Hello everyone and welcome to my 217th analysis, this time featuring Warmaster Necromancer.
Overview: Necromancer is a straight-up weird monster that seems weak when you consider his status as a Warmaster and his moveset: it just has a bunch of revives, Life Steals and an turn transfer attack. No overpowered denials like Thalassa or nuclear blasts like Gortak are present, and his seemingly biggest boon is Possession Immunity to all allies and Anticipation, two things that may not even be of use during battles. However, do not be fooled, for Necromancer is still a Warmaster. The combination of Anticipation + turn transfer skill is a vicious one that can completely dismantle a team, since you steal the enemy's momentum. Not only this, but his revival skills allow great control of War Coins in battle, as you get Coins based on how many monsters survive at the end of battle, and what happens during it is irrelevant. Life Steal, along with solid Base Life and Tough ensures that Necromancer will be staying alive for a long time. Not only these, but Necromancer also has a tool against CD Activation, two key deny methods Warmasters Ragnarok and Sherezar use. However, as mentioned before, Necromancer doesn't have powerful debuffs to abuse with his high Base Speed.
Monsters that have access to Group 4 skills will have a slightly different build path. I will list the most viable builds for each Rank since some moves in Group 4 are pivotal to some sets' success. The monster's role will likely remain the same, however, so this won't be exhaustingly long as I won't repeat the same things.
-Klaatu Verata Niko
-Kiaatu Barata Nectar
Runes: 3 Team Speed
Mutant Rune Options: Team Speed&Team Life, Team Speed&Team Stamina
Relics: Amulets and Staves
Vaporo Corporis is Necromancer's weapon against debuffs like Blind and Torture effects, but most importantly, versus CD Activation: just spam it until you get the move you want off CD. Anima Suctus has an awesome Base Power and it heals Necromancer for the damage dealt. The last two moves are both focused on reviving an enemy for a single attack use against their own teammates, but be careful of debuff removal.
3 Team Speed is the most viable option at this stage since he is an excellent utility monster, but you can experiment with regular Speed, Strength or even Life Runes. Team Speed&Team Life mutations are the best to increase the Life of your team, but an alternative is Team Speed&Team Stamina to better counter Stamina Draining Relics when using Vaporo Corporis since it will cost around 90 Stamina to get your powerful moves back.
Rank 1: Necromancer learns "Etereum Volutas" at this level, a move that gives an extra turn to an ally.
-Klaatu Verata Niko
Runes: 3 Speed/3 Team Speed
Mutant Rune options: Speed&Life, Speed&Stamina, Team Speed&Team Life, Team Speed&Team Stamina
Etereum Volutas is crucial for Necromancer as it is his turn transfer skill, allowing his good 3498 Speed to be used by other monsters - this becomes especially useful when interrupting opposing extra turns, as you can pass the turn to an appropriate monster who can deny or kill the opponent's key monster.
3 Speed and Life/Stamina Mutations become an option with Etereum Volutas because you can pass the turn to a secondary denier or an otherwise pivotal monster. 3 Team Speed remains as well, if you wish to use it.
Relics remain the same.
Rank 2: Necromancer learns "Klaatu Barata" at this level, a move that revives an ally with full Life, gives them Double Damage and an extra turn.
Runes and Mutant Runes are the same as given above.
Although situational, Klaatu Barata is a very powerful skill, not only bringing back an ally from the dead as if they were in the beginning of the battle, but also passing them the turn and giving them Double Damage. If you revive an attacker, this will surely turn the tables in your favor, otherwise it is one of the best revival skills in the entire game as it gives the recipient the turn to do with as they please.
Rank 3: Necromancer learns "Fumus Corporis" at this level, a Base 60 single target Dark skill that removes all negative effects from Necromancer.
Not worth running, since Vaporo Corporis also acts as a CD Activation repellent and Anima Suctus is better for damage, not to mention the two moves can be used during the same turn.
Rank 4: Necromancer learns "Klaatu Barada Nikto" at this level, a move that revives all allies with 50% Life.
This move is not too different from Klaatu Barata, and in fact running it may be worse. This is because in a battle, if multiple monsters die, it's usually the entire team wiped out by an AOE or just the tank survives - which is not Necromancer. Therefore, reviving a single ally in a much more powerful state and with the turn passed to them is, most of the time, more valuable than reviving one more monster at the cost of reviving them both with 50% Life, no turn pass and no damage boost whatsoever. I'd say skip this move, but if you want to use it so much, use it as an option in the final slot.
Teammate Options: A secondary denier becomes Necromancer's best friend starting from Rank 1, since they can get the turn and do decent damage with their AOE in addition to denying the enemy team. Necromancer's entire skillset revolves around survival, so he finds himself at home in stall teams. Skill Mirror will reflect Etereum Volutas back at Necromancer if an ally has it, meaning Necromancer will give both himself and an ally an extra turn. For more Teammate options, check out this article.
Countering Warmaster Necromancer: An opposing Anticipation monster ruins Etereum Volutas and Vaporo Corporis. Resurrection Block monsters, like Soul Hugger and Zeighar, give Necromancer a lot of trouble since his fourth moveslot becomes useless - Zeighar also has Anticipation, making him one of the best answers to Necromancer. Having a Stamina Draining Relic is useful against him when using CD Activation, since he needs to use Vaporo Corporis multiple times to get his CDs back, which will cost him around 90 Stamina. For more Counter options, check out this article.