Tuesday, May 7, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Isfet

I've finally finished updating my Impossible Hero Challenge with Isfet, so it's a good time to review him as well as the updated GPAs after the Hammerhold DLC.  It's also a good time to look back on Vengeance as a whole again as we look forward to Alliance this summer.

When I first started trying out Isfet, I immediately pegged him as being about the same power level as our last new hero, Grosh - really his complement, being a magical ranged damage dealer as opposed to a physical melee damage dealer.  That would certainly be the appropriate thing for Ironhide to do.  The first new hero, Dianyun, joined the pantheon of dragons as another OP hero, so we really didn't need any more heroes of that caliber.

I promise I didn't fudge the grades to make it work out this way, but my instinct was spot on - Isfet finished with a 3.76 grade average, the exact same as Grosh.  Now that's including the new grades from the Hammerhold DLC, which we should talk about for a moment.

Ironhide sold Hammerhold (literally) as having a "high difficulty level", and I would say they largely achieved that - at least in relative Vengeance terms.  There aren't any maps here I would say belong in the realm of hardest in the Kingdom Rush franchise with the possible exception of Hammerhold Streets iron, but that's really only due to the crappy tower choice you're given.

Still, with the exception of the heroic and iron modes for Wizard's Landing and The Lost Empire iron, all maps deserved grades, and the average GPA for them definitely indicated a lot of struggle.  Hammerhold Streets takes the prize for hardest map with an average GPA across all three modes of only 2.98.  Now iron mode contributes a lot to that, but campaign and heroic mode had very low GPAs as well.

Let's look then at the truly final, once and for all definitive hero rankings after this DLC:

Rank Hero Old GPA New GPA Rank Change
1 Eiskalt 4.00 4.00 -
1 Murglun 4.00 4.00 -
3 Dianyun 3.97 3.98 -
3 Doom Tank SG-11 3.97 3.98 -
5 Beresad 3.97 3.94 -2
6 Jack O'Lantern 3.81 3.86 +1
7 Grosh 3.86 3.76 -1
7 Isfet - 3.76 -
9 Jun'pai 3.41 3.43 +2
9 Tramin 3.54 3.43 -1
11 Jigou 3.41 3.31 -1
12 Margosa 3.42 3.22 -3
13 Mortemis 3.05 3.06 -1
14 Asra 3.00 2.98 -1
15 Veruk 2.78 2.71 -1
16 Oloch 2.38 2.41 -1

As we can see, there were some significant GPA changes but not a lot of rank movement.  Eiskalt and Murglun continued to earn straight 'A's, ending their Vengeance careers with perfect 4.00 averages and taking the top spot.  Both Dianyun and Doom Tank did the same, bringing their averages up slightly and maintaining their tie for third.  Unfortunately Beresad fell out of the three-way tie for third he previously shared with them.  He had straight 'A's on all other maps, but the 'C' he earned on Hammerhold Streets iron (due to his physical damage) really hurt him, dropping him to 5th.

Jack O'Lantern and Grosh swapped places with each other.  Jack earned straight 'A's himself and improved his GPA, but Grosh earned a few 'B's and a dreadful 'D' on Hammerhold Streets iron that tanked his GPA.  As mentioned, Isfet comes in to join Grosh in a tie for 7th place.

The -1s in the bottom half are just due to everyone getting bumped by the addition of Isfet above them.  The only real change was Margosa plummeting three spots, with Jun'pai rising two spots to join Tramin in a tie for 9th place.  This DLC was brutal on Margosa, introducing enemies that she simply had no tools to deal with like Nomads and Djinnis.  In addition, the December balance patch "fixed" her so that Beast Form could end even while she was engaged with an enemy, nerfing her quite a bit.  Jun'pai, on the other hand, managed to raise his GPA slightly even though he took a 'D' on Hammerhold Streets iron.

These are my rankings and I will defend them to the death, even against those who believe Oloch is some kind of mid-tier hero.  But now that we have Isfet ranked he deserves a bit more commentary.

At first blush he seems quite similar to Mortemis - a slow moving, magical ranged damage dealer who can raise blocking units, but he just performs so much better than Mortemis.  Going over his abilities in order of increasing value, Black Swarm sadly doesn't last long enough and deals too little damage to be much use.  Rain of Ice and Fire does great damage, but it only triggers when two or more units are in melee range of him - either a bug or something left out of the description.  Either way it limits its effectiveness, and coupled with an absurdly long cooldown it's an underwhelming ability.  Frog Curse is fantastic as an insta-kill with a reasonable cooldown.  It doesn't work on enemies with more than 2,000 hit points, but that only includes Prehistoric Dwarves, Snow Golems, High Sorcerers, and Golem Houses on Impossible.  Blood Torment is where things start to get really good, as Isfet causes enemies to take up to 75% more damage with a short cooldown.  It combos perfectly with his hero spell, Dark Tempest, which does a whopping 400 true damage to enemies beneath it.  While the DPS on his basic attack is lackluster, all in all his kit adds up to a solid 7th place hero.

Finally, what can we say in retrospect about Vengeance as we look forward to Alliance?  Well, for one we know that Ironhide is ditching the Vengeance engine for the original engine they used in the first three games, and that's a big plus.  The gameplay in Vengeance's engine just never felt as snappy and responsive as previous games, and I won't miss it.

We also know that Alliance will retain the tower selection mechanic Vengeance introduced.  I've seen a fair amount of bellyaching about this on Reddit, but honestly I don't understand it.  I can count on one hand the number of times I've used more than five different towers on a single level in the first three games, and honestly I can't say that I ever truly needed to, so it really has zero impact on gameplay.  In exchange we go from the eight tower types in the first three games to a whopping 21 in Vengeance.  Yes, it becomes something Ironhide can monetize, but it gives us so much more variety to try out interesting combos.

I can also argue that it makes for better gameplay.  In the first three games there can be a certain amount of incongruity going from a level 3 to a level 4 tower, where the level 4 tower might function completely differently than the first three levels.  Barracks in Origins are a good example of this.  Level 2 and 3 barracks had three figures and gained a ranged attack.  However, when upgrading to Bladesingers the ranged attack is lost, and when upgrading to Forest Keepers one unit is lost.  That's not a trivial change to your choke point composition and has to be accounted for in some cases.  But with the Vengeance system the towers operate consistently across all levels, simply gaining more power as you upgrade them.

I'm hoping the return to the original engine will bring with it a return to the original map design.  Tower ranges became absurdly stingy in Vengeance, and as a result choke points became much harder to create.  In Vengeance you count yourself lucky if there are three full build points near an exit that you can turn into a choke point.  This is part of why DPS towers that can field blockers are so powerful, as it frees up a build point from having to be devoted to a melee tower, all of which are significantly lacking in the oomph melee towers had in previous games.  This sort of thing was rarely an issue in previous games, where build points and tower ranges were generous, and the games felt better for it.

All we can say is that time will tell, but I'm optimistic that Ironhide has processed the feedback on Vengeance well, and I'm looking for Alliance to be a return to form for them.  For now, here is the playlist for all of Isfet's videos:

Wednesday, April 24, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - REDEMPTION!!!

Long time readers (both of you) will know the heartache I suffered on The Ancient Ghosts Iron mode, having to give out my first 'F' ever in any of my Impossible Hero Challenges.  I just could not finish the map with Oloch no matter how hard I tried, and I was extremely bitter about it.

Well, I recently redid the map with Isfet as part of adding him to my Vengeance series, and it wasn't nearly as bad as I remembered.  Despite him have a ranged magic attack, which is nearly useless on Liches and Haunted Skeletons with their absurd magic resistance, I ended up giving him a 'C', and honestly could have argued for even a 'B-'.

That inspired me to go back and give it one more go with Oloch.  After all, I'm a better player now than I was back then, so maybe I'd be able to pull it off.  Well I'm excited to say that I did.  I can officially rescind my one 'F' and can say that I have beaten every single map across all three games with every single hero.

I altered my strategy a little bit based on my experience with Isfet.  I knew from him that if I could permanently stall the Liches coming from the upper left, it would free up resources to devote to the righthand side of the map - which is honestly the one most likely to get out of control.  It took some doing, but I was able to make it work with Oloch as well.

Part of the strategy change was also changing from Demon Goonies to Demon Guards.  Now most players use Goonies exclusively, as I do myself, as they have a ranged attack which is generally more useful than the pitiful increase in health and damage that Guards get compared to them.  But ranged attacks aren't needed here - the Liches need to be kept in melee constantly, as their own ranged attacks are extremely powerful.  In addition, the Guards have the upgrade where they cause AoE explosive damage when they die.  It's not much, but it's something, especially considering they will be dying a lot.

Now the balance patch that came out this past December did include a slight buff to Demon Guards.  It increased their melee damage by 2 points and their explosive death damage by 10.  However, I wasn't using Guards when I was originally trying with Oloch, so it's hard to say if I could have done this pre-patch or not.  We'll never know now, but I don't really care.  I'm just glad I could get this failure which has felt like an albatross off my neck after all this time.  Oloch gets a 'D' of course - what else would we expect? - but I'm pleased to give you:

Kingdom Rush Vengeance Impossible Hero Challenge - 28. The Ancient Ghosts Iron - Oloch

Thursday, April 18, 2024

The Road Ahead 2024 Edition

Now that I've finished the Hammerhold DLC for Kingdom Rush Vengeance and will soon be done adding Isfet to my Impossible Hero Challenge series, it seemed like a good time to do a new road ahead post to put down my thoughts on what games I'll be working on for the rest of the year.

I really was not expecting a new DLC for Vengeance, and it, along with the announcement of KR5, have rather thrown off my original plan for the year.  I had hoped this year to get back to finishing some of my older projects, like my Baldur's Gate and Stronghold videos, but Kingdom Rush is what pays the bills (well, not really considering my channel isn't even monetized yet, but it certainly is a lot more popular than an old DOS game from 1993).  So we roll with the changes.

If you haven't heard, the fifth Kingdom Rush title, Kingdom Rush Alliance, will be coming out July 25th.  Given that, I'd really like to do Legends of Kingdom Rush before then.  It's extremely doubtful I can get all video content done before then (I don't even know what I might be doing for it besides a walkthrough, having not played the game yet), but I'll give it a try.  But regardless, when July 25th hits I can guarantee I'll be dropping everything to get into it and start posting content as quick as possible.

First will be a walkthrough series, as usual, and then I'll have to see about an Impossible Hero Challenge series.  If you haven't been reading the updates, Alliance will now let you use two heroes on a level at once.  In exchange for this power (which includes having two hero spells to use), it looks like the game will not include a major power like Rain of Fire, Lightning Bolt, or Soul Impact.  I'm not sure right now how I would go about an Impossible Hero Challenge when you use two heroes at once.  I'll have to play the game to find out.  It may be that you can opt to only use one hero at a time, but obviously the game will be balanced around having two, so I'll just have to wait and see.

Assuming I do one (and of course I'll find a way one way or another), it will definitely consume the rest of 2024.  The devs have announced the game will launch with 12 heroes and 16 maps, so with 3 modes that's 48 sets of potentially 12 videos each to do.  If I do the same cadence I settled into with the Hammerhold DLC of two per week (which is about the max I can handle), that's 24 weeks to get through it all.  I have to finish the walkthrough series first obviously, but I can probably crank that out in a few weeks.  And of course we can absolutely expect new levels and new heroes as time goes by, so expect KRA content to go well through 2025.

Of course my Skyrim series will continue coming out every weekday as well.  This year I've gotten a lot more proactive about planning out my content, and it's really helping me to visualize the future better.  For instance, I know I'll publish my last Isfet video on 5/7.  Now with Skyrim I have to do a lot of estimating of how many videos it will take to do particular content, but with 400+ videos already I'd say I've gotten pretty good at it.

Right now it looks like my current efforts to 100% explore Skyrim will take at least through July.  After that we'll do the main questline, the Civil War questline, and Hearthfire content, and that should take us through September.  After that we'll head to Solstheim for the rest of Dragonborn content.  Once that's done the series proper is over, but I am going to go back and do some "non-canon" videos for the sake of completeness, such as the questlines when you side with the Dawnguard and Stormcloaks instead.  All in all I expect Skyrim to go through the end of 2024.

So 2024 will definitely be Skyrim and Kingdom Rush Alliance, plus Legends of Kingdom Rush thrown in wherever possible.  It looks like I'll just have to push my other projects to 2025.  However, I will say I've been working diligently on getting ahead in generating videos.  At first this was because I was going to be gone for a month this summer and probably wouldn't be able to produce any content, but I didn't want my channel to sit idle for that long.  Well it turns out I'm not going to be gone for a month after all, but I still want to keep trying to get ahead.  I've been working on trying to get two weeks' of Skyrim content done every week, so every week I get one extra week ahead on the publishing schedule.  If I can keep this up then I potentially could be done generating all my Skyrim content by the end of summer.  That would then free up the rest of the year to either devote to another project or accelerate my release cadence for Alliance content.  It's a big if, so we'll see.

Of course the giant caveat is that I never know when I'll get the itch to play another game and just throw my schedule to the winds so I can play it instead.  Lately I've had a serious craving to go back and play The Summoning, an RPG from 1993 that I absolutely love.  We'll see what the year holds.  Let's just say that while I'm anxiously awaiting Alliance, I also wouldn't be terribly disappointed if the release date slipped.

Tuesday, April 9, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - The Grand Arena Iron

Well here we are at last at the end of another Impossible Hero Challenge, and I'm certainly glad that it's over.  Although this was a pretty good DLC, I do feel that Vengeance overstayed it's welcome a bit.  It just wasn't quite good enough a game to justify 36 maps in the final tally, but I guess Ironhide has been trying to tide us over until Alliance releases.

As for this map, it was fun, if easy.  The Wicked Sisters get the job done pretty easily if you change them to their higher damage stunning attack (which is always the better option by default unless they're facing magic-resistant enemies).  There's a good bit of micro needed though - upgrading the rally range and then moving the Sisters around the map to where they're currently needed.  The heroes get a decent workout as well, dancing between lanes constantly until the very end.  It demands a lot of action and careful allocation of resources without being really all that difficult, which makes it an enjoyable way to wrap up this series.

Impressions

It's all 'A's here with the lone exception of Oloch - leave it to him to screw up the average, of course.  Having completed Impossible Hero Challenge series now for Frontiers, Origins, and now Vengeance, I can firmly and confidently state that Oloch is the worst hero across all three games hands down, and I will absolutely die on this hill.  He is an utterly trash hero whose DPS is awful, is slow as molasses, is made of paper, and whose hero spell is nearly worthless.  In case I'm not being clear, I absolutely hate Oloch with a fiery, burning passion.

Now I do my best not to let that hatred influence his grades.  I gave him an 'A' on Sape Oasis iron - a pretty difficult map in this DLC - because he deserved it.  Still, I consider it my parting shot to make him wear the dunce hat in the very final entry of this series.

Final Grades

  • Veruk - A
  • Asra - A
  • Oloch - B
  • Margosa - A
  • Mortemis - A
  • Tramin - A
  • Jigou - A
  • Beresad - A
  • Doom Tank SG-11 - A
  • Jun'pai - A
  • Eiskalt - A
  • Murglun - A
  • Dianyun - A
  • Jack O'Lantern - A
  • Grosh - A

Thursday, April 4, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - The Grand Arena Heroic

Heroic mode is pretty easy here, which is fine with me after the workout that campaign mode was.  It's mostly a matter of going all-in with Spectral Mausoleums to take down the War Elephants, with a couple of Twilight Harassers thrown in to help take out Eagles and Flying Carpets.  Besides that it's just an exercise in taking out the other mobs with your heroes so the Mausoleums can focus on the Elephants as much as possible.  

Impressions

Absolutely nothing shocking about the grades this time.  It's 'B's down the top row until we get to Beresad, and then it's 'A's the rest of the way.  I know I've said before that I didn't want to get into '+' and '-' modifiers on the grades, but I'm really regretting that I didn't do it for this series.  In Origins the heroes sorted themselves pretty well into grade tiers on a regular basis, so it felt superfluous - distinguishing between an 'A' by Durax and an 'A+' by Wilbur felt unnecessary when there were plenty of 'B's and 'C's on a regular basis.  But since Vengeance is so much easier I wish I had done it to better differentiate the heroes.  I would have given Jun'pai an 'A-' for instance, while Eiskalt was definitely an 'A+', and the distinction would actually mean something.  Alas, it's a bit too late to start on the penultimate entry for this entire series.

Final Grades

  • Veruk - B
  • Asra - B
  • Oloch - B
  • Margosa - B
  • Mortemis - B
  • Tramin - B
  • Jigou - B
  • Beresad - A
  • Doom Tank SG-11 - A
  • Jun'pai - A
  • Eiskalt - A
  • Murglun - A
  • Dianyun - A
  • Jack O'Lantern - A
  • Grosh - A

Tuesday, April 2, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - The Grand Arena Campaign

Overall this DLC goes out on a pretty good note.  This map was decently challenging throughout the entire process.  It took a fair amount of work to figure out just the right build for sure, but even once that was nailed down executing on it still requires pretty good play as well.  The Malik fight was fun as well as shocking the first time you encounter it.  Never before in a Kingdom Rush game have we had a mechanic that actually permanently destroys not just towers, but entire build points.  The first time it happens you instantly start panicking and calculating in your head if you think you have enough DPS to take him down before he destroys everything.

That's actually what drove the adjustments I made in figuring out the build.  Initially I went all-in with Spectral Mausoleums on all the build points in the middle of the arena.  However, adding a Melting Furnace to increase the DPS of the nearby towers, plus adding a Shadow Archer so that Malik would get hit with a Shadow Mark as soon as the fight started, were critical changes that greatly upped my chance of success.

But you want to know what the hardest part of this map is?  The freaking eagles.  Something is bugged with this map for certain, because I had several restarts due to an eagle slipping through because my Bone Flingers or Tesla Coils simply refused to target it.  No other enemies had this problem, just the eagles.  It was an intermittent problem for sure, but still, nothing is worse than getting 10 minutes into a recording only to have it fail because your Bone Flingers simply watch an eagle fly past them without attacking.

Impressions

Grades here are largely a reflection of how quickly heroes could call the next wave, with pretty much only the 'A' tier heroes able to insta-call every wave.  Overall the grades aren't that bad.  As I said above you do have to play well, but getting the build right is the larger part of mastering this map.

Margosa deserves a special callout for this map.  While her overall performance was definitely 'B' tier, she absolutely slaughtered Malik in record time.  Her self-heal in Beast Form can actually out-heal his damage, and while he's in melee he can't use his other abilities - like destroying towers.  If it weren't for the fact that they finally fixed her so that Beast Form can expire while she's engaging an enemy she could have soloed him.  It was a nice redemption for her considering this DLC has been brutal on her grades.

Several other melee heroes had good boss performances as well, like Jigou and Grosh.  Oddly enough it's the dragons who had some of the worst times versus Malik simply because he priority-targets heroes, so they kept dying over and over.  Dianyun was the one exception, since he can't be targeted while he's moving but can still attack, so I just flew him overhead constantly.

I do want to note that while I was able to insta-call every wave with Jun'pai, I still gave him a 'B'.  Insta-calling is impressive, but overall his performance lacked the kind of buttery smoothness we look for in 'A'-tier performances.

Final Grades

  • Veruk - B
  • Asra - B
  • Oloch - C
  • Margosa - B
  • Mortemis - B
  • Tramin - B
  • Jigou - B
  • Beresad - A
  • Doom Tank SG-11 - A
  • Jun'pai - B
  • Eiskalt - A
  • Murglun - A
  • Dianyun - A
  • Jack O'Lantern - A
  • Grosh - B

Thursday, March 28, 2024

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Hammerhold Streets Iron

This is what developers do when they hate you.  It's clear that Ironhide is pissed about how everyone trashes on Vengeance as being the worst Kingdom Rush game and that it's too easy.  First they punished us with The Ancient Ghosts iron mode, which contained only units with high magic resistance.  Even though it cost me my first 'F' in any of my Impossible Hero Challenge series, it was still okay since only three heroes exclusively do magic damage, so the other heroes were mostly fine.  But here they up the ante by throwing War Elephant after War Elephant at us but giving us no towers that deal any sort of magic damage, leaving the majority of our heroes who only deal physical damage flapping in the wind.

Well, challenge accepted and defeated, Ironhide.  I managed to complete the map with every hero, avoiding any more 'F's, although it was for certain one of the hardest challenges to date in my Kingdom Rush series.

The key here is to go all-in with Arrow Storm on Elite Harassers.  While it's still physical damage, the sheer number of arrows the Harassers put out can eventually take down a War Elephant.  With virtually flawless micro and good RNG the Harassers can kill all the Elephants even if your hero is unable to contribute any damage themselves, and many of them can't.

That's the key though - virtually flawless micro AND good RNG.  The biggest part of this map is constantly moving the Harassers between the top and bottom lanes to target the Elephants.  This is almost an entire job in itself, and if you're not constantly on top of it it's a loss, since this is the only way to win with most heroes.  If your hero can't contribute damage to the Elephants, then they need to be moving around the map dealing with the other mobs to keep them from distracting the Harassers from their main job.  All in all it's probably the most intense and demanding map in the entire franchise, and how desperately I want a hotkey for changing the rally point on barracks.

But as said, even with the best micro you still need a hefty dose of RNG, and boy is that reflected in the grades.  I can't tell you how many times I lost because an Elephant escaped with less than 100 health left.  When it comes to level design there's a difference between crafting an extremely challenging map that pushes players to their absolute limits and just designing a giant middle finger to the players, and unfortunately this map is the latter.

Impressions

So I checked and this is actually not the worst grades we've ever had in an Impossible Hero Challenge.  We ended up with 6 'D's, which ties the number from Beheader's Seat iron in Origins, but the rest of the grades for that map were still worse than the rest of the grades here.  Still, like Beheader's Seat iron and The Ancient Ghosts iron, this is a map that will go down in infamy to be sure.

Starting at the top, we do have six 'A's (there were only three on Beheader's Seat).  Not surprisingly the three dragons earn 'A's.  Eiskalt does true damage and Dianyun does magical damage, so they can contribute very well to taking down the Elephants.  Murglun's basic attack does physical damage, but her secondary ability Magma Blood deals true damage, so we can have her constantly hover over an Elephant, dealing damage to it while she can still use her other attacks on mobs that get near.  In addition, her hero spell can't outright kill an Elephant, but it does do massive damage to it.

Doom Tank and Jack both earn 'A's as well, as they do explosive damage which ignores half of armor.  That may not sound like much, but it does get the job done.  While Jack's DPS with Explosive Head is a lot less than Doom Tank's, his ability to teleport is priceless on this kind of map.

Finally Asra brings in the last 'A', which is certainly a rarity for her.  But her Quiver of Sorrows ability is at long last actually useful in the game, reducing the armor of Elephants to the point the Harassers can trivially bring them down.  It helps that Onyx Arrows does magical damage as well.

Surprisingly two of the three heroes who deal magic damage only earn 'B's here.  Oloch shouldn't be terribly shocking, since he is by far the worst piece of trash in any Kingdom Rush game.  Honestly though his damage against the War Elephants is okay, but what really hurts him is the fact that War Elephants preferentially target heroes when they're in range with their arrows.  With his low health pool he's constantly having to retreat from them, reducing how much he can really help.  And while Mortemis can heal himself with his basic attack, it still quite can't keep up with the Elephants' damage, so he's in a similar situation.  Combined with the fact that both of them are slow as molasses on a map where high mobility is really needed they both fall into the 'B' category.

And then we get to the physical damage heroes.  Beresad earns a 'C', saving himself from the mortal embarrassment of a dragon earning a 'D'.  His ability to at least target the War Elephants and do some damage to them combined with his hero spell which deals true damage elevate him slightly above the bottom of the barrel.

Finally we have the 'D' club, consisting of Veruk, Margosa, Tramin, Jigou, Jun'pai, and Grosh.  You would think Tramin would join Doom Tank and Jack O'Lanter due to his AoE explosive damage as well, but his basic attacks simply do not seem to make a difference here.  I feel pretty certain that Tramin is broken actually after the most recent updates.  There are multiple times when I've witnessed Rocket Barrage deal no damage to an enemy, and I wouldn't be surprised if his basic is broken too and no longer dealing explosive damage.

As for the others, they simply can contribute virtually nothing to attacking the Elephants.  Jun'pai can hit them with his basic attack and hero spell, but the damage is so small as to be completely negligible.  The only thing Veruk has is his Warmongers' ability to target them, but again the damage is so worthless they're better used against the regular mobs.  Margosa's bat deals true damage, but not enough to actually make a difference.  Finally Jigou and Grosh can only hit them with their hero spells (and Jigou's Ice Ball), but again these abilities are better saved for the other mobs.

So the only thing these heroes can do is try to take out the other mobs that appear so the Harassers have as few distractions as possible, but even doing so it still takes good RNG for them to get the win, and that is of course our definition of a 'D'.

Final Grades

  • Veruk - D
  • Asra - A
  • Oloch - B
  • Margosa - D
  • Mortemis - B
  • Tramin - D
  • Jigou - D
  • Beresad - C
  • Doom Tank SG-11 - A
  • Jun'pai - D
  • Eiskalt - A
  • Murglun - A
  • Dianyun - A
  • Jack O'Lantern - A
  • Grosh - D

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Isfet

I've finally finished updating my Impossible Hero Challenge with Isfet, so it's a good time to review him as well as the updated GPA...