I'm getting around 80-90% win rate with this build in return to coc. It plays fast and careless, and pulls off some surprising victories thanks to stacking investigates and adaptable late in the rounds. The idea of the build is to use team heal and investigate to keep health up. Plenty of terrain and flash agony to clear the enemies. Adaptable makes using flash agony without even thinking about it. If one guy gets low in health, it can retreat back and the investigates will restore the health. Team Heal Priest: Ankle grinder is a fun weapon. Can probably find something much better that Darkblood Glaive, I mostly just discard the savage curses. St. Sebanna's Armor may be a better armor to use, because Gene Therapy is just dead card most of the time. In 17/20 games I never removed a single Handicap card. I only have 1 Ring Of Majestic Healing, so I have to use Hrillia's Healing Ring instead. I think I'll find a 1 power token item to replace Darkblood Glaive, and use Gumshoe's Gumshoes instead. Human Wiz: I only have one dwiz in co-op that is lvl 22, so I'm stuck using one human wizard. Build would win more with two dwiz, the Perfect Toughness would be better than Leadership. Team Healer Level 24 Human Priest Ankle Grinder Darkblood Glaive Geneticist's Spacesuit Quinn's Buckler Cursed Gumshoes Ring Of Majestic Healing Hrillia's Healing Ring Hrillia's Healing Ring Focused Positioning Superb Healer 1 x Healing Spirit 1 x Impaling Stab 1 x Demonic Revenge 1 x Laser Strike 3 x Vanguard 1 x Force Field 2 x Boosted Heal 8 x Team Heal 1 x Push The Button 1 x Sprint 2 x Entangling Roots 1 x Polearm Slash 1 x Nimble Strike 1 x Consecrate Ground 1 x Gene Therapy 3 x Savage Curse 1 x Talented Healer 1 x Subtle Parry 2 x Dodge 1 x Investigate 1 x Greater Heal 1 x Invigorating Touch Spoiler: Team Heal Priest Flash Wiz Level 21 Human Wizard Painful Flashstaff Staff Of The Misanthrope Twizel's Water Talisman Dualoptimum Defense Kit Dualoptimum Defense Kit Bimson's Water Stone Korenchkin's Tactical Tunic Gumshoe's Gumshoes Advanced Flexibility Traveler From The North 1 x Escaping Run 5 x Flash Flood 2 x Dimensional Traveller 2 x Powerful Spark 1 x Arcane Shell 7 x Flash Of Agony 2 x Punishing Bolt 1 x Obliterating Spark 2 x Dual Laser Beacon 1 x Adaptable 1 x Acid Blast 2 x Wall Of Fire 2 x Leadership 2 x Maze 1 x Slowed 3 x Investigate 1 x Freeze Spoiler: Flash Wiz 1 Flash Wiz Level 22 Dwarf Wizard Painful Flashstaff Staff Of The Misanthrope Twizel's Water Talisman Dualoptimum Defense Kit Dualoptimum Defense Kit Bimson's Water Stone Korenchkin's Tactical Tunic Gumshoe's Gumshoes Perfect Toughness Traveler From The North 1 x Escaping Run 5 x Flash Flood 2 x Dimensional Traveller 2 x Powerful Spark 1 x Arcane Shell 7 x Flash Of Agony 2 x Punishing Bolt 1 x Obliterating Spark 1 x Rusty Armor 2 x Dual Laser Beacon 1 x Adaptable 1 x Acid Blast 2 x Wall Of Fire 2 x Maze 3 x Investigate 1 x Freeze 2 x Toughness Spoiler: Flash Wiz 1
Well done, interesting build, lot of variety and adaptability. When you lose, is it because of the powerhouse mobs (trolls, ice skellys, big wisps, etc)? I like the idea to add flash floods to stop them. With so many mob groups moving one at a time, you've got plenty of time to set your water paths!