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===Lore of the Wild (Beastmen)=== Summary of Strengths: actually a very solid damage lore with a great summon, the buff is only ok but the rest is very solid and versatile at damaging all types of enemies. :'''Passive - ''Bestial Surge''''': When ever you cast you gain an extra 18% Charge Bonus and 5% vigour. Needless to say in a speedy hit and run faction like the Beastmen you will need as much of both as you can get. *'''Viletide''': For 7 winds of magic you get an AOE kaboom that deals decent damage to unarmoured troops. Great for when you are in a grind and need to get the chaff out of the way so that you can fight better stuff but won't do dick against armour. *'''Bray-Scream''' A cone shaped wind spell that can do decent damage with decent AP. It has very short range but for 5 Winds of Magic it can actually get you some very good damage against infantry with a ton of armor. *'''Devolve''': For 11 winds this thing is essentially a mini Final Transmutation, and can do some serious damage to large unit sizes (100 and up ideally). Plus the leadership debuff can help with getting the enemy into a rout so you can chase them off. This is your best blob destroying spell and it's decent for what it is. All direct damage spells ignore armor. It does 1100 damage max, 2300 overcast both only against big enough units. Very cost efficient. *'''Traitor-Kin''': Essentially an AOE Spirit Leech in that instead of doing a ton of damage to several models at once it will drain one model at a time til it dies and move to the next one. This means that it doesn't do as much damage as Devolve but will kill models. It also supplies a speed debuff for lord sniping, which is great for a faction that relies on outrunning their enemies. It's expensive at 12 winds though *'''Mantle of Ghorok''': The only buffing spell this list has. It provides a meaty 50 Base Weapon Damage, 40% Melee Attack and 50% AP. Needless to say this is amazing for such an aggressive faction and will turn Minotaurs and Bestigors into killing machines. There is the downside of the -30 armour but.. come on man, you're playing the Beastmen. Unless you use this thing on Bestigors you wont even notice. You'll be more turned off by the 11 winds cost. Probably better against armoured opponents. *'''Savage Dominion''': Ok let's be real. If you're taking this Lore of Magic into an online match, this is why you're bringing it. I don't really need to tell you why getting 2 Cygors for free is really, really good. Not only do you have a solid monster but you also have an artillery piece to rain 5 death rocks from afar before despawning. I don't care if it's 18 Winds of Magic, it's easily the best spell in the lore. You can only use it twice though, so use it wisely.
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