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A very straightforward one this time. It's a pure tank build that has better defensive options than Lantern Armor for a lower cost. This one aims to build faster than full lantern, have better mobility/evasion and more options for customization. It's not just a Club/Tank set.

The Build of this is usually the following items:

  • Phoenix Helm
  • Lantern Cuirass
  • Dragon Gloves
  • Dragon Belt
  • Lantern Greaves

The flex options are: 

  • Plus Scarab Circlet for more protections
  • Lantern Gauntlets for club bonus (not worth it unless you're transitioning to full lantern)) 
  • Lantern Helm/Oxidised Lantern Helm

Protections:

  • Head - 7
  • Body - 8
  • Arms - 7
  • Waist - 7
  • Legs - 8

Abilities

  • +1 evasion on arrival (if Insane)
  • 2 Blue affinities
  • 1 Blue Half affinities
  • 1 Green Half affinity
  • 1 Red half affinity
  • Massive armor levels

Costs:

  • 5x iron
  • 11x leather
  • 1x hollow wing bone
  • 1x small feather
  • 1x cabled vein
  • 1x husk
  • 2x veined wing
  • 1x organ
  •  1x bone 

Summary: 

This build has advantages over Lantern Armor because of the way that Lantern Armor's set bonus is designed.  Lantern Armor doesn't give you massive benefits for a full set (outside of club users), just a solid survival gain and bonus for clubs specifically. While you should absolutely move to Lantern Armor if you're going club, other tanks may prefer the extra evasion and easier movement this variation gives over Lantern.

The main advantage however is cost. It's significantly cheaper to put together, especially when you bare in mind just how much extra Iron the Dragon King can represent. Don't underestimate how much easier it is to get Dragon Gloves over Lantern Gaunlets (2  Iron and 6 leather).  You can also go for Dragon Boots over Lantern Greaves if you want to drop the costs further, but you're going to have to work harder to make the affinities match (the build at the top just needs monster grease and it's good to go).

It's not flashy, it's not as explosively intricate as the previous one, but it is a huge pile of stats and sometimes that's all you need.


Juggernaut Hybrid

As always we have a special Hybrid card with armor set ability for this build, this one has been extensively tested and it's pretty powerful without being busted.

As before P&P files are in the zip attached!

Comments

Arthur Rosa Raposo

Hey Mr. Fen! I just wanted to make sure i understand the set bonus correctly. So, if a monster attacks me with speed 3, and hits 2 of those attacks, I get 2 tokens? What happens if i dodge one of those 2, do i still get 2 tokens or only one? and what about blocking?

FenPaints

You gain +evasion per hit suffered. When a monster has a miss (aka failed attack roll) with a speed dice, you lose a token, that does not include Dodge because it "cancels" the hit rather than cause a failed attack roll. Blocking is not a miss in the game's mechanics, it is 'ignore a hit'. Both Block/Deflect and anything else that ignores/cancels a hit does not trigger. In short, no +evasion tokens without taking a hit. You will lose evasion when the monster has a failed attack roll. All "ignore X hits" or "cancel" style of defenses do not apply here.