or punishes them mercilessly. Two or three dead stands with a few ones in the dice pool is not uncommon when playing aggressively.

Even in melee, the monster is by no means helpless. Trample provides solid defense, and with Lethal Demise, it often takes something with it when it dies. One or two Desolation Beasts feel like must-picks.


Consumption Beast, A-Tier

The Consumption Beast is the melee variant of the new kit and benefits greatly from the Endless Hunger rule. It needs to be healed early and continuously, ideally with cheap Force Grown Drones. In my games, opponents quickly caught on, dealt a few early wounds, and then simply placed a monster in front, against which the output of the Consumption Beast was laughably low.

Why A Tier anyway? Because with the right support, it does an incredible amount of work. Two of these monsters can, by turn three or four, each hit up to sixteen attacks at Clash 4 with Inspire into any type of infantry, cavalry, or Brutes, and for very few points. Is that good given all the other monsters currently? As a Medium monster with Movement 8 and Unstoppable, it is extremely mobile and can choose its targets.

You cannot just throw it into any list; you have to build around it. If you do, the opponent absolutely needs an answer, or the game escalates very quickly.


The Spire rework has delivered. Even in the annual meta report, it was clear that something big was coming, which is why I deliberately left the faction out. Looking back, that was the right call. With the update, the army has not only received new rules but has undergone a complete rejuvenation.
The Spires are back at the top of the food chain. In my eyes, they are either the strongest faction in the game or share first place with Old Dominion. The new direction combines flexibility, brutal striking power, and reliable durability into a package that could previously only be guessed at. Whether it overshoots the mark remains to be seen in the coming weeks.

Overall, a faction that was often underestimated in recent months has become a spearhead of the meta. The Spires feel again like they did back in 1.5: stable, superior, and at times unfair. Anyone who underestimates them will quickly realize that this was a mistake.

If you have your own experiences, discovered wild combos, or have a completely different opinion, write it in the comments. I look forward to your thoughts, successes, failures, and crazy list ideas.

Regards

Hanna


2 Kommentare:

  1. Dieser Kommentar wurde vom Autor entfernt.

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  2. Thanks for the writeup.
    Well as someone who's only really interested in Avatara/Husks this feels like a bit of a kick in the teeth. Peteraphon going from an interesting support piece to more of a skirmishing monster, losing flank to guarantee more heavies coming in, and especially strain.
    The new units also coincidentally being the standouts also leaves a bad taste.

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