I feel like Grim Wraiths were 100% made to synergize with the Arborean Emissary+Brewmaster combo. Or at least just the Emissary depending on construction slot placement. The combo of stuns(roots)+heals ensures that the wraiths actually stay alive to deal their immense true damage, and the Emissary debuff only serves to bolster the damage done by the wraiths. I’ve found them taking on Cult Abominations and actually winning, so that must count for something. (The only real threat to them so far have been… Noxious Spitters. F*ck those guys, they murder even fully upgraded paladins. I’m so glad they only spawn in half the lanes in the Void and not all of them.) Bonus points if you bring Nyru or Lumenir to the level, which usually happens because both are strong heroes. Skills that further protect Grim Wraiths while your hero calldowns heal them and respawn any dead ones? A recipe for satisfaction. …Of course, this means Grim Wraiths only work wonderfully when map design allows. If there isn’t an area where you can stack 3 towers onto one place, they kinda fall apart unless you plan to constantly use their deathrattle effect… but in that case, why aren’t you using the Demon Pit instead?
A late note: I really wish a lot of the towers in this game didn’t have conflicting skill upgrades. We have the Tricannon, the Grim Wraiths, the Dune Sentinels… it’s like Ironhide is telling us to choose and leave that tower alone afterwards.
If wraith had ranged attacks/able to attack air like the elite harassers from KRV i'd use it more often. But its main speciality is teleport and requires heavy micro
I’m with @guardianangel1468 Also with the grim gost guys I think they let off the vibe of pick one upgrade death cycle for the death dmg one Or more dmg ability if you make em heal lots
Paladins are the only barracks that do the barracks job
The Dark Army's barracks are all about that offense.
You should do these types of vids for vengeance. Especially since there is an update coming soon
leaving a comment so the algorithm loves you
I feel like Grim Wraiths were 100% made to synergize with the Arborean Emissary+Brewmaster combo. Or at least just the Emissary depending on construction slot placement. The combo of stuns(roots)+heals ensures that the wraiths actually stay alive to deal their immense true damage, and the Emissary debuff only serves to bolster the damage done by the wraiths. I’ve found them taking on Cult Abominations and actually winning, so that must count for something. (The only real threat to them so far have been… Noxious Spitters. F*ck those guys, they murder even fully upgraded paladins. I’m so glad they only spawn in half the lanes in the Void and not all of them.)
Bonus points if you bring Nyru or Lumenir to the level, which usually happens because both are strong heroes. Skills that further protect Grim Wraiths while your hero calldowns heal them and respawn any dead ones? A recipe for satisfaction.
…Of course, this means Grim Wraiths only work wonderfully when map design allows. If there isn’t an area where you can stack 3 towers onto one place, they kinda fall apart unless you plan to constantly use their deathrattle effect… but in that case, why aren’t you using the Demon Pit instead?
A late note: I really wish a lot of the towers in this game didn’t have conflicting skill upgrades. We have the Tricannon, the Grim Wraiths, the Dune Sentinels… it’s like Ironhide is telling us to choose and leave that tower alone afterwards.
If wraith had ranged attacks/able to attack air like the elite harassers from KRV i'd use it more often. But its main speciality is teleport and requires heavy micro
Are you doing an impossible playthrough with non-premium towers?
That may be my last set of videos...... :o
@@Superjombombothree Cool, should be a challenge
I’m with @guardianangel1468
Also with the grim gost guys I think they let off the vibe of pick one upgrade death cycle for the death dmg one
Or more dmg ability if you make em heal lots