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Drow Chainfighter

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There is no official bio released for this unit

Stats

  • Life: 1
  • Move: 6
  • Range: 1
  • Attack: 4
  • Defense: 4
  • Points: 25

Abilities

Chain Grab:
After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.

Hide in Darkness:
If a Drow Chainfighter is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Chainfighter is on a dungeon space add 3 to your die roll, if he is on a shadow space add 6 to your die roll. If you roll a 1 - 15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

Synergy

As a guard, Warden 816 may give a move bonus to this figure.

As a Drow, Pelloth may use him for his Loth's Wrath special attack.

Having a wild personality, the Drow Chainfighter is vulnerable to Otonashi's Attack the Wild 2 ability.

Strategy

Chainfighters can work as shocktroopers, hiding in darkness and emerging to attack. Chain Grab is very useful for grabbing snipers. You can combo this with Hide in Darkness to counter cover-fire, drag the enemy into the shadows, and by the time they take the Chainfighter down, he`ll have killed his victim.

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