How to Play as Hazel
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Tips
I’ve had great success with Hazel by stacking power and grow. She has quite a bit of multi-hit spells that benefit a lot from it.
If you can get the Maul spell with some power scaling the run is pretty much a win. Maul deals damage and grants you block equal to the unblocked damage.
Find earthquake early if you can, for bosses you want a skill that increases power and find the rare that doubles power. if you can get a crit relic that will help as well for last boss.
There’s also a strong spell that grows on every kill, it can get pretty absurd if you get it early enough.
For me personally I think she is the strongest character to play, the water one i haven’t even completed with yet because there’s so few good damage options and poison is quite slow to build so it’s real bad for regular or elite encounters.
Example
Multi-attack combined with power scales very well.
Here’s an example of a run I won recently. I was lucky to find “Spirit Arrows” early, and then built around it. These spells are probably too rare to find reliably but there’s quite a lot of spells that could be used in similar roles.
The final build relied on these main pieces:
- Spirit Arrows: Deal 1 Damage to a Random Enemy X times where X is the value of the die spent to cast.
- Morphosis: Deplete Target Spell: Gain 1 Power for each Charge removed.
- Gleaming Force: Deal 4 Damage to Target Enemy. When Depleted: Gain 1 Power.
- (ritual) Arcane Infusion: Spell gains +5 Damage this combat.
Gleaming Force is never actually cast, it’s included as a target for Morphosis to deplete!
When upgraded this means that casting morphosis on gleaming force gives you about +6 power (most from morphosis but also some from gleaming force’s upgraded “+2 power on deplete” trigger. Then, the upgraded spirit arrows attacks 6 times if you plug a 6 into it. So pretty quickly you end up in a position where you plug one 6 into spirit arrows each turn, and it attacks for 6 x 30+ damage. Arcane Infusion is an example of a ritual that boosts the damage of a spell which gets multiplied if you apply it to a multi-attack spell.
You also need to throw in a few other spells to help avoid death until turn 3 or so as your power and damage ramps up.
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