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Found near death by Jandar, Kelda was nursed back to health by the Valkyrie and his followers. Upon her recovery, Kelda gratefully pledged her support to Jandar and his army in their battle for Valhalla. She has become one of Jandar's most fearless, loyal and useful warriors. Drinking from a Wellspring gives the merciful Kelda the power of healing, which she uses to cure the battle wounds of nearby allies.

Stats:

  • Life: 5
  • Move: 6
  • Range: 1
  • Attack: 2
  • Defense: 3
  • Points: 80

Abilities:

  • Healing Touch:
    After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20-sided die to add or remove wound markers from the chosen figure's card:
    -If you roll 1, add 2 markers.
    -If you roll 2-5, remove one marker.
    -If you roll 6-17, remove up to 2 markers.
    -If you roll 18-20, remove all markers.
  • Flying:
    When counting spaces for Kelda's movement, ignore elevations. Kelda may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kelda starts to fly, if she is engaged she will take any leaving engagement attacks.

Synergy:

Kelda can heal any Unique Hero (other then herself) regardless of allegiance, species, class, size or personality.

Strategy:

Kelda

Due to a low defense and attack, Kelda is not a very good fighter. However, she is very good at healing. The most powerful healer in the game in fact. If a powerful Hero unit is critically injured, use Kelda's flying ability to fly to the injured unit, and heal it. Even though she can fly, she is not a castle sieger, but rather has that ability so she can cover ground to get to other parts of the battlefield quicker. When not healing, guard her with other units.

Another good option when drafting Kelda is to also draft Saylind the Kyrie Warrior. Keep them protected in the back of your base. Any time one of your figures is wounded, simply teleport them into the midst of your army, then heal them for round two. Few players will risk sending any of their figures directly into your army.

Alternatively, instead of send her out to into the battlefield to heal, try drafting her with high life heroes such as Charos, Jotun, or Krug. They go out, do their smashing, and come back to her to get healed. Use the rest of your points on units to protect her and act as backup in case your hero gets killed. This works well with the Saylind strategy mentioned above.

As an interesting side note, you can attempt to use her healing touch to wound an enemy hero unit. Be aware, though, that if you do not roll a 1, then you will have to heal the enemy hero unit.


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