The Gate

## Skill Cards

**Electrified**
 Enemies have +1 sprint.

**Force Absorbtion**
 Gain 1 Mana when attacked.

**Static Discharge**
 Attackers take 5 damage and lose 10 mana.

## Description

The Gate is a Clan Quest unlocked after beating Sky Sanctum and it is recommend for players Level 11 and above. It requires 25 victories to be completed within 7 days of opening.

The Gate is it's the location of which Master Otrados had ventured into where there are portals leading to Sanctum, where it connects to another dimension. The Gatekeeper is the Boss of which guards the main entrance to this dimension.

## Objective

The objective of the Clan Quest is to kill **Gatekeeper**, which is a powerful mage with 125 health, 12-18 damage, 10 armor, 4 range, 1 move and the following passive abilities:

* **Electrified**: Enemies have +1 sprint.
* **Force Absorbtion**: Gain 1 mana when attacked.
* **Static Discharge**: Attackers take 5 damage and lose 10 mana.

There are no further enemies as Gatekeeper has very good stats, but there are three wisps that you can control to assist you. They each have 25 health and 5 armor, 1 move and 1 sprint (due to *Electrified*). They cannot attack, but have unique abilities that buff your heroes to make defeating Gatekeeper easier:

* **Wisp of Life**: Caster and adjacent allies heal 7 life at turn start.
* **Wisp of Mana**: Caster and adjacent allies gain 7 mana at turn start.
* **Wisp of Power**: Caster and adjacent allies do +7 damage.

## Strategies

    Gatekeeper mainly uses abilities that deal AoE damage, like Orb of Suns, Nova Flare, Voltaic Chain and Curse of Doom, so you have to be careful with positioning your heroes and wisps. This is additionally difficult, because the wisps spawn far from each other and have low movement, making it challenging to utilize their passive abilities.

The main idea behind this battle is to use the wisps' passive abilities to your advantage. The following tips will help you with defeating Gatekeeper:

1. **Do not attack every turn**, as you will lose 5 health and increase Gatekeeper's mana by 1 each time you attack it. Not attacking will lower the amount of AoE ability abilities it can play.
2. Keep track of your hero's health and see whether or not attacking with a hero is worth losing all 5hp, all mana, and take incoming damage next turn.
3. Position the wisps next to your heroes that require them. Wisp of Life on all Heroes, Mana mostly on Mages/Priests, Power on Damage dealers.
4. Use as much mana as you can before you attack.
5. Use high damage abilities and abilities that reduce armor.
6. Consider using archers, priests and rogues.
7. Mages and fighters are not recommended, unless you know what you are doing.

You can bait the Gatekeepers attack as it will target the area with the most heroes closes to it since you know it's range (4) and it's movement of 1. Putting a Fighter beside the Gatekeeper with a few wisp to bait the AoE into damaging himself and not your other heroes is also a viable option. You can predict which of your heroes will be targeted by the *Curse of Doom* debuff as if there is only one hero with multiple wisps beside them compared to another hero with no wisp or troops beside them, then most likely the Gatekeeper will target the ally with troops around them.

### Beginner Advice

This battle can be tough to win, but with the right approach, even beginners should win consistently. The following *beginner friendly* abilities are useful in the battle:

* Fighter: War Cry, Overpower
* Archer: Black Arrow, Scouting, Bullseye
* Mage: Curse of the Leech, Curse of Decay
* Priest: By the Sword, Calm, Cleanse, Omens
* Rogue: Backstab, Corroding Venom

*Note that the usefulness of the listed abilities may depend on whether they are upgraded or not.*

The best classes for this battle seem to be archer, priest and rogue. The main issue with fighters are that they do not have good high damage abilities that are accessible early game. Additionally, abilities like Sunder Armor require the whole team to attack to be effective, which, due to Gatekeeper's passive abilities, results in taking 5 damage and increasing its mana. The best accessible attacking ability of fighters could be Overpower, which reduces Gatekeeper's mana.

The mage Amras could be considered to use, especially when using abilities like Curse of the Leech and Curse of Decay. Amras' downside is his bad movement, so attacking and relocating him in the same turn is hard. That also makes it useless to play rituals that increase range or damage, because you lose them after moving. Mages also do not have many good common and uncommon cards, their strength lies in their epic and mythic cards.

### Beginner Strategy #1

**Key cards**

* Backstab
* Scouting
* By the Sword

This strategy - as can be seen in the image - uses the heroes **Livia**, **Corso** and **River** and assumes that they are at least level 10. The used gear is very accessible and lets you draw two additional cards at battle start, which is important to increase your chance to draw the needed cards. The used armor is not that important and can be replaced. The main idea behind this strategy is to buff Corso's attack, so he can deal massive damage when using Backstab. This will deal around 30 damage each hit, just do not forget to place Wisp of Power next to him.

In order to reposition the wisps more consistently, River can use Scouting, increasing their move by 2 for the rest of the turn. Try to move all wisps, Corso and River next to each other, with Wisp of Life in the middle. This ensures that they are all healed after being attacked. Livia should be placed 3 blocks away to the left or right, as she seems to be a common target of Curse of Doom. Her only goal is to cast buffs and debuffs, she should never attack! If her health is low, move her further back or use a healing potion. If she dies, it is no tragedy, just make sure that Corso, Wisp of Power and Wisp of Life stay alive.

As long as you only attack Gatekeeper with Backstab and Black Arrow, it should not be able to play AoE abilities too often. That is because each time you attack it, it increases its mana by 1. If Gatekeeper casts Curse of Doom on one of your heroes, move it away or use Cleanse to remove the debuff. If you fail to draw Backstab, use By the Sword on Corso. If you do not get either card, do not attack, but instead wait until you draw it! Using Calm to reduce Gatekeeper damage will make waiting easier.

This deck only consists of either common or uncommon cards, so feel free to use your rarer cards *if* they are useful. Keep in mind that this deck is no guarantee for a victory, but if you follow this strategy and - if needed - use potions, you should be good to go.

See alternate FPR in action: https://youtu.be/zYwXcfnTZvA Ran 3 runs back to back. Builds and equipment are in the video. Not the most optimized as used what was available to a lvl 11 player. See the video description for details.