I like your solution for Queek. I've been saying a similar thing for Wulfrik, as he should also be a foot lord duelist, but if they can just ignore you, it doesn't matter. My idea for him was that Gift of Tongues should be a bigger part of him, and either have it cause rampage to enemy characters (which rampage is a bit played out so idk) or the other idea I had, was for him to give a global debuff to enemy characters (15-20% maybe) when not engaged in melee with him. That way you can ignore him, but you're punished if you don't accept the challenge
Agreed, I’ve thought from the beginning that Wulfrik’s ability to flawlessly insult and provoke other characters in their native language should facilitate some sort of compelled duel or rampage. I like your idea of a global character debuff until he’s dealt with though!
In lore, Queek is special because he leads from the front and charges into the enemy with his best troops first, while other Skaven generals stay far away from all the fighting. So instead of just giving his troops higher MA/MD, I'd just give any melee infantry near Queek a high speed bonus, high charge bonus, more mass, and fear + terror. So Queek would force other lords to fight him because otherwise, he could just smash through their formation very easily.
Other option(s) could be an ITP or leadership buff for nearby units. That gives him a unique niche by making skaven melee troops not route at the drop of a hat. Would force him to be engaged before the late game if you want fear & terror pieces to function properly.
Queek definitely needs something to help his army capitalize on his Warp-Shard Armour's debuff. Maybe he could give Frenzy in an area around him? They could also maybe give him something like the explosion that Grimgor and Harald get, give him a unique Verminous Valour that deals damage and has a larger area. This would help him deal with infantry without giving him more splash attacks or a Mortis Engine effect. Map-wide buffs are still a cool idea, but Queek to me screams wrecking ball; he needs to buff the hell out of whatever blob he's mixed into. A mix of both?
The funny part is that it would totally make sense for Queek to buff the shit out of clanrats and stormvermin but they totally left that part out of his multiplayer presence.
Grimgor has the same problem. If he had better anti infantry capabilities it could work but as of right now, no one has to engage with him. His slow isn't enough without other support and he's also expensive. If he doesn't get a duel he usually underperforms as he can just be ignored w/ chaff.
something that (meaningfully) charges while he is fighting or with kills, like shortening the delay before waagh. So him getting stuck on infantry is not that bad.
@@darthplagueis13 The problem is he has such bad mass that even if he pops it, he immediately gets stuck again. He has no way of keeping people in place and when he is fighting in a blob they can ignore him most of the time. (He also has such an expensive kit) They should give him WAAY more mass and the duel slow ability should be way stronger for the slow.
@@lucasrivero8432 Grimgor should be similar as an entity to what the chorf mecha wheelchair guy is. Not quite large but on the border with enough mass to throw aside basic infantry.
I notice from the community reaction of the announcement for "bad of omen." Gorbad ironclaw was the least hype, and he is sorta an underrated new hero. He is starting to grow on me due to his unique mechanic, "Da plan," and his in-game dialog.
Having some passive ability that allows units to pass through blobs like a scurry type thing that ignores mass somehow so characters like Queek can navigate blobs to get to key targets. Characters where it makes sense for them to be agile and slippery like a rat would be
@@marcel-q1m Gorbad is the first lord of greenskins for me that made me play their campaign. Because I always found them boring and without any particular tactics.
We need a infantry lord that specializes in killing units. We have gotten duelists for what feels like the last 3 DLCs. I need a dude who can wade into chaff and rip it apart. Or screw it, a ranged LL!
I'm trying to think of a foo lord that blends infantry and honestly nothing comes to mind. Sure we got dudes like sigvald and vlad who can probably kill over a dozen chaf units on their own but it would take them forever to do so.
@marcel-q1m Like belegar with way more splash would be great. Skarbrand doesn't work because you use his mass as a chariot. Archaon? Yeah, but he's been outdated since champions of Chaos and that's not even his specialty lol
The problem is mostly that, even if you specialize for it, without a mortis effect, killing a unit of basic infantry tales FOREVER. Like, I THINK Gor-Rok fits the niche, kinda, but he's just clubbing swordsmen for like a week. Unironically, I think the best options for anti infantry are some of the campaign Daniel builds, or the Slaanesh/Belakor lords that get the pseudo mortis against broken units. The problem with being an anti infantry lord is that attacks aren't the way to do it, you need abilities. A generic spellcaster lord that can fart out a burning head is a better anti infantry lord than anything actually specialized for it
Ultimately, the problem is that your Lord can easily be one of the most expensive units in your army, and you want them to have an impact that justifies that cost. Often the best way to do that is to give them a mount, especially if its a flying mount, which is why foot lords are so bad. If where they are isn't where they need to be, there's not much you can do to reposition a foot lord. Giving the lord a way of impacting the field wherever they are is a good solution, but you're still not likely to see a 'duel' between lords. The opposing player is just never going to give your lord a fair fight, they do want to win after all.
Wouldn’t fix him, but AI always wanted Queek to get a giant mass increase on charge so you can just charge him through anything to get to him where nedded
Queek is pretty much the perfect example of why I wish they had added 3k's dueling system. With some minor tweaks, it would work great. Such as another stat that determines the minimum amount of time a character has to be in a duel before they can pull out. Tretch for example would be able to pull out of a duel faster than probably anybody in the game, playing into his tenacity through avoiding deadly situations rather than just outright toughness. Someone like Queek meanwhile would, as a downside, have a much longer minimum dueling time before he can pull out, so you'd have to weigh carefully when building your army if he is the right choice as a lord. Like against Greenskins, you COULD take Queek and shutdown Skarsnik pretty effectively (even if it would take 3 or 4 duels to actually kill him since Skarsnik would have a pretty low minimum duel time), but the GS player could also psych you out and take Grimgor. Or you could reverse psych him out, expect he'll take Grimgor for your Queek that was meant for his non-duelist lord, and just take a caster and stay well far away from Grimgor, or even take Tretch and just constantly slip away before Grimgor can do any significant work in his duel, wasting his time. I think this would give another layer of depth to the gameplay and be a lot more thematic. Just have to carefully balance the "minimum duel time" stat. But Queek, Grimgor, or even someone like Tyrion on foot should still be extremely threatening if they manage to get close to a caster. It shouldn't be a guarantee that they just outright kill them, but they should be allowed to get some good work in, and if you get your squishy caster caught out 2 or 3 times, you should lose them.
He should give a constant aura leadership and melee attack buff to his units and a cool down ability that give them wardsave and unbreakable for like 30 seconds.
I think characters like Queek, Grimgor and Ungrim should get an activatable leap attack, making them leap across the battlefield and land a strong blow. Help them pursue and pressure intended targets, as well as getting out of a scrum/over a blocking unit. But maybe that’s a bit too cartoony 😂 On a similar token, characters like Sigvald could get a buff to Slippery - where it makes them ignore collision with enemies enabling them to stride through a hostile unit or out of a circle-beating without being stopped.
My poor boy boy tretch q~q. Favorite skaven lord, but hes mostly a mascot. When I bring him in multiplayer(a rare occurrence) he is just a hard to kill lord, but still gets rolled by dragons or magic. I want a Tretch buff :c
I would like unbreakable in the skv roster cause the ammount of models skv have, but i would like armor and leadeaeship stacking up army wise when Queek is fighting!
Dark times for support lords when silence ability comes into play, and when antilarge monsters are being buffed and cause relevant damage. Gorbad is ok, but still weak against lords who are on the top of the meta, which are duelist lords with antilarge bonus. Gorbad would be great if he had antilarge for free, since he is on a pig and can take magic damage without magic resistance (spirit leech) and also be focused with missiles (cannons, arrows etc). The most meta lords for greenskins are Azhag and great shaman on Aracknarok, no doubts. Azhag's troop buffs are cool, he is a caster, cause terror and flies, and shaman on aracknarock is an antilarge monster, huge mass, caster, causes terror, 130 armour and has lots of hit points to tank magic damage or shots. Gorbad is not cool compared to them, and does not bring anything special to the table. Just an average lord that should have something relevant. Of course you can play it and have fun, same as Grom or Wurrzag. And if you want to have your lord protected among your units and bring some sneaky tricks, Skarsnik is the real man. This is how is goes with the lord roster of greenskins PD: Grimgor is a meme
I think Queek should have some specific personal and factionwide changes in the campaign. Personal Changes : First CA should revisit and change his unique Items or at least his weapon because his unique weapon is just crap absolute crap junk that has no value outside fighting some dwarfs in melee for him and himself alone Then he should have better survivability in terms of melee defense or resistance or even more speed for himself. CA could give him these buffs permanently or give him some army-wide abilities for certain units like clan rats or Stormvermins to be stronger when they are around Queek. For example, give him the ability to enable his clan rats or Stormvermins to have Guardian so every time he is fighting amongst his clan rats or Stormvermins he will get 15% extra physical resistance or even more so I think this is the best thing CA can do for him personally to improve him lore-wise. He should be much tougher and stronger when he is near his Stormvermins or clan rats. Or even giving Queek a unique banner named the Redguards specifically for Stormvermins that gives them Unbreakable plus great aurora buff for Queek himself and other Sotrmvermins in range just like how Grimgor gives Da Immortalz banner to black orcs Campaign Changes : He should receive a proper buff from capturing and holding unto the eight peaks and defend it successfully for a certain amount of turns For example, CA should give Belegar and Skarsnik, and Queek a free for all three-way campaign mechanic based on capturing and keeping the Eight Peaks. Each of the three could go for the city and after capturing it the remaining two would send army after army to capture it in a series of quest battles once every certain turns a while So after each quest battle, you could unlock a new factionwide and personal buff for Queek and his armies and unlock new levels of the quest battles. This could have multiple phases for example it could have 10 phases in which you had to fight with either Belegar or Skarsnik or both of them at the same time in free for all mods in the last and final level(granted you play as Queek) And then you could earn your campaign's ultimate long victory objective and receive a massive buff. Imagine Queek could unlock the Unbreakable trait for his Clanrats in his army plus have extra 15% physical resistance for all his clan rats factionwide plus more buffs for himself and his Stormvermins. Also, he could have another unique campaign mechanic similar to Skull taker's cloak mechanic that would be renamed to something like Head taker's back rack and you know how that would work no need for further explanations.
Dude, if skarsnik, belengar and queek were not in the game yet, their DLC would be epic as fuck, with highly detailed campaign and mechanics. But, as always, CA is greedy for money, and they will not give any of them proper campaign rework/remake etc, because people would need to buy AGAIN dlc (belengar/skarsnik), and queek is already in a base game. Same reason with Bretonnia, no major rework of free lc faction (I think the ONLY one since tw wh1 that is still outdated as fuck in terms with everything)
people love Gorbad not because he is well desigend but he is overpowered with abilities. that's why 90% of the community (single player included) are mad that he is better than Grimgor. They are just dumb buffs. so in this logic just give all bad LL insane dmg buffs and they are master pieces. this is not how TW should work.
You are telling me a single target buff with 24MA and 50% damage plus 10/10 MA/MD in a small are around him is OP when we got all this other crazy bullshit in the game? He's not even that good of a fighter, maybe they should make grimgor less shit and do something about obnoxious caster lords that spam cheap spells over and over killing units for free. Amadeup% of the community is mad because grimgor is just a POS
video about gorbad, looks inside: video about queek
Video about green skins, looks inside: video about skaven. Every fucking time man
@josszarnick2393 what do u expect from totally-reliably non-non skaven boy, mate-friend?
Rats gonna rat, it is their nature.
To be fair I really like that HumanBoy looked at the content of this video and decided to title it based on the positives and not the negatives.
I like your solution for Queek. I've been saying a similar thing for Wulfrik, as he should also be a foot lord duelist, but if they can just ignore you, it doesn't matter. My idea for him was that Gift of Tongues should be a bigger part of him, and either have it cause rampage to enemy characters (which rampage is a bit played out so idk) or the other idea I had, was for him to give a global debuff to enemy characters (15-20% maybe) when not engaged in melee with him. That way you can ignore him, but you're punished if you don't accept the challenge
That debuff idea is nice
Agreed, I’ve thought from the beginning that Wulfrik’s ability to flawlessly insult and provoke other characters in their native language should facilitate some sort of compelled duel or rampage. I like your idea of a global character debuff until he’s dealt with though!
In lore, Queek is special because he leads from the front and charges into the enemy with his best troops first, while other Skaven generals stay far away from all the fighting.
So instead of just giving his troops higher MA/MD, I'd just give any melee infantry near Queek a high speed bonus, high charge bonus, more mass, and fear + terror. So Queek would force other lords to fight him because otherwise, he could just smash through their formation very easily.
Other option(s) could be an ITP or leadership buff for nearby units. That gives him a unique niche by making skaven melee troops not route at the drop of a hat. Would force him to be engaged before the late game if you want fear & terror pieces to function properly.
This is making me crave a series of multiplayer tier lists. Appreciate the content since I don't play multiplayer but like learning about it.
I have to congratulate you, the thumbnail alone is worth the price of admission.
Queek definitely needs something to help his army capitalize on his Warp-Shard Armour's debuff. Maybe he could give Frenzy in an area around him? They could also maybe give him something like the explosion that Grimgor and Harald get, give him a unique Verminous Valour that deals damage and has a larger area. This would help him deal with infantry without giving him more splash attacks or a Mortis Engine effect.
Map-wide buffs are still a cool idea, but Queek to me screams wrecking ball; he needs to buff the hell out of whatever blob he's mixed into. A mix of both?
2:50
I hate mortis engines
Its fine on vampire counts and The Fay Enchanctress
Everyone else ruins it by spamming it
The funny part is that it would totally make sense for Queek to buff the shit out of clanrats and stormvermin but they totally left that part out of his multiplayer presence.
Even In campaign, Tretch and Queek basically do what the other is supposed to do
Grimgor has the same problem. If he had better anti infantry capabilities it could work but as of right now, no one has to engage with him. His slow isn't enough without other support and he's also expensive. If he doesn't get a duel he usually underperforms as he can just be ignored w/ chaff.
Maybe if they buffed his Blood-forged armour a bit, so he can more easily blast his way through cheap chaff.
something that (meaningfully) charges while he is fighting or with kills, like shortening the delay before waagh. So him getting stuck on infantry is not that bad.
@@darthplagueis13 The problem is he has such bad mass that even if he pops it, he immediately gets stuck again. He has no way of keeping people in place and when he is fighting in a blob they can ignore him most of the time. (He also has such an expensive kit) They should give him WAAY more mass and the duel slow ability should be way stronger for the slow.
@@lucasrivero8432
Grimgor should be similar as an entity to what the chorf mecha wheelchair guy is.
Not quite large but on the border with enough mass to throw aside basic infantry.
@ That seems wise to me, yeah.
I love support style lords. I enjoy having my units be impactful over just a lord. Just feels better and makes me plan more. This is awesome
I notice from the community reaction of the announcement for "bad of omen." Gorbad ironclaw was the least hype, and he is sorta an underrated new hero. He is starting to grow on me due to his unique mechanic, "Da plan," and his in-game dialog.
Having some passive ability that allows units to pass through blobs like a scurry type thing that ignores mass somehow so characters like Queek can navigate blobs to get to key targets. Characters where it makes sense for them to be agile and slippery like a rat would be
I don’t know anything about multiplayer WH3 but Gorbad is incredibly fun in campaign as well. Definitely my favourite of the three.
Can't wait to actually play greenskins again.
I think the last time i touched them was when grom released all the way back in 2020.
I want to like them but I feel like I just don’t understand how to play them
@@marcel-q1m Gorbad is the first lord of greenskins for me that made me play their campaign. Because I always found them boring and without any particular tactics.
The rachnik army under gorbads faction is insanely OP now, love all the spider feels ca added
We need a infantry lord that specializes in killing units. We have gotten duelists for what feels like the last 3 DLCs. I need a dude who can wade into chaff and rip it apart. Or screw it, a ranged LL!
I'm trying to think of a foo lord that blends infantry and honestly nothing comes to mind.
Sure we got dudes like sigvald and vlad who can probably kill over a dozen chaf units on their own but it would take them forever to do so.
@marcel-q1m Like belegar with way more splash would be great. Skarbrand doesn't work because you use his mass as a chariot. Archaon? Yeah, but he's been outdated since champions of Chaos and that's not even his specialty lol
@@marcel-q1m snikch's ability is pretty good at murdering chaff
The problem is mostly that, even if you specialize for it, without a mortis effect, killing a unit of basic infantry tales FOREVER.
Like, I THINK Gor-Rok fits the niche, kinda, but he's just clubbing swordsmen for like a week.
Unironically, I think the best options for anti infantry are some of the campaign Daniel builds, or the Slaanesh/Belakor lords that get the pseudo mortis against broken units.
The problem with being an anti infantry lord is that attacks aren't the way to do it, you need abilities. A generic spellcaster lord that can fart out a burning head is a better anti infantry lord than anything actually specialized for it
I think arbaal is pretty good
Ultimately, the problem is that your Lord can easily be one of the most expensive units in your army, and you want them to have an impact that justifies that cost. Often the best way to do that is to give them a mount, especially if its a flying mount, which is why foot lords are so bad. If where they are isn't where they need to be, there's not much you can do to reposition a foot lord. Giving the lord a way of impacting the field wherever they are is a good solution, but you're still not likely to see a 'duel' between lords. The opposing player is just never going to give your lord a fair fight, they do want to win after all.
Great video, and a nice little switch up.
Your lastest content is short, very informative and well explained. Thank you.
Wouldn’t fix him, but AI always wanted Queek to get a giant mass increase on charge so you can just charge him through anything to get to him where nedded
Queek with global buff sounds cool. He does lead from the front after all
Queek is pretty much the perfect example of why I wish they had added 3k's dueling system. With some minor tweaks, it would work great. Such as another stat that determines the minimum amount of time a character has to be in a duel before they can pull out. Tretch for example would be able to pull out of a duel faster than probably anybody in the game, playing into his tenacity through avoiding deadly situations rather than just outright toughness. Someone like Queek meanwhile would, as a downside, have a much longer minimum dueling time before he can pull out, so you'd have to weigh carefully when building your army if he is the right choice as a lord. Like against Greenskins, you COULD take Queek and shutdown Skarsnik pretty effectively (even if it would take 3 or 4 duels to actually kill him since Skarsnik would have a pretty low minimum duel time), but the GS player could also psych you out and take Grimgor. Or you could reverse psych him out, expect he'll take Grimgor for your Queek that was meant for his non-duelist lord, and just take a caster and stay well far away from Grimgor, or even take Tretch and just constantly slip away before Grimgor can do any significant work in his duel, wasting his time.
I think this would give another layer of depth to the gameplay and be a lot more thematic. Just have to carefully balance the "minimum duel time" stat. But Queek, Grimgor, or even someone like Tyrion on foot should still be extremely threatening if they manage to get close to a caster. It shouldn't be a guarantee that they just outright kill them, but they should be allowed to get some good work in, and if you get your squishy caster caught out 2 or 3 times, you should lose them.
He should give a constant aura leadership and melee attack buff to his units and a cool down ability that give them wardsave and unbreakable for like 30 seconds.
I think characters like Queek, Grimgor and Ungrim should get an activatable leap attack, making them leap across the battlefield and land a strong blow. Help them pursue and pressure intended targets, as well as getting out of a scrum/over a blocking unit. But maybe that’s a bit too cartoony 😂
On a similar token, characters like Sigvald could get a buff to Slippery - where it makes them ignore collision with enemies enabling them to stride through a hostile unit or out of a circle-beating without being stopped.
apparently "masterpiece" means to follow your suggestions.
damn right
what's wrong with that if you're right
He wouldn't make those suggestion if he didn't think he was correct.
@@NyJoanzy HBYY always thinks he's correct. That's part of his charm. 😀
My poor boy boy tretch q~q. Favorite skaven lord, but hes mostly a mascot. When I bring him in multiplayer(a rare occurrence) he is just a hard to kill lord, but still gets rolled by dragons or magic. I want a Tretch buff :c
He's a great archetype that some other lords should be buffed to fit.
You make some valid points Mayor of Nerdshit-town.
Hey Human Boy Yes Yes. I am large. And I am amazing.
"so welcome to nerd shittown" that cut deep dude..
I would like unbreakable in the skv roster cause the ammount of models skv have, but i would like armor and leadeaeship stacking up army wise when Queek is fighting!
Gorkoleon Gorbadate
intensity mortis engine! best of both worlds
Couldn't let Goblins have any fun could we?
Dark times for support lords when silence ability comes into play, and when antilarge monsters are being buffed and cause relevant damage. Gorbad is ok, but still weak against lords who are on the top of the meta, which are duelist lords with antilarge bonus. Gorbad would be great if he had antilarge for free, since he is on a pig and can take magic damage without magic resistance (spirit leech) and also be focused with missiles (cannons, arrows etc). The most meta lords for greenskins are Azhag and great shaman on Aracknarok, no doubts. Azhag's troop buffs are cool, he is a caster, cause terror and flies, and shaman on aracknarock is an antilarge monster, huge mass, caster, causes terror, 130 armour and has lots of hit points to tank magic damage or shots.
Gorbad is not cool compared to them, and does not bring anything special to the table. Just an average lord that should have something relevant. Of course you can play it and have fun, same as Grom or Wurrzag. And if you want to have your lord protected among your units and bring some sneaky tricks, Skarsnik is the real man.
This is how is goes with the lord roster of greenskins
PD: Grimgor is a meme
Anytime a faction has a caster on a big scary mount they are probably what's meta.
Meanwhile FRANZ!
Happy wurzzag dance!
I want a repanse comparison :)
I guess WH3 is a pvp battle game. It’s about to have the player count to reflect that. 😂
I think Queek should have some specific personal and factionwide changes in the campaign.
Personal Changes : First CA should revisit and change his unique Items or at least his weapon because his unique weapon is just crap absolute crap junk that has no value outside fighting some dwarfs in melee for him and himself alone
Then he should have better survivability in terms of melee defense or resistance or even more speed for himself.
CA could give him these buffs permanently or give him some army-wide abilities for certain units like clan rats or Stormvermins to be stronger when they are around Queek.
For example, give him the ability to enable his clan rats or Stormvermins to have Guardian so every time he is fighting amongst his clan rats or Stormvermins he will get 15% extra physical resistance or even more so
I think this is the best thing CA can do for him personally to improve him lore-wise. He should be much tougher and stronger when he is near his Stormvermins or clan rats.
Or even giving Queek a unique banner named the Redguards specifically for Stormvermins that gives them Unbreakable plus great aurora buff for Queek himself and other Sotrmvermins in range just like how Grimgor gives Da Immortalz banner to black orcs
Campaign Changes : He should receive a proper buff from capturing and holding unto the eight peaks and defend it successfully for a certain amount of turns
For example, CA should give Belegar and Skarsnik, and Queek a free for all three-way campaign mechanic based on capturing and keeping the Eight Peaks.
Each of the three could go for the city and after capturing it the remaining two would send army after army to capture it in a series of quest battles once every certain turns a while
So after each quest battle, you could unlock a new factionwide and personal buff for Queek and his armies and unlock new levels of the quest battles.
This could have multiple phases for example it could have 10 phases in which you had to fight with either Belegar or Skarsnik or both of them at the same time in free for all mods in the last and final level(granted you play as Queek)
And then you could earn your campaign's ultimate long victory objective and receive a massive buff.
Imagine Queek could unlock the Unbreakable trait for his Clanrats in his army plus have extra 15% physical resistance for all his clan rats factionwide plus more buffs for himself and his Stormvermins.
Also, he could have another unique campaign mechanic similar to Skull taker's cloak mechanic that would be renamed to something like Head taker's back rack and you know how that would work no need for further explanations.
Dude, if skarsnik, belengar and queek were not in the game yet, their DLC would be epic as fuck, with highly detailed campaign and mechanics. But, as always, CA is greedy for money, and they will not give any of them proper campaign rework/remake etc, because people would need to buy AGAIN dlc (belengar/skarsnik), and queek is already in a base game. Same reason with Bretonnia, no major rework of free lc faction (I think the ONLY one since tw wh1 that is still outdated as fuck in terms with everything)
Down bad for the Gor.
Epidemius?
you should be a campaign guy.
I’d rather just have Malus solo their army tbh
How did arbaal get nerfed?
More gold
@austinkoepp1409 gotcha. Multi-player
Sometimes I really want to watch the video based on the titel, but click away because of the audio. Just so you know.
I like the video, but please get a better mic.
So basically a good single entity. For a sec thought it was something more interesting
Is it nerd-shit town or nerd shit-town?
people love Gorbad not because he is well desigend but he is overpowered with abilities. that's why 90% of the community (single player included) are mad that he is better than Grimgor. They are just dumb buffs. so in this logic just give all bad LL insane dmg buffs and they are master pieces. this is not how TW should work.
You are telling me a single target buff with 24MA and 50% damage plus 10/10 MA/MD in a small are around him is OP when we got all this other crazy bullshit in the game?
He's not even that good of a fighter, maybe they should make grimgor less shit and do something about obnoxious caster lords that spam cheap spells over and over killing units for free.
Amadeup% of the community is mad because grimgor is just a POS
26 views after 45 seconds? Bro fell off 😞