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Necromancer - Minion Master
Ratings
Like any build that specializes too heavily, it is situational. If the enemy isn't great at AoE, or if you are bunkering home, most times you will be tanky enough to handle 1-3 people. The problem comes in when trying to roam or trying to team fight. If you get caught out by many of the new specializations, Dragon Guardian especially, your pets will melt. I recommend only roaming on temple to hold down Still and/or Tranq and early on forest roam to kill monster. If you have a good supportive team, try bunkering mids. In Stronghold try bunkering in mid until your team moves to full offense, then block your gates.
When it comes to tanking, this build is very strong, but only as long as you have pets. When fights go wrong or too long, shroud is key. Keep in mind that when you get surrounded by an entire team, or if the AoE is too much, 4-5 in shroud are great ways to contribute to the fight. You will most likely die solo in these situations, but if you can't bunker, stalling for your team is the last option.
This build isn't the best, but it is simple enough to get players into the swing of Necromancer. Probably the best non-HoT build in my opinion. If you have HoT, most likely best to run a reaper build.
- 0 damage
- Not too much utility just transfusion
- Pet die soo fast
- No condi pressure (It is what the necro does better)
This build is quite tanky and survives well even Xv1 situations. Hard countered by Moa.
A tanky build with high single target damage. Great in skirmishes and fights over side points but loses potency in team fights due to the AOE killing minions
An entry level build for Conquest, ideal for newer players. EDIT: AI's finally fixed.
A build to play for fun. The alternatives for necros are much better but this offers an unique gameplay.
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