Foxglove - Character Spotlight

Flimsy Faerie FIrespitter

Like most faeries, Foxglove has a poor amount of health but excellent energy and evade stat. They also possess the ever-present weakling passive ability that plagues most faeries and a melee range of 1". From here though it's all good news for Foxglove with a plethora of excellent abilities for keeping them and their friends alive as well as putting some serious magical damage onto the enemy.

This excellent damage comes primarily from their 'Atrophy' ability which deals a fantastic 2X Magical damage. It is however held back by a less than great 3 arcane, but this isn't the entire truth for this tricksy fae. Firstly, they have 'Trickster' which will seriously mess with your opponent when they decide whether to call a bluff or not. Secondly, there are many ways to boost the number of cards drawn by other means. In a rogue troupe, this can come from Muridae's passive arcane boost with 'Honour amongst thieves' and Creep's 'Victimise' to penalise the opponent's evade. In faeries, you can also attack the opponents evade using Vespa to 'Antagonise' Foxglove's target.

All of this means that Foxglove can make one superpowered arcane attack which is sure to deal plenty of damage. But that's not all, it can be improved even more! As Foxglove has a base energy of 5 and 'Atrophy' costs (3) they will be able to double their damage output with just one more energy! This can be done by a range of models such as Creep, Silvertongue and Diana to name a few. Furthermore, two uses of 'Atrophy' gives you two times to attempt to trigger 'Trickster', so sometimes it will triple your damage instead of doubling it, all for one extra energy!

Sometimes damage isn't the answer though and Foxglove can instead increase the durability of themselves and their friends with 'Shelter of the Shadowglade'. This is particularly useful for the troupes Foxglove generally finds themselves in as neither faeries nor rogues are known for having very tough models. It therefore generally finds the most use at the start of the game, defending models from ranged attacks or very fast melee models or at the end of the game to protect a model loaded up with Moonstones.

Foxglove's final trick is their amazingly adaptive signature. Although they only have a melee stat of 3 if they draw a low guard then they can accomplish nearly anything they want. At the two extremes, Foxglove can be aggressive by stealing the Fencer's needlepoint, or if they want to be defensive they can steal Fraya's can't hit me. They can therefore wade into combat, playing low guards as much as possible and deciding when they see the opponent's card if they want a defensive or aggressive signature. This does however rely on Foxglove drawing a specific card with only a melee of 3 but there are two ways to aid this. Firstly, having enough energy left over to 'Go for it' and secondly antagonising Foxglove with Vespa to bump their arcane stat up to as much as 6! 

This, however, is not at all reliable and Foxglove should usually be at arms reach from their enemies. At this distance, they are best placed to be blasting chunks out of the opponent's troupes with super powered 'Atrophy' attacks!

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