Mason

## Summary

***"Mason places a Stone Ward on the first Crystal he touches"***

Mason rocks.

## Ability: Stone Ward

The first point that Mason walks over receives a stone ward, which attacks nearby enemies and prevents the point from being recaptured until it is destroyed.

If the Stone Ward is destroyed, Mason will place another on the next Crystal he touches (this Crystal cannot be the same crystal as the previous Stone Ward was on).

## Upgrades

**Level 7: Catapult**

The Stone Ward now throws rocks at enemies in range.

**Level 17: Spinning Kick**

Strikes all nearby enemies with a spinning kick.

**Level 23: Fists of Stone**

Until Mason places his Stone Ward, his attacks deal more damage.

**Level 32: Stone Armor**

Increases the Stone Ward's Armor.

**Level 57: Stone Spikes**

Increases the damage of the Stone Ward's attacks.

## Strategy

### **On Defense:**

Mason's defensive power is high given his Stone Ward ability defending a point very well. A common strategy is to place Mason just before a Crystal on the opposite side the opponent(s) will approach from, then have a rally flag with an appropriate delay set to another location which the enemy may approach. This can keep the Stone Ward from being placed in a spot where it may not be of any use. It will trade with Taigar's "Mystical Stag" at even levels, even while she supports it with fire from across screen. While it cannot hold against Sassan's "Illusory Squad" at even levels, the Illusory Squad itself cannot capture, and it takes time for the squad to take down the Stone Ward. The Stone Ward prevents Baba from capturing the crystal it's guarding without revealing herself.

Mason's primary attribute as a strong defensive hero allows him to defend his current Crystal and allies well, and given his extra damage he provides with his Stone Ward up can prove difficult to oust without sending more effective squads against Mason's own. However, because Mason provides an effective front line wall, he works well with ranged heroes with effective supporting abilities, such as Freya, and Dyna has a stun as well as a slight range which works well to the advantage of both heroes. Taigar with a squad of Archers in a Forest can be placed near Mason to provide a strong defensive presence that can still potentially capture Crystals without leaving the position thanks to the "Mystical Stag". Mason enjoy's Cladwall's Holy Shield as a front liner.

**Strong:**

* Soldiers assist Mason's best attribute, which is is defending a point. Thanks to their high Attack, Armor, & Health as well as noteworthy potential squad size this squad is well equipped to do so. This can let the squad can be solo and still do moderate damage, or be used to front line for a supporting squad to better hold a critical point.
* Brutes have *higher* Attack, *higher* Armor, and *incredible* Health stats. The only thing they lack is squad size. However, they can hold their own well so long as they aren't overwhelmed thanks to these stats. Additionally, they can't be stopped by stun or freeze effects, making them harder to take advantage of.

**Good:**

* Serfs have the highest potential squad size of any troop type as well as a high Health stat, making them very capable of holding a point well. However, they have low damage, making them more reliant on other supporting squads nearby.

**Fair:**

* Knights allow Mason to quickly move around the battlefield to capture taken crystals as well as place his Stone Ward on them, making the crystal harder to take back. Additionally, Knights can hold well enough against some squads thanks to their light Armor and strong Attack stats. These two factors can also lead Mason to be a powerful flanker on defensive plans.
* Archers can be useful to Mason on some defensive plans, especially when behind a natural barrier of some sort such as a river. This allows the Archers to attack in tandem with Mason's Stone Ward, dealing a decent amount of damage before enemies get close. This does make Mason more reliant on supporting squads however.

**Poor:**

* Sentries may be melee combatants, but are frail. Given Mason's nature, this squad may be caught out too often to be of great use. It also requires support from another melee squad.

### **On Attack:**

Mason is a great choice to lead the charge with, as he wants to get to a Crystal to place the Stone Ward & hold it from opponents who may try to retake it. While it won't necessarily hold its own against an attacking squad, it can defeat Taigar's "Mystical Stag" in a one on one fight at equal levels, preventing the enemy from taking the point back at the 20 second mark in this manner. Crystals can receive the Stone Ward even while contested, meaning that if a fight breaks out on a crystal, Mason will still place the Stone Ward to help in the fight.

Mason partners well with Ozzy due to his "Teleport" being able to target the Stone Ward, in case the Crystal is in danger of being recaptured. Mason's squad as well as the Stone Ward can benefit from Cladwall's "Holy Shield", making it more potent as it targets more troops; the Stone Ward itself can also be the target of "Holy Shield", making it not only more durable for the fight but prevent damage as well as potentially summon the "Spirit of Justice" if Cladwall himself is far enough away, further bolstering the Stone Ward's defenses. Iriel can bring the Stone Ward into another position with her "Falcon Strike", removing it from somewhere it may not be helpful and placing it wherever she currently is.

**Strong:**

* Soldiers

**Good:**

* Knights
* Serfs
* Brutes

**Fair:**

* Sentries

**Poor:**

* Archers