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TOPIC | [Coli] Workshop/Portal 1 Fodder Team
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[center][b][u][size=4]Workshop/Portal 1 Fodder Team[/size][/u] [size=2]or as I like to call them, the "Esoteric Explorers"[/size][/b][/center] [center][url=https://www1.flightrising.com/dragon/41936618][img]https://www1.flightrising.com/rendern/avatars/419367/41936618.png[/img][/url][url=https://www1.flightrising.com/dragon/25574396][img]https://www1.flightrising.com/rendern/avatars/255744/25574396.png[/img][/url][url=https://www1.flightrising.com/dragon/61392750][img]https://www1.flightrising.com/rendern/avatars/613928/61392750.png[/img][/url][/center] These three dragons are designed to train 1 fodder in both the Golem Workshop and the Forbidden Portal. The two mages each handle one of the venues, while sharing a single physical attacker as their partner. This is to avoid needing to obtain more than one Eliminate, which is still the most costly battlestone. While having different elements per venue is optimal, you can also use one mage between both venues! The stats listed are good for both venues, so feel free to be a cheapskate. This team is [i]not[/i] designed for fast fodder training. It is meant to strike a balance between being able to farm these venues for drops and level dragons for exaltation. Leveling your fodder in here will absolutely be slower than Ghostlight Ruins, Mire, and even the Kelp Beds. [u][b]The Warrior[/b][/u] [b]Preferred element:[/b] Fire [b]Other element options:[/b] Earth, Arcane This will be your powerhouse physical attacker in both venues. Fire is a great defensive element, as it is only weak to the Stone Borer in the Workshop and the Void Wyvern in the Portal. Earth and Arcane also work, but I do not recommend any other element as it will most likely be weak to a significant portion of enemies in one or both venues. [b]Stats (with stones)[/b] [u]STR 103[/u] - This allows the Warrior to Scratch + Eliminate every enemy across both venues when Rallied. [u]QCK 64[/u] - This gives the Warrior 3 turns at the start of a battle against all enemies except Mistral Minion and Spellbound Golem. [u]VIT 57[/u] - Enemies in these venues hit hard, so a lot of health helps the Warrior tank those hits. [u]DEF 24[/u] - A slightly more efficient stat distribution for taking physical hits. [b]Stones[/b] [b]Required stones[/b] [item=scratch][item=eliminate] These are necessary for the Scratch + Eliminate combo to work, of course. Good news is that this is all the Warrior absolutely requires in terms of ability stones, so you can leave it at that if you don't want to buy more. [item=berserker] x3 [item=ambush] x2 The Berserker stones are required to be able to reach the stats shown above. The Ambush stones net you two free turns at the start of a battle, which you absolutely need. [b]Optional stones[/b] [item=rally] This will allow the Warrior to Rally themselves in case something goes wrong. The stone is expensive though, so you could opt to simply reset whenever something goes wrong. [item=shred] This stone is more than likely going to already be on your Warrior if you chose a breed that starts with it. It does a little more damage than Scratch, and then deals the same amount of damage once again across three turns. It can help kill bosses faster by using spare breath but is pretty much useless against normal enemies. [item=sap] This is an attack you can use in place of Scratch to recover some health in a pinch. It's a very cheap stone that can help the team recover, but it's not going to make or break the build. [item=reflect] This lets your Warrior or Mage reflect magical attacks, which is really useful against the Portal bosses if you're using an element that is weak to them. It can also help against Mistral Minion and Spellbound Golem, since they're fast enough to get hits in. Reflecting spells back at bosses also allows you to inflict them with their own status effects, which is great as Burn and Berserk are both very useful. Using it on Workshop bosses just for the occasional spell isn't really worth it though, especially since Petrify will just slow you down. The main reason not to use this stone on your Warrior is the hefty breath cost, though against bosses it shouldn't matter if you're not too concerned with speed. If you are still concerned with the breath cost, consider using it on your Mage. [item=guard] This allows your Warrior to come to the defense of your Mage. If you find yourself having trouble when enemies gang up on your Mage, this stone may be helpful. It's not guaranteed to work, though, which is why I don't recommend it as much as I could have. [item=clobber] This is probably the most confusing stone in this build. It costs a lot of breath and the description doesn't make it sound very good... but the description is wrong. As of writing this guide, Clobber has a 100% chance to stun an enemy when hit. This allows the Warrior to stun bosses or enemies if they threaten to end your streak. It's not something you will be using often, but it is extremely cheap which is why I consider it an option. If this behavior is ever fixed, I will be removing this stone from the guide. [img]https://i.imgur.com/zRSCzxT.png[/img] [u][b]The Mage[/b][/u] [b]Preferred element:[/b] Wind for the Workshop, Water for the Portal, Fire for both [b]Other element options:[/b] Nature for the Workshop, Earth or Shadow for both This is going to be your Warrior's helper. They will Rally the Warrior, assist in softening up enemies, and keep the team alive with some heals. Wind and Water mages can deal some significant damage in their respective venues, especially against the bosses, and Wind can even shut down mages with the useful Berserk status effect. Keep in mind that the main thing taken into account for elements was the boss matchups, as dealing more damage is most impactful there. These elements have a few weaknesses as well, meaning that you have to be careful with your Mage. Nature is another great option in the Workshop. Fire is going to be your best element choice if you want to only use one Mage. It's the best defensively, and also pretty great offensively in the Portal. Earth is a bit better in the Workshop, but misses out on some specific Rallied Elim KO combos and crit kills due to needing to use Boulder Bolt. Shadow is a great "boss hunting" option, but due to a poor elemental matchup against normal enemies it will also miss some Rallied Elim KO combos. [b]Stats (with stones)[/b] [u]INT 115[/u] - This allows the Mage's attacks to soften up enemies enough for the Warrior's Eliminate to work. [u]QCK 64[/u] - This makes the Mage just as speedy as the Warrior. [u]VIT 40[/u] - Points are dumped into VIT so your Mage will be decently resistant to attacks. [u]DEF 10[/u] - A slightly more efficient stat distribution for taking physical hits. [b]Stones[/b] [b]Required stones[/b] [item=meditate] This is what allows the Mage to build up breath, pretty straightforward. [item=rally] Unlike on the Warrior, Rally is required here, as it's the Mage's job to buff them up for some Eliminating action. [item=contuse] A damaging spell that can be used instead of Scratch to set up for a Rallied Eliminate. It's got a low breath cost, and decreases the damage dealt by the target by 25% to boot! Toss this spell around liberally to have an easier and faster time taking down foes. There's some enemies the Contuse + Rallied Eliminate combo doesn't work on, though; more about that in the next post. [item=aid][item=regeneration] These are the two healing abilities the Mage has access to. There's been much debate about which is better, but I think both of them work perfectly fine. It's purely up to preference, so I will compare the two abilities here. - Aid will heal 706 health on this build, or a little less than half the Warrior's health. It can also crit, making it heal 1496 health which is almost a full heal for the Warrior. The Virus debuff will make Aid deal damage instead, but you shouldn't be inflicted with this unless something goes terribly wrong. - Regeneration will heal a total of 1170 health across 5 turns, or 234 health per turn, which is a little more than an enemy Scratch can deal. It cannot crit, but it also heals far more by default and is unaffected by Virus. Regeneration also has the additional effect of being able to heal back hits that the Warrior takes as the battle is ongoing, even if the Mage has died. [item=scholar] x3 [item=ambush] x2 Similarly to the Warrior, the Scholars are needed for their stat bonuses and the Ambushes will give you two free turns which the Mage needs. [b]Optional stones[/b] [item=disorient][item=drown][item=envenom][item=sear][item=shroud] Elemental spells have some advantages over Contuse. They hit harder, can inflict debuffs, and deal elemental damage. Elemental advantages can set up for one-shots with critical hits, or a Rallied Scratch kill. They're also more effective against bosses, especially if they're weak to the spell. Some elements benefit more from having this spell than others. - Disorient can inflict the Berserk debuff, which will make enemies randomly use Scratch on friend or foe. Mages often have 0 or 1 STR, making their attacks hit for nothing and shutting them down entirely. - Drown's Slow debuff isn't nearly as useful, and only has a noticeable effect vs Mistral Minion and Spellbound Golem. Drown is still good, though, because it has a good elemental matchup against the Portal enemies. - Envenom's Poison debuff takes enemy turns to inflict its damage, so it's not reliable extra damage, while Sear's Burn debuff allows for a few extra Rallied Scratch kills. For other elements, you should obviously use their respective elemental spell. NOTE: For Arcane, you want to use [gamedb item=499] as Enfeeble deals significantly less damage and Amplify is unlikely to be helpful to you. For Earth you want to use [gamedb item=500] as Fossilize's Petrify debuff slows your battles down a lot. [item=reflect] This allows you to use the Reflect strategies outlined in the Warrior section on your Mage, who has a lot more breath to spare. If you fancy safety over speed, or your elemental attack is a poor matchup anyway, this is definitely recommended. [img]https://i.imgur.com/dEfZpt2.png[/img]
Workshop/Portal 1 Fodder Team
or as I like to call them, the "Esoteric Explorers"
41936618.png25574396.png61392750.png

These three dragons are designed to train 1 fodder in both the Golem Workshop and the Forbidden Portal. The two mages each handle one of the venues, while sharing a single physical attacker as their partner. This is to avoid needing to obtain more than one Eliminate, which is still the most costly battlestone.
While having different elements per venue is optimal, you can also use one mage between both venues! The stats listed are good for both venues, so feel free to be a cheapskate.

This team is not designed for fast fodder training. It is meant to strike a balance between being able to farm these venues for drops and level dragons for exaltation. Leveling your fodder in here will absolutely be slower than Ghostlight Ruins, Mire, and even the Kelp Beds.



The Warrior

Preferred element: Fire
Other element options: Earth, Arcane

This will be your powerhouse physical attacker in both venues. Fire is a great defensive element, as it is only weak to the Stone Borer in the Workshop and the Void Wyvern in the Portal. Earth and Arcane also work, but I do not recommend any other element as it will most likely be weak to a significant portion of enemies in one or both venues.

Stats (with stones)

STR 103 - This allows the Warrior to Scratch + Eliminate every enemy across both venues when Rallied.
QCK 64 - This gives the Warrior 3 turns at the start of a battle against all enemies except Mistral Minion and Spellbound Golem.
VIT 57 - Enemies in these venues hit hard, so a lot of health helps the Warrior tank those hits.
DEF 24 - A slightly more efficient stat distribution for taking physical hits.


Stones

Required stones

Scratch Eliminate
These are necessary for the Scratch + Eliminate combo to work, of course. Good news is that this is all the Warrior absolutely requires in terms of ability stones, so you can leave it at that if you don't want to buy more.

Berserker x3 Ambush x2
The Berserker stones are required to be able to reach the stats shown above. The Ambush stones net you two free turns at the start of a battle, which you absolutely need.


Optional stones

Rally
This will allow the Warrior to Rally themselves in case something goes wrong. The stone is expensive though, so you could opt to simply reset whenever something goes wrong.

Shred
This stone is more than likely going to already be on your Warrior if you chose a breed that starts with it. It does a little more damage than Scratch, and then deals the same amount of damage once again across three turns. It can help kill bosses faster by using spare breath but is pretty much useless against normal enemies.

Sap
This is an attack you can use in place of Scratch to recover some health in a pinch. It's a very cheap stone that can help the team recover, but it's not going to make or break the build.

Reflect
This lets your Warrior or Mage reflect magical attacks, which is really useful against the Portal bosses if you're using an element that is weak to them. It can also help against Mistral Minion and Spellbound Golem, since they're fast enough to get hits in.
Reflecting spells back at bosses also allows you to inflict them with their own status effects, which is great as Burn and Berserk are both very useful. Using it on Workshop bosses just for the occasional spell isn't really worth it though, especially since Petrify will just slow you down.
The main reason not to use this stone on your Warrior is the hefty breath cost, though against bosses it shouldn't matter if you're not too concerned with speed. If you are still concerned with the breath cost, consider using it on your Mage.

Guard
This allows your Warrior to come to the defense of your Mage. If you find yourself having trouble when enemies gang up on your Mage, this stone may be helpful. It's not guaranteed to work, though, which is why I don't recommend it as much as I could have.

Clobber
This is probably the most confusing stone in this build. It costs a lot of breath and the description doesn't make it sound very good... but the description is wrong. As of writing this guide, Clobber has a 100% chance to stun an enemy when hit. This allows the Warrior to stun bosses or enemies if they threaten to end your streak. It's not something you will be using often, but it is extremely cheap which is why I consider it an option. If this behavior is ever fixed, I will be removing this stone from the guide.


zRSCzxT.png



The Mage

Preferred element: Wind for the Workshop, Water for the Portal, Fire for both
Other element options: Nature for the Workshop, Earth or Shadow for both

This is going to be your Warrior's helper. They will Rally the Warrior, assist in softening up enemies, and keep the team alive with some heals.
Wind and Water mages can deal some significant damage in their respective venues, especially against the bosses, and Wind can even shut down mages with the useful Berserk status effect. Keep in mind that the main thing taken into account for elements was the boss matchups, as dealing more damage is most impactful there. These elements have a few weaknesses as well, meaning that you have to be careful with your Mage. Nature is another great option in the Workshop.
Fire is going to be your best element choice if you want to only use one Mage. It's the best defensively, and also pretty great offensively in the Portal. Earth is a bit better in the Workshop, but misses out on some specific Rallied Elim KO combos and crit kills due to needing to use Boulder Bolt. Shadow is a great "boss hunting" option, but due to a poor elemental matchup against normal enemies it will also miss some Rallied Elim KO combos.


Stats (with stones)
INT 115 - This allows the Mage's attacks to soften up enemies enough for the Warrior's Eliminate to work.
QCK 64 - This makes the Mage just as speedy as the Warrior.
VIT 40 - Points are dumped into VIT so your Mage will be decently resistant to attacks.
DEF 10 - A slightly more efficient stat distribution for taking physical hits.


Stones

Required stones
Meditate
This is what allows the Mage to build up breath, pretty straightforward.

Rally
Unlike on the Warrior, Rally is required here, as it's the Mage's job to buff them up for some Eliminating action.

Contuse
A damaging spell that can be used instead of Scratch to set up for a Rallied Eliminate. It's got a low breath cost, and decreases the damage dealt by the target by 25% to boot! Toss this spell around liberally to have an easier and faster time taking down foes. There's some enemies the Contuse + Rallied Eliminate combo doesn't work on, though; more about that in the next post.

Aid Regeneration
These are the two healing abilities the Mage has access to. There's been much debate about which is better, but I think both of them work perfectly fine. It's purely up to preference, so I will compare the two abilities here.
- Aid will heal 706 health on this build, or a little less than half the Warrior's health. It can also crit, making it heal 1496 health which is almost a full heal for the Warrior. The Virus debuff will make Aid deal damage instead, but you shouldn't be inflicted with this unless something goes terribly wrong.
- Regeneration will heal a total of 1170 health across 5 turns, or 234 health per turn, which is a little more than an enemy Scratch can deal. It cannot crit, but it also heals far more by default and is unaffected by Virus. Regeneration also has the additional effect of being able to heal back hits that the Warrior takes as the battle is ongoing, even if the Mage has died.

Scholar x3 Ambush x2
Similarly to the Warrior, the Scholars are needed for their stat bonuses and the Ambushes will give you two free turns which the Mage needs.


Optional stones

Disorient Drown Envenom Sear Shroud
Elemental spells have some advantages over Contuse. They hit harder, can inflict debuffs, and deal elemental damage. Elemental advantages can set up for one-shots with critical hits, or a Rallied Scratch kill. They're also more effective against bosses, especially if they're weak to the spell. Some elements benefit more from having this spell than others.
- Disorient can inflict the Berserk debuff, which will make enemies randomly use Scratch on friend or foe. Mages often have 0 or 1 STR, making their attacks hit for nothing and shutting them down entirely.
- Drown's Slow debuff isn't nearly as useful, and only has a noticeable effect vs Mistral Minion and Spellbound Golem. Drown is still good, though, because it has a good elemental matchup against the Portal enemies.
- Envenom's Poison debuff takes enemy turns to inflict its damage, so it's not reliable extra damage, while Sear's Burn debuff allows for a few extra Rallied Scratch kills.
For other elements, you should obviously use their respective elemental spell.
NOTE: For Arcane, you want to use Mana Bolt as Enfeeble deals significantly less damage and Amplify is unlikely to be helpful to you. For Earth you want to use Boulder Bolt as Fossilize's Petrify debuff slows your battles down a lot.

Reflect
This allows you to use the Reflect strategies outlined in the Warrior section on your Mage, who has a lot more breath to spare. If you fancy safety over speed, or your elemental attack is a poor matchup anyway, this is definitely recommended.

dEfZpt2.png
4Dclvwp.png
[center][u][b][size=4]How to use the Team[/size][/b][/u][/center] To set up the team, you'll want to place the Mage left of the Warrior, so it will go first. It's important so that the Mage can Rally! [b]How to Start[/b] If you fancy some resetting, you'll want to reset until you get a pack with at least 2 mage enemies. If you don't want to reset, it's fine to start on anything at all, though Contuse mages can be annoying. I'd say the only time you MUST reset is if there's mages your dragons are weak to. Also, with this build, the Steelhound, Scrapmetal Tracker, Sentry Squawker, Monkey Wrench, Bilworpers, and Pupowls take 5 Rallied Scratches to kill, so you may want to avoid those in a starting pack. Here's some info on the mages: [quote=Golem Workshop Mages] [gamedb monster=202] [gamedb monster=203]* [gamedb monster=478] [gamedb monster=479] [gamedb monster=475] [gamedb monster=474] [gamedb monster=163]** [gamedb monster=164]** [gamedb monster=160] [gamedb monster=159] [gamedb monster=481] [gamedb monster=480] [b]Only during NotN:[/b] [gamedb monster=292]* [gamedb monster=465]*** [gamedb monster=390]*** * Uses Contuse. ** Fast enemy. *** Has the AI of a physical attacker. It will use Scratch, but deal very low damage. If this behavior is fixed for NotN 2021, it may either start using Contuse or become a physical attacker.[/quote] [quote=Forbidden Portal Mages] [gamedb monster=488] [gamedb monster=489]* [gamedb monster=506] [gamedb monster=507] [gamedb monster=497] [gamedb monster=496] [gamedb monster=494] [gamedb monster=495] [gamedb monster=504]* [gamedb monster=505] [b]Only during NotN:[/b] [gamedb monster=533]* [gamedb monster=530]* * Uses Contuse.[/quote] When you're raring to go, you'll want to focus on getting breath on both your team members. Assuming you're against a 3-pack, you'll want to Meditate with your Mage on the first turn, then Rally the Warrior. The Warrior is going to Scratch one enemy to death, and then Scratch the other two enemies as well to weaken them. This will give them enough breath to Eliminate the weakened enemies and keep going. Meanwhile, you can keep Meditating with your Mage and use heals where necessary. Using magical attacks is kind of a waste since you'll have to Scratch anyway, but the Contuse debuff can help mitigate incoming damage. [b]How to Kick Butt[/b] For the start of every battle, your Mage will have one free turn to do what they want before they have to Rally the Warrior. Ideally, you use this turn to attack, but you can Meditate or use a heal (this is especially effective with Regeneration.) The Warrior can simply start Scratch + Eliminating, and Eliminating enemies that the Mage weakened. The turn order is otherwise not nearly as rigid as other builds! You can use the Mage for whatever is most needed at the moment, though using offensive spells liberally can make fights go by the fastest. Try to prioritize melee attackers first, then mages that your team is weak to/Contuse mages, and finally other mages. Mistral Minion and Spellbound Golem will hit you with magical attacks, even in ideal circumstances. [b]Using Contuse vs. Elemental Spells[/b] Knowing what offensive spells to use when can be a little tricky, as it is very largely dependent on what element your Mage is, and what enemy you're facing. Contuse costs a little less breath, so you may want to prioritize it unless you want to make use of the elemental spells for a good reason. Some notable exceptions to the rules: [list][*]Scrapmetal Tracker, Steelhound, Monkey Wrench, Pupowls, Bilworpers, and all NotN enemies are too bulky for the Contuse + Rallied Eliminate combo to work. You can use an elemental special, as long as it isn't resisted. [*]Bilworpers are too bulky for the elemental Bolt + Rallied Eliminate combo to work, unless it's super effective. They will also not die to super effective critical hits from these spells. Use Scratch + Eliminate on them if you're using an elemental Bolt. [*]Spellbound Golem and Tribeam Lurker can be killed by a Rallied Scratch after they've been hit by Disorient. [*]Jelly Drone, Spellbound Golem, and Tribeam Lurker can be killed by a Rallied Scratch after they've been hit by Envenom. [*]Tribeam Hunter and Frogspawn Flyer can be killed by a Rallied Scratch after they've been hit by Sear. Gearspring Pocketmouse and Mindless Flight can be killed by a Rallied Scratch if Burn is inflicted.[/list] A critical hit on any enemy weak to a spell will almost always instantly kill them, so definitely try to prioritize hitting them with spells instead of Scratches. Please refer to the following chart by Georgieanna to figure out the match-ups for your mages; there's too many possible elements to be able to concisely list them here. [center][url=https://www1.flightrising.com/forums/gde/608964][img]https://66.media.tumblr.com/2a5b2340ac661ef3adc0bd79463327f4/tumblr_mq75toik7y1sbylx1o1_500.jpg[/img][/url][/center]
How to use the Team

To set up the team, you'll want to place the Mage left of the Warrior, so it will go first. It's important so that the Mage can Rally!

How to Start
If you fancy some resetting, you'll want to reset until you get a pack with at least 2 mage enemies. If you don't want to reset, it's fine to start on anything at all, though Contuse mages can be annoying.
I'd say the only time you MUST reset is if there's mages your dragons are weak to. Also, with this build, the Steelhound, Scrapmetal Tracker, Sentry Squawker, Monkey Wrench, Bilworpers, and Pupowls take 5 Rallied Scratches to kill, so you may want to avoid those in a starting pack.

Here's some info on the mages:
Golem Workshop Mages wrote:
Chromefeather Lookout
Sentry Squawker*
Gearspring Pocketmouse
Wind-Up Pocketmouse
Jelly Drone
Workshop Monitor
Mistral Minion**
Spellbound Golem**
Swift Lumen
Swift Volt
Tribeam Hunter
Tribeam Lurker

Only during NotN:
Living Luminance*
Seething Stove***
Spidered Seat***

* Uses Contuse.
** Fast enemy.
*** Has the AI of a physical attacker. It will use Scratch, but deal very low damage. If this behavior is fixed for NotN 2021, it may either start using Contuse or become a physical attacker.

When you're raring to go, you'll want to focus on getting breath on both your team members. Assuming you're against a 3-pack, you'll want to Meditate with your Mage on the first turn, then Rally the Warrior. The Warrior is going to Scratch one enemy to death, and then Scratch the other two enemies as well to weaken them. This will give them enough breath to Eliminate the weakened enemies and keep going. Meanwhile, you can keep Meditating with your Mage and use heals where necessary. Using magical attacks is kind of a waste since you'll have to Scratch anyway, but the Contuse debuff can help mitigate incoming damage.


How to Kick Butt
For the start of every battle, your Mage will have one free turn to do what they want before they have to Rally the Warrior. Ideally, you use this turn to attack, but you can Meditate or use a heal (this is especially effective with Regeneration.) The Warrior can simply start Scratch + Eliminating, and Eliminating enemies that the Mage weakened. The turn order is otherwise not nearly as rigid as other builds! You can use the Mage for whatever is most needed at the moment, though using offensive spells liberally can make fights go by the fastest.
Try to prioritize melee attackers first, then mages that your team is weak to/Contuse mages, and finally other mages. Mistral Minion and Spellbound Golem will hit you with magical attacks, even in ideal circumstances.


Using Contuse vs. Elemental Spells
Knowing what offensive spells to use when can be a little tricky, as it is very largely dependent on what element your Mage is, and what enemy you're facing. Contuse costs a little less breath, so you may want to prioritize it unless you want to make use of the elemental spells for a good reason.

Some notable exceptions to the rules:
  • Scrapmetal Tracker, Steelhound, Monkey Wrench, Pupowls, Bilworpers, and all NotN enemies are too bulky for the Contuse + Rallied Eliminate combo to work. You can use an elemental special, as long as it isn't resisted.
  • Bilworpers are too bulky for the elemental Bolt + Rallied Eliminate combo to work, unless it's super effective. They will also not die to super effective critical hits from these spells. Use Scratch + Eliminate on them if you're using an elemental Bolt.
  • Spellbound Golem and Tribeam Lurker can be killed by a Rallied Scratch after they've been hit by Disorient.
  • Jelly Drone, Spellbound Golem, and Tribeam Lurker can be killed by a Rallied Scratch after they've been hit by Envenom.
  • Tribeam Hunter and Frogspawn Flyer can be killed by a Rallied Scratch after they've been hit by Sear. Gearspring Pocketmouse and Mindless Flight can be killed by a Rallied Scratch if Burn is inflicted.

A critical hit on any enemy weak to a spell will almost always instantly kill them, so definitely try to prioritize hitting them with spells instead of Scratches.
Please refer to the following chart by Georgieanna to figure out the match-ups for your mages; there's too many possible elements to be able to concisely list them here.
tumblr_mq75toik7y1sbylx1o1_500.jpg
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FAQ and Credits

FAQ

Why the VIT and DEF ratio?
I wanted to lower the VIT just a little bit and increase the effective HP left over after physical hits, since the heals aren't strong enough to heal the Warrior to full anyway and most hits taken are physical. I did the same for the Mage, but I went one VIT point higher than optimal. This is to avoid dying to 4 elemental Bolts, assuming neutral effectiveness vs. the Mage.

Why not more STR/INT to not miss those KOs?
It's just not really what this team is aiming to do; it's supposed to be flexible and not very fragile. Adding more offensive stats is pretty expensive as they are above 100 already, and I'd rather not cut into QCK or VIT. The needed investment in INT to get those Contuse + Elim KOs is pretty huge for that handful of enemies specifically. If it bothers you, there's other guides out there, so there's no need for me to make alternative stat spreads.

Why no Discipline mage?
First off, two enemies are faster than your Mage. You will straight up not get any turns against those enemies at the start if you're not using Ambushes. You could use the one Ambush / one Discipline strategy, but this build was not made with it in mind.
Second of all, this build finishes off most battles in such a way that you get a free turn to Meditate. This free turn is more flexible, since it can also be used to make up for missed attacks.


Credits
Thanks to celelorien for their original Workshop Workers team, which inspired me to experiment myself.
Thanks to Sylvandyr for their Coli stats tool, which gave me concise information on enemy stats.
Thanks to Georgieanna for their elemental matchup chart (found in this thread) which I used for this guide.
FAQ and Credits

FAQ

Why the VIT and DEF ratio?
I wanted to lower the VIT just a little bit and increase the effective HP left over after physical hits, since the heals aren't strong enough to heal the Warrior to full anyway and most hits taken are physical. I did the same for the Mage, but I went one VIT point higher than optimal. This is to avoid dying to 4 elemental Bolts, assuming neutral effectiveness vs. the Mage.

Why not more STR/INT to not miss those KOs?
It's just not really what this team is aiming to do; it's supposed to be flexible and not very fragile. Adding more offensive stats is pretty expensive as they are above 100 already, and I'd rather not cut into QCK or VIT. The needed investment in INT to get those Contuse + Elim KOs is pretty huge for that handful of enemies specifically. If it bothers you, there's other guides out there, so there's no need for me to make alternative stat spreads.

Why no Discipline mage?
First off, two enemies are faster than your Mage. You will straight up not get any turns against those enemies at the start if you're not using Ambushes. You could use the one Ambush / one Discipline strategy, but this build was not made with it in mind.
Second of all, this build finishes off most battles in such a way that you get a free turn to Meditate. This free turn is more flexible, since it can also be used to make up for missed attacks.


Credits
Thanks to celelorien for their original Workshop Workers team, which inspired me to experiment myself.
Thanks to Sylvandyr for their Coli stats tool, which gave me concise information on enemy stats.
Thanks to Georgieanna for their elemental matchup chart (found in this thread) which I used for this guide.
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Updates

12/5/2020: Finally posted the guide! Right now I am looking for a lot of feedback and further looking into a mage that works in both venues, so please do comment on the guide if you want to!

14/5/2020: Retested and clarified information on the enemies that won't die to Contuse + Eliminate. I'm also making some small general changes to the guide as I go along. Earth mage is being researched further.

26/5/2020: Solidified the element choices for a single-mage team. Added Shadow as a suggestion for boss fighting in both venues. Added Game Database links for stones and other quality improvements to the guide.

15/12/2020: Some more testing to clarify some Contuse + Elim stuff. Thanks friendlycoffee for bringing it to my attention.

9/3/2021: Added some more optional stone suggestions for the Warrior, including Reflect (thank you SparkyLurkdragon.) Added a note about Enfeeble being weaker than Mana Bolt. Fixed whatever I was thinking when originally formatting this guide.

10/3/2021: Added the Reflect suggestion to the Mage as well, with some slight rewording of the guide. Made a note of the name I have been using for the Saved Party of my Portal pair; it isn't applicable to the Workshop exactly, but consider that your witty nickname.

14/3/2021: Researched Drown, Envenom, Sear, and Boulder Bolt + Rallied Scratch. Any enemies which this combo takes out are now noted in the guide for the appropriate venues, but Drown and Boulder Bolt produced no successful results. I will do Shroud later since I have to do it across both venues.

21/3/2021: HUGE update to the build! It's basically completely different stat-wise now, and I can't even summarize the changes in here. Sorry to the users of the old build; I hope it makes you feel better that I wasted a lot more money on Tinctures than you ever will. I made sure to update old information to be accurate, though I still haven't tested Shroud damage because lol. I also got rid of that nasty small text for the mage lists, it's ugly and bad for accessibility. Feel free to call me out on that stuff, I know now that I should avoid small text but it may not be enough for everyone to properly read! Also continue to point out mistakes or make suggestions, this is the most complex change to the build yet.
Updates

12/5/2020: Finally posted the guide! Right now I am looking for a lot of feedback and further looking into a mage that works in both venues, so please do comment on the guide if you want to!

14/5/2020: Retested and clarified information on the enemies that won't die to Contuse + Eliminate. I'm also making some small general changes to the guide as I go along. Earth mage is being researched further.

26/5/2020: Solidified the element choices for a single-mage team. Added Shadow as a suggestion for boss fighting in both venues. Added Game Database links for stones and other quality improvements to the guide.

15/12/2020: Some more testing to clarify some Contuse + Elim stuff. Thanks friendlycoffee for bringing it to my attention.

9/3/2021: Added some more optional stone suggestions for the Warrior, including Reflect (thank you SparkyLurkdragon.) Added a note about Enfeeble being weaker than Mana Bolt. Fixed whatever I was thinking when originally formatting this guide.

10/3/2021: Added the Reflect suggestion to the Mage as well, with some slight rewording of the guide. Made a note of the name I have been using for the Saved Party of my Portal pair; it isn't applicable to the Workshop exactly, but consider that your witty nickname.

14/3/2021: Researched Drown, Envenom, Sear, and Boulder Bolt + Rallied Scratch. Any enemies which this combo takes out are now noted in the guide for the appropriate venues, but Drown and Boulder Bolt produced no successful results. I will do Shroud later since I have to do it across both venues.

21/3/2021: HUGE update to the build! It's basically completely different stat-wise now, and I can't even summarize the changes in here. Sorry to the users of the old build; I hope it makes you feel better that I wasted a lot more money on Tinctures than you ever will. I made sure to update old information to be accurate, though I still haven't tested Shroud damage because lol. I also got rid of that nasty small text for the mage lists, it's ugly and bad for accessibility. Feel free to call me out on that stuff, I know now that I should avoid small text but it may not be enough for everyone to properly read! Also continue to point out mistakes or make suggestions, this is the most complex change to the build yet.
4Dclvwp.png
Potential Tests/Improvements

- The DEF investment may be slightly suboptimal, shouldn't really be worth Tincturing for but I'd like to figure it out.
Potential Tests/Improvements

- The DEF investment may be slightly suboptimal, shouldn't really be worth Tincturing for but I'd like to figure it out.
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reserved
reserved
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@Issalyn

So I can see this later. :) Looks like a great guide!
@Issalyn

So I can see this later. :) Looks like a great guide!
I've been working on my own team with a similar idea to this, but seeing if I can share the mage between the two venues and have separate warriors. I'm a big fan of celelorien's Workshop build as well and my mage for it is a Wind dragon, so I'm playing around with him in the Portal. It's interesting to see another take on the idea especially since I'm still playing around with stats :)
I've been working on my own team with a similar idea to this, but seeing if I can share the mage between the two venues and have separate warriors. I'm a big fan of celelorien's Workshop build as well and my mage for it is a Wind dragon, so I'm playing around with him in the Portal. It's interesting to see another take on the idea especially since I'm still playing around with stats :)
@Savato

Looks pretty interesting, thanks!

Do you know much damage will the mage do with Contuse compared with the warrior's Scratch?
@Savato

Looks pretty interesting, thanks!

Do you know much damage will the mage do with Contuse compared with the warrior's Scratch?
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@Darthiel It varies a bit per enemy, since they have different DEF vs MND stats. I took most of the info about what enemies the Contuse + Elim combo doesn't work on from other users, as I haven't had time to retest it. I will soon though, since it doesn't really make much sense. I probably should have tested it before, but oh well.
@Darthiel It varies a bit per enemy, since they have different DEF vs MND stats. I took most of the info about what enemies the Contuse + Elim combo doesn't work on from other users, as I haven't had time to retest it. I will soon though, since it doesn't really make much sense. I probably should have tested it before, but oh well.
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