How to activate dragon demon chaos




















Main Quest 1 Answer Ai help? General 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? VeghEsther 11 years ago 2 Mashing the skills button is good enough. Linkmn Topic Creator 11 years ago 3 oh I see it must have had to do with the spells on the field.

Linkmn Topic Creator 11 years ago 5 I have one more question. There's a reference to this game in Tales of Arise's dlc! I just found the no random battles cheat code.

Where can I find fuel for train at Craymel City? Side Quest. How do I get the canceler and elemental master? Skip the rod. After that Gaze of Fate and Treason of Tzeentch are both good picks depending on your meta and game plan.

Unfortunately having 18 Wounds is also a massive detriment, as it means they can be seen through Obscuring terrain, making them extremely shootable. Still, the Great Unclean One is a potent psyker, and has a few neat tricks he can pull out. As multi-model units of expensive, multi-wound Daemons, the ability to bring these models back makes the Great Unclean One a potentially insane threat, able to recur hundreds of points per game. Credit: Svbfloorvg. The Keeper of Secrets got a huge size boost and a profile boost to give them higher BS, more Wounds, and a higher Movement attribute, helping the KoS get into combat quicker.

Unlike the other three Greater Daemon options, the Keeper of Secrets really needs to be in a Slaanesh-aligned detachment in order to get the Locus of Swiftness bonus, allowing them to Advance and Charge in the same turn. If you make one your Warlord, giving it the Celerity of Slaanesh Trait is probably the best move, since it helps guarantee a turn one charge, especially with the Locus of Swiftness active. Either the Shining Aegis or the Living Whip, depending on what you need.

The Sinistrous Hand is also OK. Mike P : My personal favorite loadout for a Keeper of Secrets is taking the Bewitching Aura trait so you can stack it with Aura of Acquiescence for -2 Attacks and -1 to Hit for opponents in melee.

This makes it an absolute terror in melee matchups to try to remove. The Shield is probably the best pick and the one most commonly seen in competitive lists, but all the options are honestly great besides the Knife. The special character Bloodthirster. These abilities are more cute than legitimately powerful.

The ability to trap units in combat is also neat, and more valuable in 9th edition where players can use the Desperate Breakout Stratagem to get out of wraps and they no longer have the ability to CP re-roll a die on the 3D6 vs. Ld roll. An HQ special character Flesh Hound, whose deal is having three heads. His biggest asset however, is being able to attempt to deny two psychic powers per enemy psychic phase.

That said, his ability to deal with psychic powers can be a huge boon for a Khorne-heavy army, where powers like Death Hex or Null Zone can ruin your day.

The special character Herald of Khorne. The special character Lord of Change. This means that Kairos is incredibly powerful but likely to be shot off the table on the first turn.

Kairos is neat but too expensive for how fragile he is. The special character Herald of Tzeentch, The Changeling is one of the most hilarious, well-designed units in the game and still worth consideration in Tzeentch-heavy Chaos Daemons armies. The Changeling has a lot to offer but his strongest ability is the Locus of Transmogrification, which makes him a great partner to large units of Horrors and Soul Grinders. He is also a great ingredient in Chaos soup, where giving units like Magnus or Daemon Engines a Feel-No-Pain provides another layer of durability.

Psychic Powers: The Changeling makes a great caster for Gaze of Fate to generate free re-rolls and also makes a great caster for attempting Psychic Actions. Note that, per the FAQ, while they can manifest something that has already been cast or attempted, the same is not true for the rest of your army, so you ideally want to use their random cast after your other psykers to avoid locking yourself out of key casts. Sadly, the Scribes are more interesting than useful — not enough of your opponents will rely on psychic powers so heavily that the disruption matters though it can be useful for stopping Null Zones , and the random cast is fun but not incredibly useful.

This makes Shalaxi the ideal fighter for targeting Character Knights, Lords Discordant, Chaplains, and other nasty combat characters, especially when you factor in the Mesmerizing Aura it shares with Keepers of Secrets and the Cloak of Constriction, which gives incoming melee attackers -1 to Wound. Living Whip or Shining Aegis? Credit: Brin. This essentially gives the model a large amount of additional movement in the Fight phase, albeit with some restrictions.

These are OK, and solid enough effects in a Daemonette-heavy army to make the Masque borderline playable at higher competitive levels, especially given its 85 points cost. The special character Great Unclean One. That can do some real damage in a pinch and is good for attacking flyers that get too close thinking their To Hit modifiers and inability to be charged will save them.

Rotigus is also a capable caster, and can dole out extra mortal wounds when he rolls a 7 to cast. The special character herald for Nurgle.

You lose the nifty Death Guard contagions rules if you add or summon Epidemius, but the potential tradeoff of having him give all of your daemon engines re-rolls to hit and extra Toughness is pretty big. While Slimux was pretty bad in 8th, Beasts of Nurgle becoming a strong unit in 9th has pushed him to be more of a borderline competitive play in the right list.

The second is that he breaks mono-God detachment rules for loci for every god. The third is that he costs points when he should really be more like One of the main benefits he brings to mono-Daemons armies is a second targeted Smite in the form of Infernal Gaze.

Infernal Gaze combines with Bolt of Change on a Lord of Change to create a critical mass of targeted Mortal Wounds that requires your opponent to hide their squishy support Characters. Each god has a collection of Herald options you can take that will provide buffs to nearby Daemon units.

Heralds essentially come in three varieties: Bloodmasters, your bog-standard Heralds, Skullmasters, your Heralds on Juggernauts, and Blood Thrones, your Heralds on a Chariot. This is pretty strong and also works on Chaos Space Marine Daemon units.

By far the most useful of the three herald varieties, clocking in as the cheapest HQ you can take for a Khorne army. Their Locus of Khorne aura is very useful for buffing Bloodletter bombs and their upgraded swords are great. Note that on the charge, these guys are S7.

Skullmasters are the Juggernaut variety of Herald. This is the largest, beefiest version of the Herald of Khorne. Do note that it is a valid target for the stratagem Bound In Brass And Bone to take half damage for a phase, making it a surprisingly durable Crimson Crown caddy. Changecasters are borderline units but worth bringing in lists that run large blobs of Horrors.

Powers: Because you want the Changecaster in a Horrors- or Flamers- heavy army, Flickering Flames is a great pick for the Changecaster. After that, any mortal wounds power will do as a backup.

Basically a Changecaster on a Disc. A Changecaster on a Burning Chariot. These are just way overcosted for what they do. The Contorted Epitome. This makes the Epitome a great companion to Daemonettes, Seekers, Keepers, and any other unit you want to protect in melee. The Epitome is pretty much a must-take in a mono-Slaanesh list, but you only need one. That said, you can get the same buff from the Epitome, a much better unit. The Exalted Seeker Chariot makes your Herald targetable with 12 Wounds, and so is actively detrimental in most cases.

That said, all of these options are much cheaper post-Chapter Approved, and of them the Herald on Hellflayer is the one most likely to merit consideration. Credit: Gerald Miller. Psychic Powers: These almost always want the Miasma of Pestilence power to make nearby units even harder to kill.

The best-named unit in the entire game, the Sloppity Bilepiper used to be a must-include in Plaguebearer-heavy armies for his ability to allow nearby Nurgle Daemon units to roll 2D6 and drop the highest when making morale tests, substantially increasing the odds of rolling a 1 and getting back D6 Plaguebearers after a rough round of shooting. With model Plaguebearer blobs no longer as viable after multiple points hikes, the Bilepiper is tougher to justify in lists.

Some Daemons are better at the wiping part, some are better at the surviving part, and how much they cost is a major factor. Bloodletters of Khorne. Credit: Corrode. Bloodletters are essentially glass cannons — very deadly in melee, but also very fragile. Going all in on hordes of Bloodletters with a Herald and Crimson Crown buffs is a decent list for semi-competitive play, but just has too many hard counter matchups to get really excited about.

The shootiest of the lesser daemons, Horrors come in three varieties: Pink, Blue, and Brimstone, with three different points costs. All three have different uses, with Brimstones being your go-to for cheap ObSec units and Pinks being your annoyingly difficult-to-kill objective holders. This means that with even 40 reinforcement points, a squad of 30 pink horrors can effectively have an extra wounds and get some movement out of its losses.

Plus they can still get back their dead models with a good roll for your Morale Test with a Daemonic Icon. You can also use the split rules to keep your pink horror count above 20 for longer by allocating new wound to blue and brimstone horrors that you create in the splits. Credit: RichyP. This can be further improved with the Razor-Sharp Caress Stratagem from Engine War, which improves their AP by 1 for a phase, which can make them pretty deadly.

Daemonettes also really want to have the Locus of Swiftness active requiring a pure Slaanesh detachment , as it gives them the ability to Advance and charge, letting them rush around the battlefield and get into combat without having to teleport in.

They can use the aforementioned Locus of Swiftness to close gaps quickly and engage enemy units, and then use the abilities of either the Contorted Epitome or Fiends to keep units locked in combat with Daemonettes and prevent them from being shot. The upside is that three units of Daemonettes can form the backbone of a very competitive list. Once an absolute menace on the competitive circuit, Plaguebearers are the hardest to kill of the lesser daemons with 4 Toughness, Disgustingly Resilient, and Cloud of Flies to make them difficult to kill and making removing a unit of 30 of them a nightmare, especially if they have an Icon and a Sloppity Bilepiper nearby to give them a good chance of getting models back.

Unlike Nurglings, they can also perform actions. Bloodletters on Juggernauts. Faster and tougher than Bloodletters, but neither fast enough nor tough enough to be a build-around unit. The extra wound they picked up combined with some points drops has made them ever more tantalizing but never good enough to see the table.

Mike P : I so, so badly want to recommend Bloodcrushers. The lack of multi-damage attacks means they can really underwhelm against high value targets. Costing 2 CP to deepstrike for any unit larger than 3 is also rough. Flamers are interesting, durable units that can cover large distances and belt out significant amounts of very respectable AP-1 shooting. They really benefit from being near a Herald in order to bump their shooting up to S5, and like Horrors can benefit from multiple buffs to their Strength and To Wound rolls.

Fiends flew under the radar for a long time but thanks to several points drops and a new datasheet are now one of the cornerstone units in a Slaanesh Daemons army. Every Slaanesh army wants at least one and probably small units of Fiends to run alongside Daemonettes and Keepers to help protect those units by keeping enemy units locked in combat with them.

Demon Hammer and Thunder Blade 50 times each. Uses Sonic Blade then follows up with Swarm. Slices very fast through enemy, then turns around and does it again. Thunder Blade and Swarm 70 times each. Reid multiplies and throws out six Sonic Blades into area just ahead of him. Sonic Blade and Twin Sonic Blade 60 times each. Throws enemy into air, spins around with the sword, then hits him again to throw him down.

Spiral Attack 80 times Demon Hammer times. Neo Swarm times Tempest Strike 80 times. Demon Hammer times Demon Twist times. Jumps backwards, becomes covered in flames, then charged through the enemy on fire. Enemy is levitated and then summarily blown up. Extra slashes added to Omega Demon Chaos. Press this original skill's button just as the last strike of Omega Demon Chaos strikes. Press this original skill's button just as Reid plows through the enemy in Phoenix form. I can't even explain what happens here.

Jumps into air and spins around while kicking. Punches upwards once, then charges and punches again with greater force. Sonic Fist 30 times Palm Strike 10 time-. Jumps towards enemy with a 4-strike volley of kicks. Triple Blossom 80 times Eagle Dive 30 times.



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