The Butcher's Circus: the most comprehensive guide about Darkest Dungeon's PvP mode
BASICS
I would like to first tell a little about subjective exrerience at the circus.
In the first days of its release, it received a lot of criticism. Some of said criticism was deserved. In the beginning there were strong problems with the connection and constant disconects. The balance suffered in some cases, and it still does, there were no updates for the circus. There were many complaints about the Man-at-Arms and his Bellow, which destroyed all newly created beginner's teams, which usulaly contained just direct damage and simple heals. The circus has found a reputation of a stress hell. I myself joined, although silently, to this negative and simply postponed the DLC, especially since I wanted to finish with the main game first.
But still, despite this, time passed, and the circus got some attention. People used different tactics, noticed the advantages and disadvantages of heroes, unlocked trinkets. Some of heroes, trinkets, strategies came out of the shadows, some went there. Meta teams were created, some were created immediately, some were supplemented and improved. The understanding of the mechanic and whole variety of strategies began to form. YouTubers appeared. Some players developed a meta, some was fooling around, some just wanted to get achievements and go home.
I was one of these achievement hunters. Initially, I just wanted to unlock achievements and finish with the mode. After I finished with the base game, I didn't had plans to linger in the game, other achievements are waiting! At first I just found a few, as I thought, strong teams and grinded rank and prestige, trying to unlock the necessary trinkets. For a while, I just ran the same team over and over again. And I achieved the darkest rank. And the end of the prestige level is still far away. Victories have become far from important, I began to do nothing but experimenting. And I received what I did not expect to receive. Fun. And now, even when I am done with all achievements, I still want from time to time to go into the circus and try another stupid team around niche mechanics. Why not?
Now the circus has its own, not too small, audience. Who wanted to just try or get achievements, they did it and then left. The remaining players are no longer trying super hard to win, but invent interesting and funny teams and show them to the same inventors of interesting and funny teams. The YouTube scene also revealed, at least creators that I watch. And these guys suddenly began to gain subscribers and views. Hmm, is it the very time to start educational program? ..
The problems of the first days in the circus are over. The servers were repaired, desyncs and disconnects are quite rare. Braindead stress spammers are much less common, and those who remained are more often than not overplayed by a skilled player. The random at the basis of the whole Darkest Dungeon creates many interesting situations in which, it would seem, an absolutely stupid team can outplay the strong one, simply because a couple of necessary crits flew out and bad team managed to dodge a couple of times. A balance on the principle of a rock-paper-scissors also plays a role, in the circumstances when you also do not know in advance with whom you will fight, as a result, situations of obviously losing or winning often arise. But the ability to use the team correctly decides much more than you think! Here, scissors will be able to cut stone, especially if the poison is injected into the scissors and it gets to the weak point of this stone. And how nice it is to cut with such scissors, I will tell you! Even if they break down as result, and the stone will survive in the end.
With this introduction, I wanted to say this. If you doubted, give the circus a chance. If you do not sweat it too mich and not strive for victory at all costs, it can give extremely entertaining exercise for your mind. As part of this guide, I will try to describe all the mechanics so that there is somethig for your mind to work around, and I will give a few examples of teams, so you can have somewhere to start, so that it is clear what is stone, what is scissors, what is paper.
Let's start, future colleagues in gladiatorial art!
Brief description of the mode
The Butcher's Circus (BC) is a free DLC, which is a PvP mode of Darkest Dungeon. The player picks up a team of four (without duplicates) heroes, equips them with trinkets and sends them shoot, poison and yell against other soldiers of fortune.
As the battles holds, the player gradually unlocks new trinkets with prestige system. The smaller losses for themselves and large for the enemy, the faster the development is going on. 8 points plus the number of killed heroes are given for a defeat, 15 points minus the number of heroes killed by an opponent given for a victory. Thus, even the loss gradually unlocks new trinkets. At the 69th (nice) level, the last trinket unlocks, the rest of the prestige unlock customisation for banner and achievement. Initially, only one of each universal trinket is available, then you get a duplicate for each (two identical ones on one hero are still impossible, as in the basic game), and personalized trinkets will also unlock gradually. Prestige can be obtained for the tutorial battle, but it is impossible for practice battle (former, most likely, is a bug). Also in the tutorial you can get all the achievements, except to kill each hero, get the darkest rank and play in a duel.The player also earns a rank. The rank does not affect anything except on the displayed rank icon, obtaining an achievement and unlocking banner customisation. The rank is obtained for victory and is lost for defeats. It is reasonable to expect that the player with the last rank (darkest from the third to the first, red icon) is at least competent in the mechanics of the mode
Key changes compared to the base game
- Who goes first is decided by random (50/50). The loser receives +15 DODGE for the entire first round (a unique buff that falls off only by the end of the round, and not after the hero uses their turn);
- Heroes leave corpses after death (they do not if the hero was killed by crit). Corpses have 50% move resist, 200% stun and debuffs resists, 0% to both dots;
- Speed is completely removed. The player selects heroes on their own. All debuffs for speed and buffs for speed are removed, the debuffs are usually simply removed, and the buffs are replaced with other bonuses;
- There is no torch as a mechanic. A bar with a torch shows how much time it remains before turn ends (if it does your hero will pass);
- There is no inventory and consumables;
- There are no quirks;
- The basic chance of a virtue is 0% (without buffs affliction is guarantied). Getting to 200 stress while virtued will get you a heart attack instead of virtue and stress reset.
- Horror cannot be resisted (always applied);
- Dots (bleed, blight) do not cause death check and as such cannot kill;
- Each (failed) death check reduces deathblow resistance by 15% for the whole battle. Heroes have abilities with an increased chance to deathblow, and deathblow resistance can be buffed/debuffed as part of buff/debuff mechanic;
- New mechanic – dazing. Heroes in daze can only be selected when the rest are selected, outside other dazed. A kind of half-stun. Daze resistance takes into account stun resistance. Does not give resistance to stun after daze is gone;
- Stun resistance buffs do not progress. The maximum is 50%. If you stun again after the stun, there will again be 50% stun resistance.
- The last survivor receives buffs: 10 ACC, 10% DMG and 10% deathblow resistance.
- Almost all heroes now have at least one ability which can cause stress (the only exception is Bounty Hunter, and even he has a trinket for stress and caltrops are remade to support stress and dots). Usually it's abilities which used to do dot with dot resistance debuff;
- Fully removed modifiers for damage to certain types of enemies;
- The stats of the heroes were changed. Someone has base PROT. Most heroes have a vulnerability to some kind of dot and at the same time normal resistance to another (few are equally proteced against bleeding and blighting), and in general, these resistances are lower. Other resistances are changed (mostly reduced). The base deathblow resistance is 75% (flaggelant has 80%). Base DODGE is at least 0, a maximum is 25 (Jester), the difference between heroes is about the same. Base ACC is 95 (still 5 ACC is invisible, always there). Almost all the chances of applying dots/debuffs are 100%, rarely more;
- About half of the skills which used to stun now daze instead. The skills which decrease speed on self now, as a rule, daze the hero who used them, ignoring resistance. Dazes lasts one move except the debuffs after finale of the jester (he has 3 turns of daze). Like in the base game, it is removed by arbalest's flare;
- All stuns that remained have a 100% base chance to stun (there are no more differences in the base chance);
- Almost all debuffs for resistances were removed (one was left – GR's Flashing Daggers); where they were now (almost always) stress;
- All self-heals (except for Vestal's Judjement) can only be used limited number of times per battle (2 times, Helion's 4 times), but in return are buffed (Flaggelant's was almost unchanged, Helion's has only one new property to remove debuffs);
- There are more skills which last for the whole battle;
- Antiquarian is almost completely redone;
- Musketeer is now not just arbalest's reskin, she has some skills changed (though with the same ideas and animations), basic stats and one trinket also differ;
- All marks on allies and self were removed, except for Flaggelant's Suffer, Jester's Finale and act-outs.
How to build a team
- Damage. Well, it is clear, we drop the health of enemies to zero, we finish, and then next. AoE in direct damage is rarely practiced. It is absolutely necessarily to use the Finisher, preferably even two;
- Dots. We distribute a bunch of blights and bleeds, stress is also decent side-damage on top. More often, dot skills hit two or more targets. The Finisher is very useful, but specific finisher character is optional.
- Stress. We weaken the enemy with various stress-inflicting skills, in the process we may lose someone, but the enemy quickly catches afflictions and then does all kind of dumb nonsence. It rarely finishes with deathblows, the main emphasis goes on heart attacks. Often stress skills hit all ranks at once and the enemy usually dies from the chain of heart attacks.
Each of these types is also characterized by the level of protection.
- Damage. Usually the most vulnerable category. Damage teams strive to quickly kill someone, and then crush with numbers, which is emphasized in the trinkets and heroes. Defenders and, in general, any sort of protection is kept at minimun, because enemies need to be killed very quickly, and damage then pushes on, even if under stress/dot pressure from the enemy, after obtaining superiority in numbers, which is emphasized by stuns and heals.
- Dots. There are all kinds of dot heroes. Some dot heroes are played through DODGE, some are very strong, but vulnerable. Also there's flaggelant. Usually extremely aggressive up to recklessness in terms of skills due to high damage of the dot, but they can have one or two stun-support heroes in order to delay the battle while dots are ticking.
- Stress. Most stress heroes either evade well, or have high health, or strongly weaken the enemy. They tend to effectively apply stress from any slot. Also, two main stress heroes have guard in their arsenal, which prevents damage from killing weak heroes. Many old support heroes are now about stress, so they often have a variety of functionality. They want to quickly apply afflictions to the enemy to force the heroes of the enemy to suffer from all kinds of nonsense act-outs instead doing stuff, which is often main bet for stress. And then heart attacks come.
- Heals. At least in some form. Holds damage teams, allows you to exchange the turn of less important member of the team for the "last breath" of more important member, it is effective when the enemy cannot return the team’s member back to zero HP in one move or if they are forced to finish the team member with lesser deathlow chance. Ineffective against stuns (if the heal is weak and stun will drop hero back to Death's Door), against dots (often there are too many of them, even battlefield medicine from the plague doctor barely helps, although there are cases), against AoE, against stress (if there is enough damage to drop hero back to Death's Door). Effective with heals without using a turn (regeneration that flaggelant gives with his Reclaim, as well as antiquarian's Rejuvenating Vapours, but dots do counter that), healing of two or more heroes from Death's Door, if patient has decent DODGE, if patient has riposte active, if patient has a lot of PROT (and damage to us is direct damage), if the enemy suffers and you can stall effectively (everybody afflicted and/or has dots and is barely alive), if we have more heroes. Keep in mind that most heals are quite weak, and it rarely makes sense to heal “in advance” (that is, not from Death's Door). There are exceptions here, too, you must be able to assess the situation. It is especially important to understand the situation against Jester and as Flaggelant. By the way, forget about almost all stress healing. Too weak, and absolutely useless if the enemy does not play through stress (and believe me, a lack of different ability, useful not only against stress, any hero will feel). Only Crusader's Inspiring Cry makes sense (gives a chance for virtue, and even then the choice is specific, I rarely see the skill in competent teams), Musketeer's Ranging Shot (decent bufs to the team in addition to healing stress) and self-heals. It is more effective against stress to prevent it (trinkets, Bolster, etc.) and/or punish for using it (riposte) than the reaction to stress after it's done.
- AСС. We either keep it up with trinkets, or we have either Jester, Musketeer or Man-at-Arms, which can raise ACC. As an option, decrease enemy’s DODGE, but only Highwayman is good at this, the rest of the skills suffer from either low base ACC (and we are trying to reduce DODGE, I remind you), or the hero has no slots left for the skill, or the duration is too small. Debuffing should still undergo a resistance check, with characters with high DODGE debuff resistance is also often high. Don’t forget that debuff can be removed (such a mechanic finally appeared within the circus), you can hide using stealth from using the debuff, you can just wait (if it is short), and that they are only for one target (as far as DODGE debuffs go). You can ignore accuracy if the basic accuracy is high (this, however, is quite rare). In general, the probability of hitting (ACC minus DODGE) 90-95 is comfortable, 80-90 is decent, 70-80 is unpleasant, everything below is risky.
- Move skills. Most often pulls, since almost all heroes who like hang out in the rear rows have low move resistance, but pushing is also very useful. It is best to have one pull in the team, a maximum of two, and one push is good, there is no need for more. Look at what the opponent have, shuffle, make him spend turns on weak skills or on a simple move. Our main mover should have a trinket to an increased chance of move, and who does not have a personal, universal net is quite a worthy replacement. Keep in mind that against stress teams move is ineffective, since the main stress skills can be used from anywhere, but there are exceptions. Look, study, analyze. Do not forget that even if the enemy has a skill to use after move, it may be worse than what he would do if he had not moved.
- The ability to always harm all heroes. If the hero cannot attack in the first slot, it may turn out that they will be left alone in the first slot and cannot attack in any way. And also they will be forced to go back with just a move in case of pull. Therefore, Vestal should always have some sort of 1st rank skill in her arsenal, and Grave Robber should always keep her pick ready to be send to the face. I can agree with only one exception in the form of a plague doctor, because she can always release a couple of vapors, and then it is not too bad for her to perish. Similarly the opposite (there is nothing to do in the back rows) is quite bad, though there is little to do to fix this. Most heroes do not want to just move. However, do not forget that in a Circus all means are justified. The solution to modern problems may well go beyond an amazing move. Look at what you can do, and most importantly, what the enemy cannot do, and analyze. Heroes who can move (and, accordingly, move others to a more convenient place) with skills are also effective, even if it's not as effective as their main attack is.
Brief analysis of strength of different game mechanics
- Stuns. In the base game, this is a must. In the circus, stuns are not so strong. Still powerful, but not outright broken. Firstly, a bunch of skills lost stuns (the full list of the stuns in the circus is as follows: Crusader's Stunning Blow, Abomination's Manacles, Vestal's Dazzling Light, Houndmaster's Blackjack. That's it. RIP boss of all stuns plague doctor, RIP the strongest stun by tentacles from occultist's ass). Secondly, they do not always work (if in the basic game it is clear how much stun chance you need, how much ACC is needed, in BC you won’t know in advance what are you gonna be faced with, with stun res, or with a bunch of DODGE, or with an unfortunate plague doctor). Thirdly, you win not only by just damage, so stuns will not always progress your victory. Stress teams almost do not need stuns, or rather, they almost do not profit from them. Dot teams can stall with stuns, but only Crusader can more or less adequately use his stun, it is more profitable to spit as Abomination, throw a dog as Houndmaster, and Vestal's stun does not really cause damage. Teams for damage profit from stuns the most of all, since stuns force numerical superiority, which is the base for damage team, in addition, stuns with adequate damage (Crusader and Abomination, in fact, in damage team these are the main stunbots) will directly counter weak healing. Fourth, stuns will also conunter guard, which only direct damage truly wants.
- Debuffs. In the base game, you need them only to reduce resistances, or to lower PROT with a mark. Spam with damage debuffs remained in the past after the change of Occultist's Weakening Curse. In the Circus, debuffs is one of the possible attributes of stress teams. They will weak enemy's turns, forcing enemies to spend turns to remove debuffs, or to make ineffective moves with low damage or misses. Remember, stress is ticking... Think of debuffs as side damage, like dots, just that they don't reduce HP but stall. The MAA's Bellow, who turned the first days of the circus into endless screams, is especially successful in this, as beginners used just pure damage. The rest of the teams rarely work around debuffs. Almost every dot resistance is gone in BC, as such there's no moves with both dot and debuff. There is no time for debuffing to damage teams excluding debuffs attached to marks, they need to take the enemy as fast as possible. An adequate player also interferes instead of an artificial idiot, and a player will somehow try to make this debuff less effective if there are options.
- Marks. In the base game it is a niche strategy that is fully effective only against large enemies with one turn per round (smaller ones can be deleted with one crit, the bosses usually drop the mark quickly with their two or three moves in a round). In the Circus they're stronger, but only for one reason: Arbalest is absolutely broken. And her mark damage is doubly broken. Well, the second reason is that moving the enemy is much more important than in the base game, and BH has a hook. Without arbalest, marks are tangibly weaker, since the rest of the skills with mark synergy have their own problems: it is either a small bonus to damage, or the skill itself is weak, or accuracy suffers, or the character can do something more useful, or everything is normally balanced, but Arbalest is simply stronger, because the balance is a myth. They can still work, only in a lot fewer situations than Imbalest.
- DODGE. In the base game, the king of niche teams because of crazy DODGE numbers, and in general is a pleasant bonus. Here, as a mechanic, it is also very useful, forcing the enemy either to miss or to spend turns on increasing ACC, if they have such characters at all. Heroes with high DODGE tend to work around stress and able to hide from follow up targeting (there is only one exception – Jester, and even then he does not have a personalized trinket for DODGE, so the number is not so crazy) that it makes the enemy to either focus slightly more on defence or waste turns spamming ACC buffs/DODGE debuffs, which works well for stress teams. The enemy can always be lucky and hit even 10%, but the opposite is also true, once in a blue moon even a 94% (efficiently 99%) hit chance will miss. In general, dodgers strengthen the already random nature of the circus. DODGE is countered by three heroes with buffs for ACC, well, no 100% overpowered strategies in the darkest. Except for Arbalest of course. Teams built around DODGE preferably use MAA with exclusively two jobs: use Bolster for 10 DODGE for the entire fight and soak up all the damage for first round or two. But more often, DODGE better build on just one character, exploiting the weakness of DODGE debuffs (not that many players takes DODGE debuffs, and heroes with high DODGE tend to be highly resistant to debuffs) and forcing the enemy to spend accuracy buffs only for one hero (such a strategy sometimes, if you are lucky to break through the debuff res and even manage to hit in the first place, can be countered by Highwayman's Vendetta).
- Protection. PROT for short. Useful vs pure damage, but you should not build the entire team around PROT, since it will only weaken teams with direct damage (it will weaken dot teams if the opponent doesn't have decent finisher skill and they hope to get a kill with AoE skill with low damage, and even then we need to lower this hero's damage beforehand). Crusader’s Bulwark of Light helps very well, though Arbalest does not care, because the balance is a joke. However, trinkets for protection are sometimes strong even outside PROT itself (Pitfighter's helm as an example). Crusader with Pitfighter's helm and Bastion used is a 55% PROT without hit crit buff, while his accusation will simply remove their faces with another damage trinket and 10% stress from the helm.
- Resistance. It is useless to raise small numbers of resistance, you resist today, you don't tomorrow. Large numbers can be raised depending on the need and on the goal of the hero in the team. From debuffs it's not worth it, at least purposefully, there's almost no debuff resistance trinkets anyway (only Tears of the Lost are actually good). There is little benefit to raise resistance to dots, even if dots will be resisted, then at least stress shall apply, and when affliction begins, it is -15% to all resistances. In addition, dot teams are build with an increased chance to get the dot in trinkets. It is not useless, of course, but if there are no dots in opponent's team, the trinket is much less useful. It is more useful to take care of them with riposte, dot teams almost do not play around single target. It is pointless to raise deathblow resistance, it is better for a hero instead of one more deathcheck needed will do some dirt with a offensive trinket.
- Crits. Well, what can I say, crits are the same as in the base game. Lucky crit means you delete enemy's face, inflict more dot, stress more, get any side effect bang their mother. Not lucky, and everything is as usual. It is inefficient to look for crit purposefully in trinkets, but to support good trinkets with other useful stats outside crit – sure, why not.
BEGINNER'S TEAMS
We'll begin with two really effective teams that can be assembled from the very beginning of the game, made by Sheperd Doggy. Original videos:
Dot team:
Stress team:
I would not advise using a team through pure damage with starting trinkets, since main trinkets for damage and those who support the damage are personalized, universal ones are too weak. Nevertheless, I will offer two options (mark and non-mark), first one is a meta team without personal trinkets and second one was made by myself. They are not very strong, but you can try to see how damage team feels with them. I will describe the teams in my own words, on the basis of mainly my experience.
Of course, these teams are not craved in stone, like a commandment, and may well be changed to your own ideas/favorites/views. Consider them as a basic line, from which you can build up something for yourself. Nevertheless, if the reader is reluctant to think, teams can be used as presented.
Dot team
This is a very serious and aggressive team, which is based on the imposition of a large amount of dot, quickly taking out the most dangerous enemy with Jester's Finale and then finishing off with Antiquarian (who will most likely guard herself on either Flaggelant or Shieldbreaker). Stress as collateral damage is also quite noticeable, although without Houndmaster it is not so high.
Uses the following skills:
Shieldbreakers are usually build in almost any teams through two DODGE trinkets: universal and personal. The personal one unlocks quite early, you can put it on when you have it. They give her enough ACC, and Shieldbreaker herself is mainly used for pulls, knocking down defenses and for a very unpleasant Adder's Kiss (25 blight damage in total plus damage from the blow itself), which really wants ACC. Her base DODGE is very good, and her Serpent Sway instead of speed gives 15 DODGE, which also plays a role in her trinket choices. But even while you haven't unlocked Graceful Anklet yet, Retarius' Net is quite good alternative for an increased chance of pulling the enemy. Expose is very useful for sending Jester to the second position, so that he can use sudden Finale and finish someone off.
Uses the following skills:
Flaggelant is simply the king of the circus. You try to kill him, he bleeds in response, he can heal allies, and he can get up from the floor five times. True, he really wants personalized trinkets, in particular the penultimate one, Gauntlet of Absolution, in order to be truly strong. But in this case, he is used as a distributor of dots, which he copes with all my respect. Using Rain of Sorrow is strictly mandatory – with it he applies 6 dot damage (4 from the skill and 2 from Crushed Hemlock) to two heroes in the back rows, plus serious stress with Crimson Hook. He won't rise from the ashes that well, so he remains vulnerable to focused fire (if the word vulnerable applies to him at all compared to other heroes xd). If he has tanked enough, however, and the enemy is already writhing in agony from a ton of dots, you should not feel sorry for him too much. This is literally his best setup right before unlocking his gauntlet. However, experiment, the only trinket really bad for him is Madman Collar.
Uses the following skills:
Jester is extremely useful even without personalized trinkets. They're not that good anyway except for Blood-red Coin. Jester really wants DODGE, but as long as there is no second paw, you will have to do without. The jester also often wears the Finisher, but it's better to give it to an antiquarian, she is more likely to live longer than Jester. Therefore, for now, you will do fine with trinkets for damage and chance of bleeding: Spiked Bat and Eagle Eye Talisman. With them, he will be able to give Finale one move earlier, which may very well decide the course of the match. And until he dies, he will hit more painfully. Also, on the first turn, he almost always uses Battle Ballad (unless he is pulled), which is very necessary for both Antiquarian and Flaggelant, whose skills are rather inaccurate (and Shieldbreaker will gladly accept accuracy, her kiss is extremely shaky). Overall this is all of his powers. And also Dirk Stab for pretty weak finisher that goes trough guards, and Harvest for decent bleeds. Over time, it is worth dressing him up in doubles mentioned above, and Blood-red Coin is a good alternative to the Finisher.
Uses the following skills:
Antiquarian's job is to spam Festering Vapours, inflict stress and blight and finish enemies in the process. This is what her trinkets are for: Rotting Trophy and the Finisher. She is our main source of damage after Flaggelant. The rest she does according to the situation. Protect Me on Flaggelant (or SB) if the enemy has nothing to bring down the guard, but has reach to her position (look out for ripostes, Highwayman may well bring her health down to zero with a crit). Rejuvenation Vapours if the enemy plays through damage and without dots. And hide if she is pulled and can be thoroughly beaten. Over time, such an Antiquarian really wants Materia Pestis, but this trinket is at the end of the list. However, along the way there are others, also useful, it will be possible to change her role. Just forget about Ghoul Claw, it's a meme.
Stress team
This is a very powerful stress team. Although it lacks some personal trinkets (ESPECIALLY Wretch's Cloak that extends the duration of Abomination'shorror), it is still quite strong.
Uses the following skills:
One of the strongest circus characters, in this team his job is Zealous Accusation spam. It does a tremendous mix of direct damage and stress. Vulnerable to knockback, as Holy Lance, while not just a no-action move, is still noticeably worse than accusation. And vulnerable to stuns. But with Pitfigher's Helm and Carnival Mask he will give out a lot of stress and at the same time have a lot of protection, especially if you press Bulwark of Light at the beginning of the battle to increase PROT of the entire team (this should not be done in all battles, it is useful against direct damage and against such types of dot abilities, which, when properly debuffed, will deal zero damage). Healing is more useful towards the end of the match, but will help to maintain the advantage in numbers and / or afflictions. Over time, Carnival Mask should be replaced with Wirt of Executiion (the same stats but better), which, by the way, unlocks quite early.
Uses the following skills:
One of the main reasons, coupled with Ptfighter's Helm, why stress teams counter direct damage. More precisely, not MAA by himself, but his Bellow. In the Circus, this ability reduces enemy's damage by 20%, which stacks up and just kills direct damage teams if they have no way to reset debuffs (and even if they do, it's an extra wasted turn). Don't forget about Command – it gives a good 20 accuracy, and a crit chance will not be superfluous. Mandatory against teams with DODGE, and in general it will not be superfluous, since our main sources of stress are quite inaccurate. Starting combat with Command, especially if you go first, is very important for teams that need ACC (this one definetly fits the mark). Bolster is applied against stress teams, guard someone who is focused. He desperately needs debuff chance, so take Eerie Eye in trinkets (over time, you can replace it with a Insignia of Rank, but if there is no Retribution in skills then there's no difference). He would like Ptfighter's Helm, but it's occupied. However, Exotic Snuff is quite good, as it increases the reliability of the guard – it is not so easy to break through 90% stun resistance (enemy has a 50-60% chance with the best trinkets without a crit). On top of that we get a huge stress resistance to weaken the influence of enemy stress teams.
Uses all skills (duh).
And the following trinkets:
A hero which just by his presence immediately says that all enemies will definitely receive at least 24 base stress. And most likely 48. Transformation instead of imposing stress on team imposes stress on enemy. And not just stress but horror. True, he stopped healing himself with transformation, well small details. The main task of Abomination is to turn into a beast twice in order to apply horror. In the process, ram someone with Slam in order to limit your opponent in actions according to the situation, but in general even just a move after Transformation is not so bad. As soon as Transformations are over, you need to stay in the second or third slots and just spam Beast Bile, Absolution as needed. You can use Manacles if there is a risk of getting caught in an unpleasant riposte, but this is of little use without stun trinkets, and don't forget that in this team we are not talking about stuns, we are talking about stress. He does not need universal trinkets for his main job, but making bile more dangerous with Rotting Trophy will increase his power at the end of the match, and Retarius' Net will significantly increase the likelihood of pushing with Slam. Over time, he definitely, 100%, replaces trophy with Wretch's Cloak, which increases the duration of the horror; this trinket is sure to be used by Abomination other than stunbot. Net is a perfectly adequate trinket that can be replaced with Shattered Padlock, but bonus to accuracy and 5% more push chance are also quite significant.
Uses the following skills (you can use Blackjack instead of Hound's Rush or instead of guard):
The most stressful of all stressful heroes. Hound's Harry is just death to all living things, especially if it crits, and it crits alright. 48 base stress per use, 12 done to each hero, and if it's a crit, and if we have bonus stress done... Bleeding is still applied on top, so that the enemy also dies physically, forced to spend extra moves on heals. In addition, Houndmaster also dodges with 15 base, and resists stuns a little. His most serious problem is ripostes from opponent. You most likely will have to bite the bullet and hope to dodge. Guard from MAA may well come in handy in order to reduce incoming damage and block many finishing moves. But if the guard can be breached, it's better to just forget everything and spam Harry no matter what. After all, this is our victory condition. And if MAA does not guard then he yells, as such he will reduce the damage of the enemy and bring our victory closer. Other abilities are rarely used, Lick Wounds is useful against direct damage teams without dots, guard is used occasionally to protect against enemy stress and for some kind of pastime against ripostes, Hound's Rush is a rather weak skill and is used only if it is completely disadvantageous to use Harry, for example against two ripostes; sometimes it’s still useful to throw enemy on Death's Door for the sake of bonus 33% stress taken and the opportunity to bring his stress to 200 in the process. Punish the enemy who decided to pull Houndmaster with Blackjack (but still do not forget, stress is our victory condition, and stuns are just stalling while having a chance to fail). He wears trinkets for his stress and for DODGE, that is Monkey's Paw and Crimson Hook. No personal trinkets are needed. The hook is fiercely wild, anyone who causes stress and bleeding loves this thing. You can replace the paw with Carnival Mask for absolutely crazy stress numbers, but in this team it is better to give it to Crusader so that he is also dangerous. And dodges can definelty clutch in a difficult moment, especially if you go second. Plus, more accuracy.
Damage mark team
This is a meta team called Heylow (this is the nickname of the author of the team). It was made almost in the early days of the circus, and is still relevant (no wonder, there were no changes for the mode). Its base is that Arbalest provides insane damage on marks and some support (removing stuns and marks, healing), Crusader keeps the enemy’s front line under control and carries at the end of the fight (stuns and heals are very effective with numerical superiority), Bountry Hunter pulls, marks and finishes, and Jester can quickly remove someone with Finale, forcing superiority in numbers, and provides accuracy with Battle Ballad, in addition Harvest counters regen in slots 2-3 and can attack (and finish) through guards. Such a team must quickly take out at least one enemy, otherwise they begin to suffer from piling up debuffs, stress and / or dots. Weaker without personalized trinkets, but in general team can work without them.
Uses the following skills:
His job on this team is to stun the most dangerous and vulnerable enemy. There's not much choice – first or second hero of the enemy. But it's still important to prioritize. Most often it is better to stun an enemy stunner. First stunner controls the match. Next, enemy resistances are important. Don't try to get a stun on full DODGE Houndmaster who has 50% chance to dodge and 20% to resist stuns, unless there's nothing else to do. Well, MAA with a trinket on stun resist is also not his client, especially without two trinkets for our stun cahnce. Next, stun the enemy finishers. If Death's Door is approaching in our team, it is worth giving the enemy finisher a proper rest in order to delay the moment of finishing off or spend the enemy’s moves on death checks instead of a guaranteed kill (just remember that BH has 50% stun resists, Crusader with one stun trinket have a 30% chance to fail the stun) . And finally, Jester. Just stun Jester, always, while he hasn't used Finale yet. Crusader's trinkets should be aimed at stuns: this is Brass Knuckles and Eagle Eye Talisman for accuracy (replaced by Sacred Blade, but it is closer to the end of the prestinge list unfortunately). Use other skills as needed. Relocating back to the front with Holy Lance, heal as needed. You can take Bastion of Light against direct damage, but this team is about quickly taking out the enemy, not surviving, so Zealous Accusation for damage and for hitting two enemies at once will be more useful IMO. It will be especially important if it turns out that the enemy has high stun resists upfront.
Uses the following skills:
A very effective hero within non-stress teams. BH is the only one who can finish an enemy with a single blow with 100% probability, without debuffs and already passed death checks. He is also strong at rebasing the enemy with his hook (Come Hither), can throw out Caltrops so that the enemy suffers the whole match for 2 bleed damage each turn, and also has a strong mark for 4 rounds, which reduces deathblow resistance, which also scales well with Arbalest (her shot now have increased chance of killing vs marked). His opening move is often a pull of a vulnerable enemy from slot four into slot two, and that enemy is then fired at by Arbalest, removing that enemy's face. The Finisher is almost his trademark trinket, he wears it in 99% of the teams (you can replace it with Heart Seeker when you have it, but the choice is dubious, BH is not about damage, he is about guaranteed finishing moves, with Heart Seeker it will be 15% probability of epic fail, in addition, he'll lose 20 accuracy against beaten enemies and 15% (25% with the Finisher minus 10% given by Heart Seeker) chance to finish off with Come Hither). The second slot is often taken by a trinket for movement skills, he has a personal one, but Retarius' Net is only slightly worse (2 less accuracy and 5 less chance of a movement skill, tolerable).
Uses the following skills:
He still has the same job as in the dot team, as in 95% of the teams – to give out accuracy, finish someone off with Finale, throw a couple of bleedings, and if you're lucky even finish someone off. This time, the dodge paw was left free for him, as a result he'll have 40 DODGE – a very unpleasant amount that the opponent will have to reckon with until Finale or hope for good luck. Second, he would not refuse the Finisher or a blood-red coin, but the option with Crushed Hemlock is also quite adequate – if you are lucky to break through resistances, this is 16 dots for two targets with a high crit chance, decent damage. And +4 blight damage to Dirk Stab will not be superfluous.
Uses the following skills:
"Ha ha, get a crit for 41 lol" – the whole Arbalest in a nutshell. Her damage modifiers are insane, so insane in fact that she can crit for 20-25 damage even without a mark. This is not your base game. And she also has 50% move resist, she is never guaranteed to be moved. And 5% base PROT (reduces all direct damage by 1, always, because the numbers round down) because why not? Sniper Shot is her main action, the rest she does only when necessary - she goes into position not just with a move with Bola (this skill pushes Arbalest back one position in the circus), removes debuffs and stuns with Flare, heals when absolutely necessary. She really wants personalized trinkets for damage, but until they are available we'll manage with what we have. We exploit her high move resistance, while there is nothing to wear, with Exotic Snuff, and Hunter's Charm, a trinket with the highest damage bonus, will help us with damage. Can sometimes go first for the 10% Snuff damage bonus, but these are small numbers, even with a crit, so don't purposefully try to do that. Don't worry about her accuracy, she has decent ACC numbers on her skills, especially under Battle Ballad.
Damage team without marks
I'll tell you right away, this is not a meta team at all. Even with a large pool of trinkets. If Heylow without personalized trinkets is, well, quite a working team, just less versatile in some moments, then this one is just for fun. However, it still has a lot of damage and has its own tools for "tactial problem solving".
It starts the match perfectly with Highwayman's Point-Blank Shot followed by Grave Robber's Lunge (either pull a weak enemy, use Musketeer's Aimed Shot and then Lunge; by the way, you can combine pull of the enemy on the third slot into Point-Blank Shot and then do subsequent shot from Musketeer (if you manage to move that is), it won’t be tickling that's for sure). Relatively immune to shuffling, as everyone except BH can move with skills quite effectively. It's also quite handy to have two additional finishing characters along with the main one, which at the same time do quite good damage. HWM with a riposte is very useful, after using Vendetta he'll have + 55% DMG bonus in total, a very solid figure, which even damage debuffs (Bellow, Weakening Curse, Intimidate) cannot reduce that easily. The team is suffering in terms of survivability, even with a dedicated healer, and it is difficult to maintain superiority in numbers, especially if Musketeer is not allowed to heal (stuns, shuffling, has to spam Ranging Shot for stress relief). It is even more important for this team to grab at least one frag at the beginning of the match with their teeth in order to get a tangible advantage. It can’t ignore guards in any way (no stuns, no Jester’s Dirk Stab, no breaking through guards, there are no trinkets to ignore guards yet), it can do little against PROT, except Pick tn the Face and Caltrops.
By the way, for the smart guys who find fault with the name of the team (we have a mark) – this team does not focus on them. Musketeer here is mainly support, shoots at the mark only if she has no one to heal, that is, well, the first two rounds, then it’s better to get our heroes up from the floor. The rest have abilities with increased mark damage, but they are very weak (BH could, but he needs other trinkets, in the circus he is about finishing and shuffling, not about damage). If you want to hit on the mark, take Arbalest or Musketeer with damage trinkets, because the damage numbers are broken and personalized trinkets are absolutely awesome. In the circus, the other mark synergies are too weak.
Uses the following skills:
The main strength of our Dismas in the Circus is his riposte. Few can ignore it. He also deals very decent damage with his Point-Blank Shot and his Wicked Slice, and Circus' Vendetta works as a permanent -20 DODGE debuff to the enemy, plus it still buffs HWM himself. It’s not always worth starting a fight with Point-Blank Shot – if the enemy has too much AoE, then start with GR's Lunge, then punish the enemy for these AoE with Duelist's Advance. Dismas is purely about damage, except for Grapeshot, which is not for this team, so give him trinkets for universal damage – Eagle Eye Talisman and Hunter's Charm. Over time, as a rule, his trinkets are replaced with personalized ones depending on what we want from him, among them there are absolutely no bad ones.
Uses the following skills:
As part of this team, he has the same task as in Heylow, as in 95% of the teams – to reposition the enemy and make guaranteed kills. Few Houndmasters will hit HWM with riposte active, knowing that if he falls to Death's Door, he will be killed immediately. Our particular team is not about marks, so we can use Uppercut instead of a mark for more control variability. Over time, he also replaces Ritarus' Net with his personalized Grappling Mits.
Uses the following skills:
Quite an interesting lady, she is most often used for her Panic Darts due to their broken combination of stress, crit chance and blight damage. In our case, we will try to use the character for direct damage, with which she also copes quite well. She really wants DODGE (high base and crit bonus is 10 DODGE, plus Toxin Trickery for 15 DODGE for the whole fight), so we are not shy about giving her Monkey's Paw. The second trinket could be universal damage, because GR can hit with both melee and ranged damage. This will add functionality, it will be possible to use fairly strong Flashing Daggers (as in the base game, just ignore bleed resistance debuff). But for now, let's get by with Jagged Chopper for really sick Lunges. There is not enough accuracy, so if necessary, use the Musketeer's Raning Shot – it will be extremely unpleasant to miss with a lunge after going into stealth. Or maybe exchange something with HWM. Her second trinket unlock is Cloak and Dagger, a good option for a melee GR who likes to finish off from stealth, but if you prefer daggers, then there is a Balanced Stiletto that rewards alternate use of ranged and melee skills. Paw is rarely removed from her, without it GR is too easy to focus and destroy. However, as always, experiment.
Uses the following skills:
Due to changes in support abilities, Musketeer is more often used just as a support character. Her Ranging Shot is an interesting mix of Command and stress protection, against stress teams that tend to be about high dodge and stealth, a very useful skill that doesn't require a stress heal trinket to be decent. Her normal heal also works well without trinkets if used on the same target. But here an extra (never superfluous) healing bonus will be very helpful, so we take Silver Syringe. Leave Aimed Shot to start the battle, Buckshot to go back and for the end the match. Like Arbalest, she has 50% movement resistance, so it's not a bad idea to abuse it with Exotic Snuff. Over time, replace syringe with her personalized healing trinket – Tincture of Iodine, a very strong trinket, allows you to cure blight and reduces incoming stress, leaving (almost) the same numbers of bonus healing.
HEROES (and trinkets) ANALYSIS
Also a few notes on analysis:
- If I say that a hero uses a skill ALWAYS, it doesn't mean literally always. I do not forbid you to use your own builds. But such an indication suggests that the ability is very necessary for the hero, and without it they lose their main strength within the specified build, or even in any build, if I don’t specify such;
- My assessment of the characters is subjective. It is close to the meta, but still subjective. I did not interview anyone and made the rating myself.
[/list]
- 10/10 – A very powerful hero, obviously too strong or too versatile. I gave this rating only to two, and mostly because of their OP trinkets, it would have been lower without them.
- 9/10 – Stronger than average, but still relatively balanced. Or they have some disadvantages, but are extremely strong if their weakness(es) are not exploited, or they're very versatile, but not like super strong. Most often, they have at least one very strong ability, or have unbalanced strong trinkets.
- 8/10 is an example of a well-executed balance. The hero have both weaknesses and strengths. In some way they are unique and can offer special tools in the art of war. Not always they're able to do everything in the world and not everywhere will work. The most balanced hero, in my opinion, is Bounty Hunter. 9/10 and 8/10 ratings are the most common. Developers understand a little about balance after all.
- 7/10 – A little lacking in variability, but quite capable of playing an important role in a match if their conditions are met. Not limited enough for lower ratings, not strong enough for higher ones.
- 6/10 – only Vestal deserved this, for her translation as follows: until she sent to the first slot, she is decently strong and will help in most situations, but as soon as she is in the first, everything is too sad.
- 5/10 – two heroes who are not able to fight outside their slots received this rating. If they stand in them, they may be adequate in terms of power to the rest, but as soon as they lose their place, everything collapses.
- 4/10 – Helion. Help Helion become useful.
I could change the decimal scale to five, but does it matter? Arbitrary number anyway. It's all relative, ladies and gentelments.
(very brief) Analysis of universal trinkets
Highwayman
Overall rating of the hero's power: 7/10.
All the main power of Highwayman is in riposte. Of course, he can do other things, but his riposte is the only one that is both strong on activation of the skill and strong as the riposte itself. It also moves the character forward. Riroste can sometimes hit so hard that the enemy would have been better off not attacking at all. 25 damage crit, for example. Because of this property, I with love nicknamed him "Hey Bro Nice Dmg" (too bad mine is bigger):Highwayman is quite limited in everything else besides direct damage, having only one stress skills (although it is strong, at the level of Crusader's Zealous Accusation), and only one dot ability (rather weak, with damage instead of stress and only one target with a small number of dot). Used in direct damage teams and in hybrid stress-direct damage. Makes most stress teams suffer, can also step in as a finisher. He can very effectively return drawn allies to their place with Duelist's Advance. Just don't show him Man-at-Arms. Dismas is allergic to protection, guards, and screams. A known cheater, after all. Skill Analysis:
Of unverisal trinkets, his clients are universal damage (Hunter's Charm, Eagle Eye Talisman), sometimes the Finisher. Monkey's paw also makes sense, for Grapeshot spam Pitfighter's Helm and Carnival Mask are good. Spiked Bat for bleeding chance if you use Open Vein. Personal trinkets, however, outshine most of the unversal ones.
Helion
Certified worst circus hero. A big jump compared to the one-shot generator from the base game, I understand, but still, a fact. Pure damage in the circus does not carry. Especially in her case. She is similar to Highwayman in many ways, only her movement instead of the strongest riposte is a pathetic tickle, which is worse than buckshot, because it does not cause stress, it is also self-destructive. Self-inflicted daze really ruins Helion, which she catches on herself just by using her normal attacking moves. Honestly, I'd give her a 6/10 if it wasn't for this self-daze (and also if Breakthrough dealt at least 5 stress, or she would move two slots forward, then even a self-daze would be acceptable). Incredibly vulnerable to pushes, can't do anything with guards, can only do mediocore bleeds vs PROT. Her only adequate ability is a redesigned YAWP that allows her to be on a stress team, no jokes here. And even then stress team usually does not have the ability to move, but it also does not care about positioning, in the case of Helion she will have to use a skill that does not contribute to the victory of stress teams at all. And in comparison with the Bounty Hunter, she is also weak, BH has a higher chance to finish off, much better positioning (both for him and for the target), and he can pull and mark the enemy. The only thing is that Helion does somewhat more damage, kinda weak achievement. Honestly, if you want a one-shot machine, it's better to take Leper. He has the same problems as Helion, even raised to a square, but he will at least naturally remove enemy's face with a crit, also has high health and 10% PROT. And Helion will barely crit for 80% of most heroes' HP, then she'll get pushed (with her low move resistance it's kind of inevitable), get critted and then dies without anything done.
Skills analysis:
Trinket analysis:
Of Helion's universal clients, this is Jagged Chopper for direct damage, this is Pitfighter's Helm for stress, this is the Finisher for finishing moves (duh), this is Crushed Hemlock so that her Breaktrough does at least something other than pathetic damage (by the way, it works for her YAWP, lol), this is Eagle Eye Talisman for accuracy.
Grave Robber
Overall rating of the hero's power: 8/10.
Grave Robber has become almost all about panic darts – the skill allows to choose any target, deals decent stress, almost guaranteed 16 blight damage, these are all very worthy upsides for a stress-dot team. The number of blight damage is quite small for a dot-stress team, but you can still play through dots, since the relatively good base damage makes it so that the skill does not deal zero damage under most circumstances, so deathblow check will be for sure. Plus the crit chance is high. GR's tools do not end there, however. She has high base DODGE, her crit buff is 10 DODGE (and she crits a lot), Toxin Trickery is another 15 DODGE – yes, this lady is all about dodge. And she can do direct damage, albeit not so effectively. She is good at shuffling your team, both backwards and forwards (although forward is more versatile, since Lunge is just direct damage, not always needed that). And while moving backwards is limited to three uses, and does no damage right away, just looking at Grave Robber in stealth will put anyone in PANIC.
Skills analysis:
Trinket analysis:
Of the universal ones, Grave Robber almost always wears Monkey's Paw for these sacred dodges. Yes, and the accuracy will not be superfluous. Also of the worthy options is Carnival Mask, if we are talking about stress, the Finisher if we are talking about direct damage, Jagged Chopper for a melee GR (personalized trinkets powercreep it though).
Vestal
The Vestal is one of those rare characters who hasn't changed much in the circus. Not in terms of mechanics, although there are few changes in them, but in terms of application. She's still just a healbot with a stun. In this regard she is quite universal, although she is more about teams with direct damage since they want stuns more. But the combat output from the vestal as it was small, remained as such. She lost in comparative power due to the fact that AI do not really try to pull characters, while in the circus, the opponent will certainly pull Vestal at least to the second slot, and even more often to the first one. Especially if the enemy is about direct damage (which Vestal should counter with her big heals, FYI). You will have to compensate with a dancing team and / or guard. However, without pulls she is still quite effective. Just remember, healing is healing, stuns are stuns, but we still need to win in the process somehow. Skills analysis:
Trinket analysis:
Stunhealbot has only two functions: to stun and to heal. A sudden revelation, I understand. The answer is simple: Brass Knuckles and Silver Syringe. Forget Exotic Snuff, Vestal's base move resistance is too low. For fun, you can raise the resistances to dots with the help of Rancid Cure-All because Vestal has a lot of dot resistance for some reason, but remember, there are no dots – effectively there is no trinket. She doesn't give a damn about most debuffs, so this resistance won't do much.
Shieldbreaker
Overall rating of the hero's power: 7/10.
Shieldbreaker has significantly changed her role within the circus, however she is still quite effective. Her two main roles are to pull and break through guards, and to inflict blight (without stress). She can also deal direct damage with Pierce, but in the circus it is not as impressive as in the base game. Can inflict stress with Expose, but in this case the team must definitely use the debuff on crits taken, otherwise the return is small. In the circus focus on dodge became a separate property of Shieldbreaker – her base is 20 DODGE, the level of Grave Robber, while she has a personal trinket for 15 DODGE and Serpent Sway gives another 15. If we add to this MAA's Bolster and Monkey's Paw in trinkets – this is 60 DODGE without Serpent Sway buff, extremely dirty amount, no one without additional influence to ACC (buffs and debuffs) will have a guaranteed hit on such a Shieldbreaker. Because of this property, I with love called her "Hitsdontgetter":But this is compensated by not very high personal return – Shieldbreaker uses the strongest blight skills only from the first slot while moving backward, that is she can only use them every second turn without external help. And Expose pushes her back, at the same time it is impossible to use the skill from the fourth position, so you can't spam stress. At the same time, an additional effect is important for any of her skills, and without chance trinkets she can fail the check, which only strengthens her randomness. One match she crits with a kiss, which naturally removes the Crusader from the match closer to the middle of the game, the second match she misses twice in a row. One match, she will dodge even marks with dodge debuffs, another time Leper without buffs will one-shot all her hp, and then Finish Him from Bounty Hunter, well, will finish. Her. She is very strong in pulling and breaking through guards, but if this is not necessary and she is not in the first slot then she has nothing special to do. And this affects overall offensive power of the team. Skills analysis:
Monkey's Paw is her client without any doubt. Dodges, dodges and some more dodges. Accuracy from this trinket will also not be superfluous, especially for her Adder's Kiss. Of the good options, there is also Retarius' Net for an increased chance of pulling, the Finisher for almost unavoidable high chance kills with Puncture and decent tempo with Impale, some damage if we want to try to pierce the enemy (but it’s better not to, SB is not about direct damage in most teams).
Plague Doctor
Overall rating of the hero's power: 5/10.
The reason why PD fell so hard from her throne as one of the strongest heroes of the Darkest Dungeon is not only loss of all stuns, but also extreme vulnerability to draws. Exotic Snuff can sometimes help Vestal, but Queen – not at all. You can be 100% sure that any opponent, just seeing PD, will pull her with their very first sneeze. Unless they don't have pulls or they are a man of culture as well, of course. Considering almost no self-defense, an extremely limited number of skills in the first slots and a small number of options for escaping, I with love called Queen "2 embold, dies":However, Plague Doctor is quite effective if she is not pulled, or if we get her back with dance skills. The numbers of her blights are huge, stress from Blinding Gas is very high, and it's coupled with an unpleasant debuff, she herself can pull anyone you want (with both chance to fail and chance to pull to slot 1). Even in direct damage teams she has Emboldening Vapours. Battlefield Medicine, though infrequently comes in, but when it works in, it really works just right. What's Rancid Cure-All, we have a universal remedy! But one pull and that's it, the royal parade is over, roll up her retinue. She just gives 2 Embold and then dies. Skills analysis:
Trinket analysis:
Her personal trinkets powercreep universal ones. If we really want Queen in the team ahead of schedule, then this is Eerie Eye for accuracy and debuff chance if we are talking about stress, Retarius' Net for Disorienting Blast, Rotting Trophy in all cases.
Man-at-Arms
The overall rating of the hero's power: 9/10.
MAA has become one of the most commonly used stress characters. His main power is his completely broken Bellow. It inflicts a very decent amount of stress and destroys any team build around direct damage, whether it's pure direct damage or stress direct damage. As they say, when in doubt Bellow it out. Also, MAA has many other tools that help in certain situations. And even then sometimes you have to think whether they are worth it, because you really want to scream... Man-at-Arms has lost only stun, and finishing functionality of his mace in the circus is not relevant, otherwise he still has many different useful skills. Just don't use him on pure direct damage teams (on dot teams it can work to guard weak dot sources, and his slowness won't play that big of a role here, because dots are ticking). MAA is a natural brake on the match, for both sides, and direct damage wants to kill immediately, and preferably even yesterday.
Skills analysis:Trinket analysis:
Universal Pitfighter's Helm is almost his signature trinket. Insane protection coupled with a small stress bonus, and congratulations, your grandpa will barely scratch from enemy blows, especially after a couple of rounds from the start of the match, taking into account Bellow debuffs stacked and likely Guard used. Good options are also a Eerie Eye for accuracy and a chance for debuff, Numbling Incense to increase the reliability of Guard (stun resistance) and to reduce enemy stress applied, Carnival Mask if MAA will spam Bellow the whole match. Exotic Snuff for even larger stun resistance is also not very bad, but if the enemy has no stuns then we essentially have a move resistance minus four accuracy, bad exchange. Especially taking into account low base move resistance.
Occultist
Occultist, while still having his support function (only his stun is lost), has become a highly stress-oriented character. The only hero in the circus who inflicts horror on an ongoing basis. Loses horror skills in the first slot, however. But his curses won't be lost, and he can still kick anyone from anywhere for juicy 30 stress and weaken them in addition. Swapping a stun for stealth is an interesting trade-off, especially given the two-turn stealth duration and strong stress dealt buff. Has uses in mark teams too, especially with one of his trinkets, but it's clearly not meta. His main problem is that he is quite vulnerable – he is easily pulled, after which he easily gets stunned. In terms of self-defense you have to rely only on his base 15 DODGE and on allies, trinkets and other basic stats do not help much in defense. But at least he can do something in any slot. Already a plus compared to some other heroes. Skills analysis:
Trinket analysis:
Without personalized trinkets, Occultist is not as effective. Usual stats don't help him much. If we really want to, then good options are Eerie Eye to increase debuff chance and chance to hit, Silver Syringe for juicy crits of sl0t machine, Carnival Mask in case we want mainly to apply curses (for "roof spaghetti" – Abyssal Artillery – stress dealt bonus is almost not needed for this skill), Pitfighter's Helm for some kind of protection, Retarius' Net for pull. Monkey's Paw can always be used, 30 DODGE is not that much, but is better than 15.
Leper
Leper, as he was the most narrowly focused, so he remained. Stress he inflicts is very specific and not so high, he is rarely used in stress teams, and he has no dots at all. That leaves only direct damage. Moreover, in this playstyle he can only wave his sword at the first two enemies and push. As usual, with terrible accuracy, and only the first two slots of the enemy. But in terms of damage and survivability to health damage he is still pretty damn good. In the base game, his main strength is a critical hit equals somebody is dead, unless it's 2-size enemy or it has PROT. In the circus, the situation is noticeably worse. Leper only counters strong heals, otherwise his gigantic damage is only needed for one or two hits per match. Furthermore, healing just for 3 hp is enough for Leper to once again have to wave in vain. Of course he will drop the enemy with just one crit of his main blow, don't need to visit the fortuneteller for that one (if there is no protection). But he needs to hit, and he needs to crit, and at the same time be in the first two slots. And with all this Leper has trouble. Chase survivability and moving resistance – good luck dropping somebody or even hitting at all. If you try to put everything into damage, it won’t work right away anyway, Revenge must be squeezed at the beginning of the match, and then the enemy will try to throw Leper into the back rows. And how King has nothing to do in the back rows everybody knows. Without heroes who can move back with their skills, there is nothing to do but slowly walk. As a result, they kick him, kick him, we drag him back, drag him back, in the end he is left alone, and he has no tools to complete the match on his own if the enemy has at least some kind of healing. If he got into the fourth slot and you can't get him back you may even surrender immediately. It turns out that his problems are one and the same as those of Plague Doctor, just the opposite side. Some royal drama we've got here. Skills analysis:
Trinket analysis:
If we want King to survive and to stress, then our client is Pitfighter's Helm. Otherwise, standard damage: Hunters Charm, Eagle Eye Talisman, Jagged Chopper. Resistances from Exotic Snuff is also very pleasant, in all cases, if the enemy decided to place their bet on base 100% move chance then they will regret it with a 90% chance for each attempt. It will also add damage if Leper goes first, and Leper really wants to go first until he is still kicked out. The only problem is that an external source of accuracy is definetly needed, otherwise it’s quite sad to miss attack on Flaggelant. Treated Bandage, by the way, is also a good solution, if used with Withstand you get worthy dot resists and very strong heals. Numbling Incense is not such a bad idea for protection against stuns and stress. Retarius' Net is a worthy choice, it allows you to guarantee Purge on Crusader for example, and the accruacy is also appreciated.
Crusader
Overall rating of the hero's power: 9/10.
The multifunctionality of Crusader has somewhat diminished, but the power is more than enough. 15% base PROT is very nice. Deals a huge combination of stress and direct damage at the first two ranks of the enemy. He can heal himself and an ally at once, which just incredibly carries the end of the match. Has an awesome stun, with decent damage. Can raise PROT of the whole team. Even if kicked back, Holy Lance deals quite large numbers of damage, albeit somewhat inaccurate. By the sudden genius of the circus's balance he has absolutely insane resistance to bleeding, good luck breaking through it. His main vulnerability is low stun resistance. However, PROT allows him to somewhat weaken the effectiveness of the stuns. All in all, strong as all hell. Crusades like there's no tommorow.
Skills analysis:Trinket analysis:
Of the universal ones, each of the two types of Crusaders has their own mandatory. For stress direct damage, this is Pitfighter's Helm, for the sake of juicy PROT numbers and a stress bonus. For just direct damage, this is Brass Knuckles to boost his stun. Other universal trinkets get powercrept by personal ones, but good starting options are Carnival Mask for stress and Eagle Eye Talisman for ACC.
Flaggelant
Overall rating of the hero's power: 10/10.
Flaggelant's role has changed quite noticeably compared to the original game. As the main healer, he is not so valid. His Reclaim is no longer free, due to almost zero resistance to bleeding, which is unrealistic to resist and pointless to raise to the desired numbers. However, he does not hold on his power. This is the strongest hero in the circus, he's able to rise from the ashes as many as 5 times per battle, inflicting crazy bleeding, restroing allies and inflicting some kind of stress in the process. His unique properties help him a lot and must be taken into account when the hero participates in the battle. One of his trinkets is completely broken. Despite the fact that he only has combat skills in the first two slots, support skills are available everywhere, and he can move forward in just one movement, which, coupled with high movement resistance, significantly reduces the effectiveness of pushing him. Very nice stun resistance. Good luck controlling him. He is truly vulnerable to only one thing – Jester's Finale. But who is not vulnerable to it, right? This is partly offset by, well, not exactly OP strong combat skills, but still, ignoring Flaggelant is quite painful. At the end of the battle he is quite capable of winning two, or even three, against him alone. In general, Flaggelant is a certified Final Raid Boss of the entire circus. Because of that he got his nickname (with love, of course):Trinket analysis:
Flaggelant's 100% client is Crimson Hook. Very strong buffs for bleeding skills with stress. For Rain of Sorrows, Crushed Hemlock would be a good choice to apply 6 dot to the back rows, and it will strengthen the rest of the combat skills. Such a Flaggelant, even if ignored by the opponent, reaps and heaps on the level of a Plague Doctor, my respect man. Exotic Snuff is a good option, but be sure to raise his accuracy. If we want the raid boss without personal trinkets, then we can use Silver Syringe or Treated Bandage, but it's better to wait for personal ones.
Arbalest
Arbalest from one of the variants of mark heroes has become almost the only one mark damage hero. The main reason for this is hidden in the trinkets, without them both Houndmaster and BH are still comparable candidates for mark damage. Why such a high rating then? Incredible bust in stats. Count: 50% move resist (the only character in the back rows with such a resist, also Bola allows you to return to the position with a skill), 5% base PROT (reduces any incoming direct damage by 1, always, this is how rounding works), broken Sniper Shot even at its base (more on that below), broken trinkets (more on that later, but in a nutshell, they solve almost all problems of marks), nice buffs to support skills, and, like a cherry on the top of a cake, 45% resistance to bleeding. She can be used as support, and in this role is comparable to Musketeer, but still a little worse (no, not like that: a little less versatile). The only thing this lady can really do effectively is hit the mark, but damn, how overpowered is she at that. Skills analysis:
Trinket analysis:
Without personalized trinkets, Arbalest is noticeably weaker. Better to wait for them. If we really want her, then it’s obvious: damage. Eagle Eye Talisman, Hunters Charm. Exotic Snuff is a relatively good choice in the early stages and for a support Arablet. Speaking of support: Silver Syringe. Eerie Eye, if we want to spam Suppressive Fire. Bonus stress is not necessary, the numbers are too small anyway.
Bounty Hunter
Bounty Hunter retained his old functionality of a shuffler, marker and finisher (in the base game, Finish Him was about finishing off the enemy with low HP and damage against a stun, while in the circus the skill has an incredibly high kill chance), but lost a lot in stuns. Can still hit the mark for great damage with Collect Bounty, but not as strong as some Arbalests, since there are no OP trinkets and accuracy definetly lacks. Surprisingly, despite these properties, he has rather little functional. His main advantage, and the reason why he is worthy of appreciation, is a guaranteed kill (without buffs to deathblow resistance) with the help of the Finisher and Finish Him. However, it should be borne in mind that if you don’t particularly need to move the enemy, the mark is not required and there is no one to finish off, then the best that Hunter can do is to scratch someone with skill with bad accuracy. Pace is very important to him. Skills analysis:
Trinket analysis:
The choices are very simple. Of the universal ones, he always, with only one exception, uses the Finisher. When you finish, he is unlikely to miss and is also guaranteed to kill. Also a great option is Retarius' Net for movement skills, though his personalized trinket powercreeps it. Better forget about direct damage, Hunter is still not about it, and if about it, then only with his trinkets.
Abomination
Abomination has become a key character in stress teams. His transformation horror always works and deals a total of 48 stress on each enemy (no horror trinket) if he has turned into beast twice. In stress teams, his task is to stupidly turn into a beast twice, and then spam Beast's Bile. However, even a simple move from the fourth position is not so terrible if he is thrown there. Horror is just too strong. Although Slam is a great skill for moving the enemy, with very decent damage and breaking through guards. And the other two skills of the beast have decent damage. Can still be used as a source of direct damage while in beast form, which works well as part of stress and direct damage teams. The ability to get back in beast form after affliction helps in this. Also effective as a stunbot, Manacles is an excellent stun, with normal damage, target selection 1-3 and available in slots 1-3. An acceptable tool at the end of a match, even for a stress Abomination. In general, the hero is terrifyingly strong. Skills analysis (it is clear that he takes them all, but it is still necessary to analyze what to use and when and what is used more often):
Trinket analysis:
Of universal ones, an adequate trinket is Retarius' Net to improve the reliability of Slam, and accuracy is not superfluous. Stress Abomination really wants Wretch's Cloak, so it's better to wait for it. As a good alternative use Rotting Trophy, it will significantly improve Bile. You can try the standard direct damage for beast form. Brass Knuckles for stunbot, however by itself is not enough, as for any stunbot it is better to wait for a personalized trinket. In general, there are options, it all depends on what we want from Abom.
Antiquarian
Overall rating of the hero's power: 8/10.
Since there is no economic reason within the circus to take Antiquarian, she has been noticeably buffed to be on par with the rest of the crew. She is still vulnerable, with low HP and low most resistances, but she is evasive and has self-defense tools. It was her aggressive component that was noticeably strengthened, due to rather strong Festering Vapours, which really needs bonus accuracy though, she will not help herself much here. A few rounds of its application, and the enemy is already in affliction with a bunch of dots applied. Also, she can now work as a full-fledged healer – several stacks of Rejuvenating Vapours is a very serious healing. If a team on direct damage has weak (or no) dots, they will not be able to break through this regen, and each hero will get a chance to recover from Death's Door by simply choosing himself once per turn. And if the enemy has no dots at all, then one use of the skill is enough. However, she also has decent downsides: ripostes significantly limit the combat effectiveness of Antiquarian (either use weak powder, or catch the riposte in the face in return), and strong dots (or just spam with dots) pierce regen, losing the ability to rise from Death's Door with Antiquarian's help. Watch out what your enemy has in store, and do what needs in response.
Skills analysis:Trinket analysis:
Of the universal ones, Monkey's Paw is a worthy choice as part of a build for maximum dodge and accuracy, Rotting Trophy for general strengthening of Festering Vapours (gets powercrept by Materia Pestis), the Finisher to have a support finisher (although there is no bonus chance in skills, aoe nature of Vapours allows to ignore guards and miss a kill with almost no loss of tempo), with a stretch Eerie Eye for acc and debuff chance. Trinkets for stress are more likely to be taken away by other heroes (Antiquarian does not have such a huge return of stress), but they can also be used.
Musketeer
Overall rating of the hero's power: 9/10.
Compared to Arbalest, at direct damage, Musketeer is a complete reskin. The differences are in the details and in team support. She lost some of the nice perks of Arbalest, like base PROT and heal trinket PROT, some bleeding resistance (10% blight resistance doesn't compensate, don't forget, the more resistance the more effective it is). As single mark damage dealer she performs worse only and only because her Ranging Shot is designed to buff the team, while Arbalest's Flare is for countering debuffs and maintaining tempo by removing stuns, also helps vs enemy markers. This is enough reason to use Arbalest over Musketeer as part of a team of one sniper. The main reason for the overall decrease in rating by one is mainly in this aspect, but I would even leave 10/10 if it were not for a slight deterioration in stats, because as a support unit Musketeer would be a little more versatile than Arbalest, if not for these reductions in stats and not slightly worse support trinket. However, they can work quite effectively in tandem. Interesting (and of course made with love) pairing, by the way:Trinket analysis (excluding direct damage, they're is similar to Arbalest):
For universal ones see Arbalest, there are no differences. Regarding stress heal of Ranging Shot with a Brass Bugle: no need. The skill is already adequate, the extra 6 stress heal won't make much of a difference, but if the enemy has no stress, then the trinket is useless.
Jester
Jester has two main powers – Battle Ballad for a bonus to accuracy for the entire battle, and Finale, the strongest skill in the game, can simply remove almost any hero from the match. Jester starts with Ballad in most cases, continues with Finale as soon as possible (despite the name of the skill, the sooner we remove someone, the better). This is all offset by the low return of the other skills of Jester. He can't really deal much damage outside of his Finale, his dots are without stress and limited on targets (although they're not bad in raw numbers), and his stress return is almost the worst – only Bounty Hunter is worse. He is very vulnerable, survives only by dodges, all resistances (except for debuff) are either mediocre or none. Of course, this is better than literally nothing that remains after a successful Finale, but still, in almost any team the main two tasks of Jester are to give birth to Ballad and one-shot with Finale. With this, his powers are all, over, for which reason I with love called Jester "Finale into corpse":
Trinket analysis:
Jester makes do with universal trinkets. His clients are Monkey's Paw to achieve 40 DODGE until Finale and the Finisher for the role of a support finisher. If we want something else, as a rule, the Finisher is sacrificed, otherwise Jester is too vulnerable (and he really needs to Finale). A good option is also Crushed Hemlock, it will give increased dots from Harvest if you manage to break through the resistances, and Dirk wil also become stronger, allowing Jester to work adequately within dot teams. With a stretch, Spiked Bat might work for more reliable bleeding (and even then, a blood-red coin in personal powercreep this). There is an argument, albeit a specific one, for Nepenthe in order to raise debuff resistance, the only adequate one, and give a chance for Virtue (and after Finale Jester gets affliction from any sneeze).
Houndmaster
Overall rating of the hero's power: 9/10.
The most important, key and absolute power of Houndmaster is Hound's Harry. His other tools are still valid, but Harry is clearly in the top five strongest circus skills. It works both as a distributor of dots and as one of, if not THE strongest source of stress. Other that Harry, Houndmaster can do all kinds of support, and sometimes even inflict direct damage by throwing his dog in the face of the enemy. Not bad he can be build through dodges, Guard Dog helps a lot with this. He has reasons to exist in mark teams, mainly because of his strong mark combined with dodge setup (not to kill enemies with a dog, of course, we have Imbalest "haha get crit for 41 lol"). But all this is barely 7/10, even in total. Harry is everything.
Skills analysis:Trinket analysis:
You can immediately get perfect stress Houndmaster from universal trinkets. Monkey's Paw and Crimson Hook. That's it, you're dressed like the devil now. The existence of the Hook, with its stats literally created for Harry, is almost the reason for the high rating of Houndmaster. You can take Carnival Mask instead of Paw for absolutely crazy stress numbers, but then our MAA will have to literally nurse the dog, both with guards and Ccommand spam. The rest of the trinkets are of little use.
STRONG (and not so strong) TEAMS
Heylow, World Domination and more (Direct damage with marks)
Combined almost all mark teams into one group, since they have the same core. Mark teams aim to control the fight with stuns, quickly kill at least one enemy to significantly increase their effectiveness and healing, then overwhelm on the opponent with more turns, killing while doing so. In all mark teams, there are two main characters: Arbalest and Bounty Hunter. I think there is no need to explain their synergy. Arbalest always uses same trinkets and moves, same goes for BH , everything else is a loss in efficiency:
Each within the mark pair has their own advantages and disadvantages:
The crusader is the most objectively strong option, he's tough, stuns with excellent damage, tolerably moves forward with Holy Lance, heals from any position, can, if necessary, decently damage with Smite or pierce 1-2 guard with Zealous Accusation. Of the downsides, weak own stun resistances and a limited choice of targets for the stun. His build is as follows:
Here's few mark team examples. There is a lot more of them for sure, but I be damned if I enlist more:
Heylow (author's nickname):As meta as it gets. Probably the most objectively strong team within the circus. Counters a lot of mechanics of various heroes. It kills better than anyone else, it is extremely difficult against Heylow to leave without losses, even if you manage to win in the end.
World Domination:The only advantage of the team over Heylow is that it directly counters this same Heylow. Against most other teams, it will lose a lot in the absence of bonus accuracy, weaker dots and lack of Finale.
Scylaac's Special (Scylaac is the author's nickname):Vestal can stun heroes with low stun resistance very, very reliably. And her heals can significantly help. But if Vestal suddenly appears in the first slot, you're kinda screwed. However, until this moment, Arbalest and the rest of the crew should have enough time to put enough pressure on the enemy.
The Howlers (honourable mark damage mention)
(it's not like super honourable, there was not enough space in the previous section and I wanted to get just one more team example because this one is kinda unique)
The team have no connection to a named team of the same name from the base game. The team was made by 135jman.
Musketeer's skills:The trinkets are the same as Arbalest has.
Two snipers practically guarantee at least one shot on the mark. Lots of healing. Musketeer's mark gives a chance to break through dodges, and Houndmaster's mark guarantees the death of all prot. Has a guard. The stun, although less reliable in terms of chance, is more reliable in terms of accuracy, it works fine for a one-time stun on a hero with small stun resistance. In general, the team suppresses not with stuns, which is what direct damage usually does, but also with huge damage that is not so easy to prevent (even if a couple of successful pulls pass, the girls will still fire a couple of return shots, and then Death's Door is almost guaranteed; and when pulled, there will be a response bola / buckshot for 100% damage in total with excellent accuracy and crit chance). Significantly weakens the front of the enemy, good luck hitting HM, especially if he threw a guard on someone.
Specifically, The Howlers is done precisely through Bounty Hunter in the second slot and Houndmaster in the first one. Since the team is less about stuns, and there is no Jester, Harry and Caltrops allow breaking through guards except for sniper shots on the marked ones. You can try to swap them in order to give HM, for example, dog throw for another synergy against marks. But Hound's Rush skill is very inaccurate, and this must be borne in mind. Plus it's hard to choose what to replace. Hunter can replace Caltrops with Uppercut for more control variability.
Shep's Stress (guess what its win condition is lmao)
The main advantage of this team is efficiency at all stages. The tricks of the enemy are quite predictable, if the enemy kills an extremely dangerous houndmaster, then we have a second transformation of Abom on the way, and screams of MAA do not allow them to live in peace, and at the end of the game we have a very strong Flag, he can end the match even one against three, provided that these three are beaten and in affliction (which will most likely be so). Flaggelant himself also counters other team stress, along with MAA and his Bellow, in addition it will be unpleasant for AoE teams, since the collateral damage from said AoE will allow him to restore someone with Redeem.
His main job is spam Harry. Guard is needed to protect Abom from death until his second transformation into beast, Rush against very hard ripostes, Lick Wounds is clear why. Wants ACC,
badly, do not forget about Command, if the enemy has at least some DODGE to speak of.
For Abom, you need to Transform as quickly as possible. Two transformations into a beast, few Slams – that's all, consider the work of Abomination is over. 64 stress on each enemy is respectful. Bile will help a little against enemy AoE, and even without riposte it's a good skill. Forget about direct damage and stuns unless the situation really calls for it.
The busiest hero on the team. Often wants to use the entire arsenal. Incense stun resists help to solidify the guard to protect an ally from focus, it's also strong argument against stress, and Insignia of Rank almost guarantees Bellow debuff on all relevant targets. Command is very necessary against evasive enemy, all allies in this team want ACC. Bolster against stress, but Command has priority. Bellow against direct damage and in general if there is nothing better to do.
A full-fledged boss of the Circus, especially with his most impressive Gauntled. Stress dealt from Crimson Hook allows his Rain of Sorrows to inflict decent numbers of stress, and Punish crit is a very unpleasant experience (for the opponent). Directly counters stress, strong against AoE. With focused fire, one of his 5 heals will let him rise, and if the focus continues, we already have two guards on support. Very, very strong at the end, even if all his allies were killed, the enemy is probably in afflictions and is barely alive, Flaggelant will finish the job.
The Old Gold (stress)
The main property of this team is incredible simplicity. Everyone speams with their attacking skill, except that MAA needs to Command sometimes, and Bolster once. The simplest team imaginable. The circus began with teams like that one, when everyone realized that stress is very easy to use and very unpleasant to fight against, many began to spam stress, and such a team was made up very quickly.
And again the strongest stress dealer. I don't think it's necessary to explain his power for like 5th time in this guide.
Since, in terms of stress dealt, Antiquarian produces not exactly huge numbers, she usually goes into dodges to be annoying. Rejuvenating Vapours will allow you to defend against direct damage, and Take Cover helps to escape from pulls. Flashpowder will help against counters, in duels and to finish off the enemy after a heart attack (the enemy immediately after heart attack, that is, 0 health and 175 stress, will die from the skill, unless he has buffs to reduce incoming stress).
As usual, two transformations, a couple of slams, then spit.
Focusing slightly on other trinkets slightly increases and decreases the effectiveness of his guard at the same time. If the enemy does not have a guard penetration, then it becomes almost impossible to break through MAA himself under a bunch of protection. Against stuns, the guard is less reliable, and it’s better to just yell. A little less often Commands because HM actually uses ACC trinket, but a little more often he Bolsters because of Antiquarian's high DODGE. Even more often he wants to just Bellow, regardless of what is going on.
Zealous Rakeshot (stress-direct damage)
A team that I myself came up with based on the well-known pair of Zealous Rake (I think it's made by 135jman, but don't quote me on that one), that is, Crusader spamming Zealous Accusation and Abomination spamming Rake, which in total inflicts high numbers of both direct damage and stress on the enemy front. I added Grapeshot from HWM on top, and MAA in slot 4, so that it would already become a full-fledged team.
Usually MAA does not carry Snuff, but in this team, I preferred the most impenetrable guard. PROT will be from Bulwark anyway, and that Bellow will not always work is less critical because of the same Bulwark and the team’s defensive trinkets. In addition, some kind of resists to at least sometimes protect ourselves from the situation when, after a pull, our ally ends up in the fourth slot (no one wants to be there, even HWM will have to Duelist instead of Grapeshot). Thus, the absence of Bellow trinkets encourages our MAA to support the team, which he will actually do: all our attacking skills are inaccurate, go-go gadget Command (as they say, two Commands equals crits!), defend against stuns and, in general, focus on one of team members at the expense of guard turn will also not be superfluous. By the way, the bonuses from Command for allies under guard will also play a role, we are not only talking about stress.
MAA might be replaced by Arbalest, she has 15% PROT support trinket and very decent support capabilities as well as strong healing (which is super good with PROT teams), but I just personally don't like her. Also, this team wants ACC, badly.
A slightly non-standard HWM who focuses just on stress. But he does it quite skillfully. His riposte will still not be weak, firstly, Vendetta (which is almost always worth using, even if there is no one to reduce DODGE in the enemy team), secondly, Grim Bandana will give universal bonuses to damage, and thirdly, Pitfighter's Helm, although it does not directly raise damage , but reduces damage taken from direct damage, so it is unlikely that HWM with an active riposte will get focused. Plus more stress. However, it’s better to spam with Grapeshot, leaving Duelist only to return Abomination to a more convenient position (if he wants to Slam, it’s better to get him to the third slot, from where he can Slam without going to the first slot where he can't Bile if it comes to it) and for protection against enemy AoE.
While the transformation stress is still extremely important, Clasp of the Beast will allow Rake to inflict some stress, and it provides synergy with Bulwark, giving Abom a decent level of PROT. Basically, Abomination does not Slam here, except perhaps to return HWM to the third slot or to push very low move res enemy (Jester), but simply spam with Rake. You don’t need to leave beast form right away, unless there is a strong focus on Abomination it’s better to spam Rake so you can get back into form after affliction inevitably comes in.
The main strength of the crusader, of course, is in Accusation – the strongest skill for stress and direct damage at the same time. But don’t forget about Bulwark either, this team almost always wants it, except that it will be useless against pure stress. Everyone has 30%+ PROT with minimal losses in aggression, quite effective, in my opinion. Lance is rather weak within our team, but better than nothing if Crusader is kicked out. Heal is quite low, but it will restore from Death's Door, and remove harsh debuffs. FYI: the guard broken debuff can also be removed in this way, if it is strongly necessary.
Queen's Guard, and variations of The Wall (can have different win conditions)
The main idea of The Wall is to use three heroes-"defenders": Crusader, Leper and MAA. The idea is taken from a named team from the base game with that name: in this team, the fourth slot is occupied by Vestal. The fourth slot, however, varies, in particular, within the Queen's Guard team, this slot is occupied by Plague Doctor.
First, let's look at The Wall as a base:This is not a very efficient team. The main problem within the circus is the conflict of victory conditions. Leper is still more about direct damage, his stress is weak, and MAA can hardly do direct damage, but excellent stress. Crusader, however, can do both. Against just direct damage, the team will do well, but it will be very difficult to deal with dots, there are not enough tools against stress, and the character in the fourth slot can be focused quite easily. However, if you want to play through defensive mechanics, this is a good option. You can also replace Leper with Flaggelant, but the team loses its Wall (as well as King-Queen) theme sadly. He's way stronger though, that's for sure.
Within The Wall there are no specific sets of skills and trinkets, so I will not advise. The main tools of both stress and direct damage are clear to any experienced player. As part of direct damage, I just want to add that MAA, as a finisher with the help of Retribution activation, is not the worst option, if he doesn’t kill then at least he will activate his riposte. Shield Spike with a second trinket will allow you to counter AoE, which such teams will not refuse, because it is hard for them to fight stress and dots. However, you can try and work around defense. One has only to keep in mind a clearly chosen victory condition.
In the conditions of The Wall, I see three heroes from behind: the already mentioned Vestal and Plague Doctor, as well as Antiquarian (Arbalest might also work well, but let's not speak about her okay). In any case, it will be hard to protect against pulls, but at least Holy Lance will save from one, and then the guards will definitely come in. Let's look at each option separately.Doctor works better in a stress wall and allows you to spread very strong dots and/or debuffs along with stress. As part of direct damage, two of her vapours right under the mask of Leper significantly raise accuracy and damage stats he needs so much so that the enemy will surely fall from one swing. It helps to remove dots, if suddenly the enemy decided to break through our defense with them. But such a setup requires a lot of time, during which someone from the team will definitely suffer, and who will finish the work? In general, in direct damage, there are certain problems. However, if Doctor is allowed to scatter her blights, then there will definitely not be any dissatisfied clients. You can't be dissatisfied if you're dead! Wears trinkets for aggression, anything else is useless to improve:
Antiquarian is the most versatile solution, she can work both as a finisher through guards with the help of Festering Vapours, and as a strong healer with the help of Rejuvenating Vapours. Able to independently escape from pulls. The relevant two trinkets are, I think, quite obvious:
Bleed & Blight Torture (DoT)
A team invented by me. Emphasizes that absolutely all members of the team are extremely aggressive and important for a quick kill by the opponent. Even if we lose one, or even two, the opponent is so heavily overwhelmed with dots that they, with the whole team, especially the back rows, simply dissolves in them. No heal, other than which removes dots, or too strong (crit heal), will be enough to stop the damage. The team has problems with finishing moves, obviously there is little defense, in addition, certain troubles vs ripostes and kinda low ACC. But the team will break through all other means of protection quite decently.
Looks like that:The Queen within this team is about 95% bait. Dot damage numbers are on the level, and she certainly loses part of this in the second slot. But the rest of the heroes will give out no less, or even more. And while the enemy is busy with the Queen, we are already distributing damage left and right. And it’s not for her to finish off ... However, if the enemy decides to ignore the Queen, they will receive simply dead back rows in response, and Ddisorienting Blast can control the enemy in order to weaken him and stall time for dots ticks.
And this is our real source of harm. Because of her stealth, she is difficult to pull and control. But in return, she gives out a bunch of blight – 2 blight for 4 turns on each enemy, 32 damage. ACC is definetly a problem, but when finishing it is quite enough. If strong ripostes are encountered, or the enemy has dodge buffs (first round), regen is a perfectly normal response to play for a little time. Nervous Stab is left for finishing through high PROT and / or damage debuffs (when Festering Vapours will deal zero damage).
HM is our second bait. He is generally considered more dangerous than Antiquarian due to his greater stress dealt and lack of stealth. But our team is about dots, and at distributing them Antiquarian is stronger. It is not necessary to spam Harry. We heal as needed, we protect whom they focus (50 dodge while guarding, decent number), the stun is also a well-spent move, especially against heroes with no stun resistance and high impact. Stall until the enemy dissolves.
two of:
Considering more dangerous other heroes, Flagellant is more likely to be left for last. And it's a mistake for sure. Rain of Sorrows, if it can break through resistances, will deal some very serious damage numbers. You can also replace Crimson Hook with Crushed Hemlock, but Hook is more reliable, and crit chance is very pleasant. When using them together, be sure to use Emboldening once or twice on Flag once in order to raise his accuracy from the floor. When focused, he will be pushed back so that he has to spend a move to get back. And such an action is a blessing in disguise. Flaggelant wants to take damage on this team in order to be able to pick someone up from the floor, because the rest of the team members are quite important themselves, just like Flaggelant. We do not focus on raid bossing part of him though, but on dot damage. Without Hemlock, by the way, you can replace Rain of Sorrows with Reclaim. Allows you to both stall and raise an ally without much loss in efficiency. Even though, without Gauntlet of Absolution, his Redeem will not be as powerful.
Can't touch this (stress-DoT)
Looks like that:
In general, the team is not exactly very strong, and is incredibly dependent on randomness. Unlucky to dodge several times, and you're in trouble. However, it is relatively stable to dodge even against Battle Ballad if the enemy has low base accuracy. But Command spam will be hard to dodge. Well, there is no perfect team.
You could ask, where are Eboldening Vapours? But I will say this, this is too little return in one move, even as part of the dodge team. At the beginning, the enemy will focus MAA, most likely, and dodges are unlikely to help him. But the main problem is that there is nothing to replace. Every skill I listed Antiquarian still really wants. Regen, and powder, and stealth, and of course Festering. In general, this Antiquarian works as usual, only she's a little dodgy and not very powerful.
GR's base dodge within this team is the smallest, after MAA. Accordingly, drink her 15 dodges as soon as somebody as much as looks at her. And even earlier. The rest of the time, everything is clear, we just spam with Panic Darts, the other two skills are out of desperation.
The main task of MAA in this team is to give birth to a buff for 10 dodges for the entire battle. But what about his setup? Quite a strange set, I understand. Its essence is to be both a desirable and an undesirable target. Undesirable because of riposte, desirable because of The Finisher, and because the rest of the crew is quite dodgy. In order not to be completely undesirable, we do not use Shield Spike. Kinda unique case when we have MAA without Command, it is not really needed, MAA is likely to die first anway, and the team does have decent accuracy excluding Antiquarian. Especially it's fine if he manages to crit. And at the same time, if the enemy still decides to ignore MAA, he may well finish somebody, or at least threaten to. By the way, you don’t need to Bolster right away, sometimes riposte is more necessary. But it should be pressed ASAP anyway. Take this into account.
Everything is clear with SB. She gives our team a pull, gives focus damage in the form of Adders, can support stress (Expose into crit Panic Darts is a very, very unpleasant experience for the enemy). Well, and crazy dodges, of course, where would we be without them, our dearest. By the way, she finishes well, since there is no way to hide from Puncture behind any guards or places.
Final Raid Boss (stress-DoT)
The last team that I would like to talk about, and again I came up with it myself. It takes advantage of the fact that Flaggelant is incredibly strong and tries to max him out for the entire fight and keep him from dying while he supports allies, removes faces with Punish, and remains unkillable at the end of the match.
Looks like that:Even though the team needs a whole round for setup, the consequences of that single round will be very severe if the enemy fails to focus and/or counter Flag. Carefully monitor our raid boss until the enemy is too weakened, so he will destroy everyone on his own. Guard, remove debuffs, heal, all the good stuff. The main thing is that if it ends, then the last one shall be Flag.
The main (and only) task of the Queen in this team is to give two Eboldenings to Flag so that his attacks are very painful and at the same time accurate. Otherwise, she is more of a bait, as they say, "2 ebold, dies". However, it’s not worth giving her away just like that, don’t forget, we have guard, and Holy Lance, and heals; in general, we have tools. If the Queen, with her last gasp, sends her opponent's back ranks straight into a blights embrace, this will be very, very effective.
There is an argument, and a very worthy one, for replacing her with Jester. I chose Her Majesty mainly because I follow my own rule of having at least some sort of movement skills. Plus more heal is never bad. But Jester is also very good, here you get +20 accuracy in one move (and for everybody at that), and removal of some enemy with Finale, and possible finishing moves, and dots on more convenient slots. Try them both if you want to do this team. Jester's setup is standard in this team. Starts from the third slot, switching places with MAA.
Pretty standard MAA. The main reason for taking him is to reduce incoming stress with Bolster – with it, Flag does not care about stress so much that, in theory, purely stress teams can immediately surrender. It is expected that he will have to protect someone, because we do not want death of Jester / the Queen, and it is not permissible to focus too much on Flag as well. We leave Command to begin the battle with, so that PD might blight a little before giving out Embolds. Yes, and Crusader will not refuse, Accusation is inaccurate. If the team has Jester, the choice is still not bad, there is still nothing to take for 4th slot MAA. In theory, riposte is possible, because Battle Ballad is for the whole battle, but without Shield Spike his riposte is too weak.
Pretty standard stress Crusader. Start with Bulwark in most cases, accuse the enemy front for watching tiktok. Heals as needed, Lance if pushed. Everything is simple.
In general, standard Flaggelant raid boss with some support, but with our buffs for the whole battle, he becomes noticeably more durable and dangerous. With Ebolds, even just the basic damage of his Punish becomes quite high, and his crit chance is very high already, ready to spread blood and pain. Reclaim, even if used, not that much, watch out for our dear little raid boss, he must definitely put a raid party down, and not go first himself. Using Redeem or Exag (it’s usually better to spend Redeems first, because if there are no allies, there is no one to use it on) before Death's Door may turn out to be a completely reasonable decision, according to the situation.
Instead of a conclusion
Well, everything I knew about the circus, I described. You should not exactly cling to teams mentioned, or to any specific ratings of trinkets / skills / heroes. Everything is relative, and in the Circus, a variety of situations can occur. Learn, apply, watch! I hope I helped you to find your bearings, pointing out who is strong where and who in what teams you can use to a better extend. Many more different teams could be described, but I don’t see the point in that. I think I gave enough meta and relatively meta options, around a variety of ideas and mechanics. Try to implement a team for your favorite hero yourself. Or favorite mechanic. Or some named team from the base game. Who knows, they might just work. As they say in my country, "even a stick will shoot once a year".
But not Helion. She will not shoot.
Such is the way of the Butcher's Circus.
With you was PRO100_Sasha, also known as SashaX.
I wish you successful performances!
P.S. This guide was translated using Google Translate as base. The original guide was made by me. I worked with the text, of course, but it's not perfect by any means. Should still be pretty understandable though.
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.