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Torch is a Hellhorned Clan Hellhorned.png Card in the Base Crown1.png Starter Deck. You begin with 3-5 of them depending on your Covenant Rank.

Lore[]

The Hellhorned have learned to live with the unpredictability of the Scorched Plains, even going so far as to retain some of the flaming boulders for themselves, despite my attempts to dissuade them.

Strategy[]

Torch is a fairly practical starter card, as it is able to target and kill back line enemies that are otherwise out of reach of your units. This can preserve Unit health, Pyre health, take out a key supporting unit behind the boss, or kill a Collector, among other things.

Note that Torch can also be used on your own units, which can be useful - for example, if you need to remove an Imp to make space for a different unit, or trigger a Revenge ability on one of your units.

Be wary of taking a Armor Emblem or Ancient Hate trial with this card, as those will dramatically reduce Torch's usefulness.

Also, Torch becomes less useful on Ring 4 and beyond, as there are fewer enemies with 2Health or less. Torch becomes borderline useless for killing enemies past Ring 7 without an upgrade or source of Magic Power.

Unless this card is upgraded or purged prior to Ring 7, or you have another source of Magic Power, such as Tempered Talisman, it becomes borderline deadweight unless you use it as a Revenge Trigger spell, as it becomes unable to kill even the frailest of enemies at that point.

Suggested Upgrades[]

Upgrade Description
Upgrade Spell Surgestone.png Surgestone is effective on Torch as it raises its damage to 22 and gives it Consume, letting it kill backline enemies reliably and get out of the way of other, stronger cards after use.
Upgrade Spell Powerstone.png Powerstone is effective on Torch as it raises its damage to 12, letting it kill backline enemies most of the time, even later in the game.

History[]

See: Version History

Version Changes
1.0.0 Added Torch.


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