Astral

###

 Air Arrow

###

 Total Darkness

###

 Lightning Bolt

###

KNW 5 + (5 x Rank)

*"Astral came to Erathia about a decade ago and was quickly accepted by the mage guild of Bracada. After obtaining a high rank in the guild, some joked that he must have used magic to get there so quickly."*

Tower Leader, greatly increases the trigger frequency of Magic Awakening.

Brilliant Earth greatly reduces the enemy's physical attack.

# How to obtain

* Elite Hero Pack
* Lucky Snatch
* Dragon Store

# Specialty

 2⭐
 3⭐
 4⭐
Brilliant Earth costs 30% less, additionally deals 5% Max HP Damage to all enemy units, and causes friendly Tower units to gain 200 Tenacity and heal 5% of Max HP.
Whenever a friendly unit triggers Magic Awakening, restore 2 mana.

# Spells

 Air Arrow | Air | Damage

 Total Darkness | Fire | Support | 30

 Lightning Bolt | Air | Damage

 24s | Deal **784 + (929 x level)** air spell damage to all enemy units in the AoE.

# Adjutant

 LV10
 LV20
 LV30
 LV40

# Masteries

## Recommended by players

**Redvanguard**:

*Everyone can always use more mana, so Mysticism is an easy choice. Air Magic helps with reducing spell cooldowns which is important for Astral. First Aid is mainly due to Genies who play a major part in Astral compositions so I have to make sure they pump enough healing to keep my team alive. Sorcery because Giant does very good damage, so I like to increase it further (especially since he becomes primary damage dealer for Astral way down the road).*

## Recommended spellmark by players

**Redvanguard**: Mystic Domain or Replenished Magic.

For a very long time I found silencing the enemies to be very effective especially against Sandro chargers. But if you don't have to strongly focus on beating Sandro you can switch to mana regeneration. It is not game breaking by any means but it does help. Still need to experiment with Mana Suppression to get a better idea.

# Strategy

## By Redvanguard (2nd August, 2020)

**1. What does Astral play like and which players would enjoy her the most?**

*Astral is an expert in both offense and defense. People who enjoy him are heavily competitive players that have a budget to do so.*

**2. What are Astral's biggest strengths?**

*His biggest strength is the Naga. In the hands of Astral, they deal immense damage in a short period causing them to be the primary damage dealer and most important unit in the composition.*

**3. What about downsides?**

*Unfortunately, Astral, in my opinion, is the most expensive hero to build. He requires 2 SSR and one SR+ unit as a bare minimum, plus utilizes other SSR or SR+ to optimally perform.*

*Also, Naga happen to be Astral's biggest vulnerability too, due to them being so vital to the composition. They are very squishy unless they are at least 5 star, and even then they can be taken down. Depending on your opponent, if they die early battle it could mean game over for you.*

**4. Which would you say are his core units and why?**

*They are all creatures that benefit from magical awakening (see Astral's 3\* ability) and are in general powerful units. ArchMage is not core because against Xeron and Sandro teams they die immediately due to being a 9-man unit.*

**5. What is your recommended formation for Astral?**

*This is default defense formation. It is important to have a maximum of only 2 units per row to prevent defeats from Dragon Mutare compositions. Also 4 tanks prevent Sandro from immediately going into the backline.*

*For offense you want to replace Behemoth with ArchMage for additional damage and mana regeneration. Againt Sandro, instead use Wight to silence his "kill lane" immediately. The 2 units per row restriction is no longer the case if you can predict your opponent's positioning (and hence avoid the situations mentioned earlier).*

*Some people don't appreciate Earth Elemental as it should be. In my opinion it is essential for Astral. It stuns opponents when it dies, lowers enemies starting mana and lowers damage taken by earth spells. I prefer to put it in front of Naga to give it time to kill the units in front of it (especially Sandro's kill lane). It is by no means the main tank, but it's a great support tank.*

*Ogre is good due to its healing boost but that's the only reason to use him. He is a squishy tank even with his awakening. Behemoth is a great tank but only a placeholder due to the lack of better defense.*

*Soon the Paladin will also be released so it will be interesting to test how together with Crusader they can replace Behemoth and Ogre, as this will lower the total faction count of the formation to 3. Also Paladin will assist and fight Sandro by providing High Morale to combat Low Morale.*