Nemesis: Styx Family Hero (Empires and Puzzles)

Screenshot of Nemesis Empires and Puzzles Hero Card

Nemesis is a new superstar hero from Empires and Puzzles Tower of Styx, and taking after her father, Erebus, she’s a Sniper with a fantastic Secondary Special Skill.

If you’re interested in any of the other heroes in the Styx Family, be sure to check out my complete guide, here!

This post may contain speculation, personal opinion, and adult comedy. It is not advice and is solely for entertainment and informational purposes.

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Nemesis’ Stats and Special Skills (Day of Reckoning)

[This hero was buffed after this review. Details have been updated, however, the review remains the same]

Element: Holy (Yellow) Class: Paladin Mana Speed: Styx

Styx Family Bonus for 1/2/3 Heroes: When this Hero receives a Status Ailment affecting Defense they get a 40%/60%/80% chance to cast the received Ailment to all enemies.

When this Hero casts their Special Skill, they have a 40%/60%/80% chance to inflict -30% Mana generation for 2 turns.

Passive Skill: DECREASE DEFENSE AILMENT DURATION ~ Duration of the Defense Status Ailment this character receives from Special Skills is decreased by 2 turns.

The Hero has an innate resistance against Defense Status Ailments and Elemental Defense Status Ailments.

Special Skill – Day of Reckoning:

Charge 1: 1. Deals 470% 500% damage to the target. 2. For 3 turns each time an enemy’s Mana is increased by a Special Skill, Status Effect, Level Property, Passive Skill, Family Effect or Minion, they receive 200 250 damage.

Charge 2: 1. Deals 610% 640% damage to the target. 2. All enemies are immune to new Status Effect Buffs for 3 turns. Attempted Mana generation Buffs will be replaced by -34% Mana generation for 3 turns.

Charge 3: 1. Deals 650% 680% damage to the target. 2. All enemies are immune to new status effect buffs for 3 turns. Attempted Mana generation Buffs will be replaced by -34% Mana generation for 3 turns. 3. For 3 turns each time an enemy’s Mana is increased by a Special Skill, Status Effect, Level Property, Passive Skill, Family Effect or Minion, they receive 200 250 damage.

Talent: PROTECT ~ +25% chance to get +25% defense for 2 turns after receiving and damage. The effect is applied at the end of the turn.

Screenshot of Nemesis Empires and Puzzles Hero Card Detail
Nemesis – Empires and Puzzles

Is Nemesis worth Levelling? (Empires and Puzzles)

Yes, Nemesis is an awesome hero.

She was just released with Erebus today, and after waffling on regarding both of them, I thought it was worth giving them both their own reviews.

Nemesis actually hits harder than Erebus on both the second and third Charge of her Special.

-Coming in at just shy of Goseck’s 1st place score on the Biggest Hitters Countdown (Most Damage to a Single Target). Nemesis has a total damage score of 5,538 for her third Tier.

But just like Erebus, it’s only to a single target. So, let’s check out the Secondary part of her Skill; Mana Control.

Nemesis, Considering her Secondaries

It’s easy to read this Special and not apply it to the actual game. Just consider how many elite heroes this will impact. And that’s not to mention Thanatos and Brontes, who are also part of the Styx Family.

Charge 1 Special (Secondary):

‘For 3 turns each time an enemy’s Mana is increased by a Special Skill, Status Effect, Level Property, Passive Skill, Family Effect or Minion, they receive 200 250 damage.’

This reads as affecting all enemies, which is great. And it states, “by a Special Skill”, so I imagine that will cover all Mana increases.

And I like this part: ‘…each time an enemy’s Mana is increased…’ ~That could amount to untold damage if a team fields a lot of Mana Buffers.

However, this doesn’t stop them, it only penalises them.

Charge 2 Special (Secondary):

‘All enemies are immune to new Status Effect Buffs for 3 turns. Attempted Mana generation Buffs will be replaced by -34% Mana generation for 3 turns.’

This is awesome. The immunity is a fantastic bit of Control to get for 9 tiles. And of course, the -34% Mana is wonderful. But, that’s only Mana generation, leaving a convenient little gap for Xnolphod to slime his way through.

But with the Big Hit (610% 640%) before it, this will still mess you up.

Charge 3 Special (Secondary):

‘All enemies are immune to new Status Effect buffs for 3 turns. Attempted Mana generation Buffs will be replaced by -34% Mana generation for 3 turns. + For 3 turns each time an enemy’s Mana is increased by a Special Skill, Status Effect, Level Property, Passive Skill, Family Effect or Minion, they receive 200 damage.’

Awesome. You’ll get this one for 12 tiles, but it may be over by then.

Nemesis Review (Empires and Puzzles):

My final thoughts:

All in All, Nemesis is a great Sniper who possesses a powerful and Meta relevant Skillset. And she also has that top-of-the-line Family Bonus.

It seems to me, that both she and Erebus offer solutions to real-world problems, but Nemesis is more accomplished at what she’s trying to achieve.

On Defense, there will be pot-luck involved, however, she may yet confuse some players who haven’t kept up to date with the workings of every new hero as they’ve popped out (and Ariel, Hulda, and Sif may suffer).

Her value is also predicated on the Raid Teams your Defense Team fends off, while you’re asleep.

I checked my last 10 Defenses, and 3 Teams had 1 or more Mana Buffers, including: Team 1. Alberich Team 2. Xnolphod, Milena Team 3. Margaret, Brynhild.

If you think Nemesis is a viable option for Defense at your level, she deserves that extra star…

Nemesis manipulates Mana, the force on which this game is based. But quite a lot of her value is found in the value of others (situational), or the current Meta, or with top-tier teams.

She’s the answer to a question… Not the question itself.

Hero Grade for Nemesis (Empires and Puzzles)

So for my grading, the question is:

Is this hero’s Special capable of/likely to change the outcome of a battle? Yes.

If not, do they still bring enough to the party to help defeat the deities? N/a.

Old Cynic’s Hero Grade: Deity★★

What are your thoughts? Did I get it wrong or miss something? Let me know in the comments below.

[Please always check in-game Hero Cards to confirm details and never chase Heroes]



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Images used by way of review/tutorial – Copyright owned by Empires & Puzzles: Small Giant/Zynga Games

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2 Comments

  1. you called it. this is the power creep you’ve been talking about. whales are running away. not only we now see teams with TP 5300+ the heroes are game changers. now you can have only 2-3 aoe super hitters and the rest super healers keeping them alive and you’re guaranteed trophies on def. it probably had to happened to separate us mortals with whales but still kind of sucks. it’s not like they will have more fun from the game, it’s only that we will have less 🙂

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