Verran the Berserker

Verran is the Immortal encountered in the warrior hunting party. He specializes in dealing high burst damage with his first skill, damaging and marking enemies for death with his second skill, and executing them with his third skill. Once Verran kills one target with his third skill, he grants himself Greater Increased Speed and Greater Increased Attack for 3 turns which greatly increases the likelihood that he will continue to kill the rest of your team shortly after.

## Skills

Verran opens up with this skill and it can deal extreme damage squishier targets. Notable, this skill has a buff steal die which can also occasionally steal your protector buff and open other targets up to his attacks.

This is Verran's second skill and the least or most-threatening depending on the current health of your exposed units. If a target is less than 100% health when Verran uses this ability, the hero will be marked for death and killed on the next turn when Verran uses his third ability. Because of this, anytime this ability comes off cooldown, the player should prioritize healing their protector above everything else to prevent the mark from triggering.

Verran's third ability which is his highest damage, will deal 200% damage to an exposed unit. This ability will can crit and kill all but the tankiest of targets even without the mark applied. Once the mark is applied, it is a guaranteed kill on the target unless they have unkillable or revive.

## Strategies

### 1 Protector

Bring at least 1 protector to the fight which both reduces the number of targets you have to focus on keeping alive as well as allows you to optimize the remaining heroes as supports and DPS. It is vital that these heroes are as tanky as possible, red/blue talent trees with Second Wind are highly recommended.

Gnar'ok

Driftwood

### 1-2 Support(s)

Unless you are a very high level, it will typically take at least 2 supports to keep your protector alive. These supports should be heroes that focus on healing and shielding, preferably with at least 2 support skills. These heroes should have reroll dice on their support skills so they can cycle through them as often as possible to reduce the cooldown of all of their skills.

Top Tier: Reynard, Yarugak, Kimma

Other options: Siglind, Wicked Willow, Lor, Bluebark.

### 1 Primary DPS

Ideally, you want heroes with the highest damage skill 1s (such as Ironwood and Hollowbloom), heroes with damage skills which grant bonus actions (such as Hellestral and Jaltma), or heroes that have effects attached to their 1 which increase it's damage (Doomfrond). DPS is the most flexible role and there are many ways to optimize them. These heroes should have the highest crit chance and crit damage possible.

Top Tier: Doomfrond

Other options: Ironwood, Hollowbloom, Hellestral, Jaltma

### 1-2 Secondary DPS

Secondary DPS heroes act as damage dealers as well, but also serve to enhance the damage dealt by primary DPS. These can include strategies to optimize damage such as Jaltma or Steiner's 3 which applies greater decreased defense to the target, or heroes which function as a battery for applying stackable debuffs to increase the damage from the Springing the Trap talent. Notably, this talent stacks with Doomfrond's skill 1 which deals increased damage for each debuff on the target, allowing Doomfrond to be the largest single target DPS hero in the game as of v1.6. Like the primary DPS, secondary DPS heroes should prioritize crit chance and crit damage.

#### Stackable Debuff appliers

Top Tier: Twitch, Stika, Ethryl, Plaguetooth, Tylar Valmis

Other options: Makaroth, Nevin, Garna

#### Other Debuff appliers

Gerrick: Decreased Speed and Greater Decreased Resistance

Jaltma: Greater Decreased Defense

Steinar: Greater Decreased Defense

Daanu: Greater Decreased Speed

Garna: Decreased Speed

### Dice

Attack Dice: Attack dice should be split between initiative drain dice and damage dealing dice. This requires some trial and error based on the speed of your team. If you find the boss is frequently taking turns before he is immune to initiative drain, then you need more initiative drain dice and less damage dice in your comp. If you are utilizing a debuff-stacking comp, damage dealing dice should be substituted for bomb and poison dice when possible.

Support Dice: Every support skill should have at least 1, but preferably 2 reroll dice in order to keep support skills off cooldown as much as possible. The remaining dice will vary depending on individual team needs but some good examples of dice you can run would be Initiative boost if you find the boss is frequently taking turns before your heroes have a chance to move, Greater Heal if your supports and Second Wind are not enough to keep your protector from falling below 100% hp and being marked, and Greater Critical Damage if you're surviving fine, but still lacking the damage you want at the end of the fight.