Cladwall

## Summary

***"His blessings cancel opponents' hits"***

## Ability: Holy Shield

**On Attack:** Drag onto a friendly squad to bestow blessings, which will cancel one hit for each unit in the squad. The blessings disappear after a short time.

**On Defense:**Drag the holy shield zone to any spot on the field or snap it to a squad. When an enemy comes in range, allied squads nearby receive blessings.

#### **Blessings**

Visually a blessing is golden circle around a unit.

A unit can have more than one blessing\*.

When a unit with a blessing up it is struck by a blow (an attack, a mine's explosion, even a meteor) the blow is cancelled and the unit loses a blessing.

\*If, at the moment the Holy Shield is casted, there are fewer units in the zone than Blessings to be given, units in the zone may receive the additional Blessings.

## Upgrades

**Level 7: Justice Incarnate**

Cladwall starts the battle with 3 blessings.

**Level 17: Fervent Defender**

Defense only - Removes the lifespan of blessings, they now last until they are triggered.

**Level 23: Spirit of Justice**

When Cladwall casts his Holy Shield on a far ally, a Spirit of Justice appears and joins the battle.

**Level 32: Heavy Cavalry**

Increases the armour of knights in his squad.

**Level 57: Last Rites**

When Cladwall dies, he casts blessings on his nearest allies.

## Strategy & Synergies

### **On Defense:**

Cladwall's best asset is utilizing his Holy Shield to prevent the most amount of damage from being taken by your crucial troops. A common tactic is to place Holy Shield on Iriel with her falcon guarding another key point, meaning the Blessings will activate wherever the fighting occurs. Ozzy can utilize this in a similar fashion, only instead of being triggered by the Falcon it moves at a specific time. Once "Shocking Teleport" is unlocked, this can provide a brief opening to allow the "Spirit of Justice" ability time to fully activate and begin attacking. Balthor also has a strong stun in his Thunderclap, allowing the "Spirit of Justice" ability to fully activate and start attacking while the enemy is down.

**Strong:**

* Soldiers provide Cladwall with additional supporting damage and allow him to help hold the front line, where he excels with his personal Blessings. This is further solidified as a strong choice given his inability to target his own squad on Defense plans with his Holy Shield.
* Knights are a very strong paired with Cladwall as he provides them with an Armor bonus once the "Heavy Cavalry" ability is unlocked. In addition to this, "Spirit of Justice" once unlocked allows him to better support his allies in combat as well as flank effectively later on.

**Good:**

* Brutes provide high Attack, Armor, and Health for Cladwall to charge the enemy lines unperturbed by stuns and freeze effects, making his team capable of taking *and* dealing heavy damage until they're stopped by death.
* Archers can be useful with Cladwall in Defensive plans as Holy Shield cannot be placed on his own squad during Defense plans. This allows him to give the Holy Shield to other front liners who can utilize this better and still provide a barrier himself for the squad to do their work.

**Fair:**

* Serfs prove an effective squad with Cladwall if only due to Cladwall's natural design of staying alive as long as possible. Their high Health and sizeable squad allows this squad to buy plenty of time for other members of the team.

**Poor:**

* Sentries require support from other squads to be effective, and while Cladwall himself provides a noteworthy barrier, the Holy Shield cannot target Cladwall's own squad.

### **On Attack:**

**Strong:**

* Knights give Cladwall an excuse to run to less actively guarded Crystals and provide a long distance Holy Shield which receives the "Spirit of Justice" bonus where needed elsewhere. He can also flank opponents when given the opening, tying up enemy Archers from firing on your weaker troops. Additionally, Knights benefit from Cladwall's "Heavy Cavalry" upgrade once unlocked.

**Good:**

* Soldiers are the strongest front line assaulters, which is where Cladwall wants to be thanks to his starting Blessings and high Health & Armor stats. This allows him to be up front and center soaking up damage for other allied squads who can't take the hits. His own squad can also benefit from Holy Shield on Attack, which can allow Soldiers to stand up to enemy Sentries better if left no other options.
* Serfs gain a full benefit from Cladwall's Holy Shield compared to other options which have Armor bonuses to already help mitigate damage. Additionally, their high numbers paired with the fact they are melee combatants gives Cladwall an excuse to run in front of all with his squad.
* Brutes provide extremely high Attack, Armor, and Health stats to break ranks and enemy stuns/freeze effects without being hindered. This lets him charge in front of all allied squads where Cladwall wants to be without hesitation.

**Fair:**

* Sentries

**Bad:**

* .Archers