Skulda
Lvl 8 idisir volunteer - Support
90
Unyielding.

If Empowered when dropped to 0 HP, regain 2d6 HP and Empowered ends.

Choose one.
  • Lifesteal.

    (Reach 4, AoE) DC14 STR save or 2d6+5 Necrotic. On Damage: Skulda is Empowered.

  • Draining Bolt.

    (Reach 4) 3d6+5 Necrotic, Dazed (healing ends). If Empowered: +15 damage.

Empowered. Empowered does nothing on its own, but as long as the condition is active, abilities utilizing it will trigger their conditional effects. Empowered ends when Crit (Skulda purposefully wears no armor to trick opponents into not fishing for Crits).

If Skulda is not Empowered, have her go first and use Lifesteal. If Skulda is Empowered, have her go last and use Draining Bolt against a Hero that still has all 3 actions. Alternating between Lifesteal and Draining Bolt will result in lower-than-average damage (~23 avg damage).

If Skulda is not Empowered, have her go last and use Lifesteal. If Skulda is Empowered, have her go first and use Draining Bolt on a Hero that will be targeted by Rokki or Helga for Knockback. Maintaining Empowered for Draining Bolt for at least two uses will result in average damage or higher (avg damage for 2 uses = ~26, 3 uses = ~27, 4 uses = ~28). The longer she can go without being Crit, the scarier she gets.