All the credit for this article goes to Preybird. Thank you very much Mr. Preybird!
Preybird’s Ter Adun Breakdown
Intro
Ah Ter Adun, he’s one of those heroes that everyone seems to hate. Not because he’s hard to beat, but because it’s so hard to get a build that’s effective with him. I’m one of the few who have been his “champion” so to speak, experimenting with him a lot in CotC and DP, and I feel I know him better than most.
Overview
Okay the first thing we need to look at is Ter’s ability. It’s one of those abilities that looks awesome on paper but is lacking in the actual game, due to the tempo reliant nature of Shadow Era. Have a look at some of the most successful heroes in the current CotC meta, Eladwen, Majiya, Zaladar, Amber, Moonstalker. All of their abilities directly affect the early game state and provide massive tempo boosts by either killing allies, or in Moonstalker’s case, shielding the allies you do have. Ter’s ability does neither in many cases; in fact it’s a very niche ability probably second only to Jericho’s.
So what does this mean? Well simply put it means Ter is very strong against a few heroes, but weak against many others. There are times that his ability won’t see play at all, and other times where he won’t be able to keep up. This is what makes him so hard to build for, his ability lacks consistency.
In regards to his card pool, it’s neither amazingly impressive nor utterly terrible. The warrior pool in CotC has an incredible draw engine (Blood Frenzy), average ally control (Crippling Blow, Shield Bash), above average healing (Enrage, Rampage), weapon cycling (Reserve Weapon), and very average ally buff and protection (War Banner, Warrior Training, Valiant Defender). In DP, you also get some solid allies in Wild Berzerker, Yari Spearmen and Stalwart Battleguard, but not much in the way of solid new abilities (Smith Shop and Lythite Coating, really?). Most notably you are missing any kind of board wipe mechanism in the Warrior pool, so Warriors are very susceptible to swarm tactics.
So there’s not a huge amount that you can do with the Warrior pool. Many of the cards are stand alone in their design, and they’re very focused toward allies and healing. It lacks the versatility of the Priest and Elemental builds or the synergy of the Wulven pool. That being said, with careful preparation you can have some serious fun with the Warrior card pool.
Allies
Well in CotC there were not many allies that really helped Ter out, which was a main reason why he maintained his Tier 3 status. However with DP there are a lot more options with allies that can swing the board or just allies that are insanely difficult to kill.
Call of the Crystals
Infernal Gargoyle: He’s a tough little bugger that will help Ter with his weak early game. That being said his attack of 2 is not likely to do much without help, and in the early game it can be hard to combo up to 4 damage.
Bad Wolf/Medusil: Their higher attack means that they can be useful in a Ter deck, as combined with a DMT ping or a War Banner they can remove a lot more allies than Gargoyle. The trade-off of course is less survivability, and with that comes a lack of consistency.
Plasma Behemoth: A big ally that can control the board all by himself. This is the sort of thing an ally based Ter needs, a repeatable form of control, as he doesn’t have an ability to do that for him. Unfortunately the problem lies with making one of these stick around to do its job.
Dark Prophecies
Ironhide Karash: Very important for Ter, as it boosts his early game and gives him a decent early swing. Part of his early game issues in CotC revolved around the fact that he didn’t have enough damage potential in the first 5 turns. Brutalis couldn’t cut it without an insane amount of support, and Carniboar and Flayer are far too weak going second. Karash gives you a decent amount of survivability and an attack of two, so good news all round.
Morbid Acolyte: Survivability in spades plus his ability is ever so useful, so he’s got a spot here. Combined with Karash his two attack is much less of a problem than it used to be (this also applies to Gargoyle).
Disciple of Aldmor: Continuing the theme of survivable allies is this bad girl. Now you may be wondering why pick her over Stalwart Battleguard (also a solid choice). One reason, she is immune to shadow energy abilities. You may not think that’s a big deal, but on turn 4/5 many heroes have their offensive abilities charged and ready and Disciple prevents that, giving you a board presence and damaging your opponent’s tempo at the same time. Plus with 6 health she’s difficult to remove through conventional means.
Stalwart Battleguard: A monster if dropped onto an empty board, and forces an immediate response from your opponent. However he is vulnerable to hero abilities and if you’ve got nothing by turn 4 (thus giving him his ability boost) it’s easy for your opponent to combo up to lethal damage. Also a huge Mind Control target.
Wild Berzerker: Fantastic when your opponent has got 2 allies out to your none, giving you a chance to come back. However he will never give you an advantageous board position, he will at best even the playing field. This is because his haste trigger counts himself in the total, so if your opponent has one more ally than you at time of cast, he won’t gain haste as he’ll make the ally counts even.
Darkwood Wraith: Brilliant board controller, and something Ter so desperately needs. Can also bring your disabled, crippled, poisoned allies around for another pass. Still, has a weak attack.
Furrion Terror: Yay! Warriors get a board wipe, of sorts. This guy is a monster in solo builds, and almost singlehandedly elevates the style to the realms of viability. Not recommended for allied builds unless you’re using a lot of tough-as-nails allies. His low health means he rarely if ever sticks around, but that’s not a real problem because it’s his on-summon ability you want. Cycle him with Shadow Knights.
Abilities and Items
The majority of Ter’s useful abilities come from the CotC set, DP was a little disappointing in this regard, not helping warriors out a great deal. However there are a couple of things to help him out.
Call of the Crystals
Crippling Blow: The staple for a warrior build. Shut down allies on the cheap. However it has lost some of its potency in DP, as there are a lot of abilities that can shut it down (A Legend Rises, Spectral Sabre, Super Focus to name a few).
Reserve Weapon: For solo builds this is one of the most important cards you will carry. Boost your weapons up and chaining them together can net you 3 attack weapons off the bat. Very powerful in the right build.
War Banner: Ter desperately needs to be able to combine damage, and the War Banner is one way to do it. It’s basically an Aldo without the body, though it still affects your allies in your opponent’s turn. A big tempo loss early on, so a double edged sword for you as it can hurt you as much as help you.
Shield Bash: I actually think this is an auto-include in a Ter deck, as it will combo up with ally damage to take out your opponent’s early drops. Use it the same way a mage uses Fireballs going second, to level the playing field before attempting to assert dominance.
Evil Ascendant: The solo build card, most decks need this to win. Combines beautifully with Rampage to give you a steady heal source, though you usually have to supplement it with other damage sources to ensure you can kill allies of quickly enough. Far less effective against Shadow as they have Gargoyle and Bad Wolf.
Berzerker’s Edge: This is Ter’s weapon no doubt. In a solo build it can become a monster very quickly, able to take down Ravens and Ogloths in a single swing if set up properly. Can also find a place in an allied build as another damage source.
The King’s Pride: Huge late game play for Ter, and can make all those weak yet survivable allies a grave threat. While it is easily destroyed if your opponent expects it, it does instantly change the game state significantly, something not many armours can boast.
Dark Prophecies
Bloodthirsty: Can be used to boost allies up to give them a shot at killing allies, which makes them stronger which means they can kill more allies. Also gives you draw so there’s very little downside here, especially if you’re going first.
Dragon’s Tooth: Instakill those fat allies. Gives Ter a very viable method of regaining board control. Aeon shall worry you no more.
Punisher’s Gauntlets: While this card looks really good on paper for Ter, I just haven’t been able to get it to work for me. Human’s laugh in its face due to Aldon, and it comes out way too late to put a dent in a rush deck. Against Shadow however it’s very strong (except Wulven decks running Howlfang). It’s other major drawback is that it really requires Shadow Font as a supporting ability if you want to be able to use this AND your ability reliably.
Draw
Ter Adun, like all warriors, has access to the wondrous Blood Frenzy. However Blood Frenzy is a huge tempo drain on turn 3, when most like to play it. The thing is that while the other three warriors have a way of getting tempo back in turns 4/5 (their abilities), Ter does not. This means that Blood Frenzy on turn 3 is a liability in a lot of cases. As Ter has a hard time gaining dominance in early game as it is, missing the critical turn 3 can sink him then and there even with the extra draw. Generally I play Blood Frenzy in my Ter decks on turn 5, usually in conjunction with a 2cc ally or a Crippling Blow.
There are other ways of gaining draw, Bloodthirsty as mentioned earlier, the ubiquitous Bad Santa and Aldmor Conduit, which can be an interesting addition in certain builds, as it gives you an SE sink but may not be used every turn by your opponent.
Playstyles
Ok, once again before I talk about what Ter is good at and where he lacks, I’ll once again go over the styles of play. This is a direct copy paste from my Zaladar hero breakdown, so skip the list if you’ve read that article:
Aggro: Also what I refer to as beatdown. You’re the aggressor, the proactive player aiming to force responses from your opponent. You hit fast and often. This sort of playstyle generally uses a lot of allies and/or weapons/direct damage. Aggro is a style of play that relies heavily on maintaining tempo. Mess that up and chances are you can overrun an aggro deck.
Control: The flip side to aggro, control aims to win by being reactive, constantly having the right answer until it’s ready to produce threats of its own. Control doesn’t so much rely on the tempo play, it’s more reliant on card advantage for the majority of the game.
Stall/Mill: The ultimate slowdown. We all know the main culprit here (Millstalker), though there are other stall decks around of varying levels of effectiveness. While these decks claim to win by decking you out (milling) they’re actually stalling you, milling is just a by-product of that.
So here we go with some basic deck compositions:
Aggro: 5-6 2cc allies, 10-12 3cc allies, Blood Frenzy, Crippling Blow, Bloodlust, War Banner, Shield Bash, Bad Santa, Bloodthirsty.
Control: 5-6 2cc allies, 8-10 3cc allies, 3-4 4cc+ allies, Blood Frenzy, Crippling Blow, War Banner, Shield Bash, Bad Santa, Enrage, Bloodthirsty, King’s Pride
Stall/Mill: Weapons, Reserve Weapon, Evil Ascendant, Bad Santa, Aldmor Conduit/Bazaaricon, Furrion Terror, Snow Sapphire, Rain Delay, Shadow Knights
Now, Ter cannot really support a true aggro style of play, the deck suggestion I’ve put together isn’t a great idea, just an example for completions sake. He’s a slow burning hero; he takes time to grind your opponent down. That being said the Control suggestion has a lot of Aggro elements simply because you want to save your hero health by applying lots of pressure on the board. That doesn’t mean the games will be over quickly, it usually takes a King’s Pride to get an allied Ter Adun firing.
In regards to Stall/Mill, Semi-solo Ter Adun (like my Spartan deck) is definitely the way to go and I feel it’s a decent archetype, though it’s difficult to master. It doesn’t really mill, it’s really a stall/heavy control deck.
Basically a successful Ter Adun deck cannot be easily lumped into one category or the other, it tends to be a hybrid deck to compensate for his abilities’ lack of board control.
Matchups
Okay, time to go through the matchups. Now Ter has two wildly different ways to play, both viable to some extent. So I will list both a semi-solo stall and an allied aggro/control deck and make notes about each style. Both have differing matchup qualities.
Semi-solo Ter Adun:
3 x Shadow Knight
4 x Furrion Terror
2 x Braxnorian Veteran
3 x Reserve Weapon
2 x Enrage
4 x Crippling Blow
4 x Rampage
4 x Evil Ascendant
4 x Bad Santa
2 x Aldmor Conduit
3 x Snow Sapphire
4 x Berzerkers Edge
2 x Dragon’s Tooth
41 cards + hero
Allied Ter Adun:
2 x Brutalis
3 x Ironhide Karash
4 x Infernal Gargoyle
3 x Morbid Acolyte
3 x Disciple of Aldmor
3 x Darkwood Wraith
2 x Wild Berzerker
4 x Crippling Blow
4 x Shield Bash
2 x Enrage
4 x Blood Frenzy
2 x Bad Santa
2 x King’s Pride
2 x Dragon’s Tooth
40 cards + hero
Boris Skullcrusher
Semi solo:
Matchup Quality: Medium
Tactics: Generally Human allies are easier for the semi solo build as they aren’t as resilient, thus Furrion and EA can wipe them much easier. Watch out for an early rush and try and mitigate with CP. Always hold a Reserve Weapon or second BE as there is always the possibility of Smashing Blow. Also in DP watch for Artful Squire destroying your EA. Watch out for swarm tactics and save SE for the inevitable King’s Pride. Be warned Boris will outdraw you.
Allied:
Matchup Quality: Medium-Hard
Tactics: With an allied build Boris’ ability comes into effect and you really don’t like that. Disciple is very important here as it gives you a cheap-ish ally that’s immune to his ability. Shield Bash helps to off early allies. Rely on Darkwood and Berzerker as well to keep the peace and prevent him from targeting with abilities. Dragon’s Tooth is important to keep heavy allies down.
Amber Rain
Semi solo:
Matchup Quality: Easy
Tactics: Keep her weapons down and her allies out of the fight and Amber will not last long. Snow Sapphire combined with your ability makes it almost impossible for her to get damage in after turn 6, while you gain life off the stream of dying allies. Save a Dragon’s Tooth for Aeon/Sandworm.
Also all of the advice for Boris is applicable here.
Allied:
Matchup Quality: Medium
Tactics: Amber does like cheaper allies in many cases, and if you can survive her rush you should be set. Karash is not super useful as Amber’s JD’s go straight through him, so ensure you drop Brutalis if you can. Once you get board control you’re keeping it. Use Darkwood to bounce your crippled allies.
Victor Heartstriker
Semi solo:
Matchup Quality: Easy
Tactics: Victor focuses very heavily on allies, so not having many makes his life very difficult. Watch out for all the high health allies however, Victor loves to run them. Keep your Dragon’s Tooth in reserve.
Allied:
Matchup Quality: Medium-Hard
Tactics: Victor is also difficult as he shuts down what little board control you can muster. Even King’s Pride won’t keep your guys in the fight, so you have to play it one of two ways, either slowly grind him down by putting out a couple of threats at a time, or attempt to overwhelm him with allies. If you get one ally to stick for a turn it suddenly gets much easier to get a second to stick.
Gwenneth Truesight
Semi solo:
Matchup Quality: Easy
Tactics: Solo or not, Gwen is usually little problem. Your build is very heavily geared towards dealing with weapons and preventing damage, and Snow Sapphire will keep Gwen frozen for large chunks of the game. Always hold spare Snow Sapphires, if she gets a turn or two of her ability off it’s a big problem.
Allied:
Matchup Quality: Medium-Hard
Tactics: You can keep blowing her bows up, but with Feathered Longbow in DP she can assert board control ridiculously quickly (especially going second) and you won’t have your ability charged to counter. If you can keep her weapons down you’re home free, if not she will overrun you.
Nishaven
Semi solo:
Matchup Quality: Hard
Tactics: As with all mages, they can give you real trouble. A smart mage player will not use allies once they see Rampage, and if you can’t kill the existing ones off quickly they’ll get too much damage in and your opponent will be able to finish you with burn. Enrage is a must, and if you can sit over 30 life post-Enrage when there are no allies left you’re usually doing ok. Also Shadow Knight loops can draw burn away from your face at this point.
Allied:
Matchup Quality: Medium
Tactics: With allies as meatshields the mages get easier. Outdraw them and overwhelm them, but don’t swarm as you will make yourself susceptible to Nova. Disciple of Aldmor is your VIP here, immune to abilities and combined with Shield Bash should be good to remove most mage allies.
Eladwen Frostmire
Semi solo:
Matchup Quality: Hard
Tactics: The advice for Eladwen is identical to the advice for Nishaven.
Allied:
Matchup Quality: Medium
Tactics: Once again, the advice for Eladwen is identical to Nishaven.
Jericho Spellbane
Semi solo:
Matchup Quality: Very Hard-Auto-Loss
Tactics: I have only beaten Jericho once with a semi solo build, and it was an experimental attachment build. He can remove Rampage and Crippling Blow, thus negating large chunks of your strategy, plus with ample Item Destruction he can wipe your EA and weapons. Keep as many backups as possible and go for the throat.
Allied:
Matchup Quality: Very Hard
Tactics: At least with allies you have a shot at taking Jericho down, despite the fact he can remove your Blood Frenzy and Crippling Blows. Shield Bash is very important to kill allies outright. Do not use Enrage at all, it’s a dead drop here. Don’t swarm the board due to the prevalence of Tidal Waveicon, and try and keep a Morbid Acolyte on the field to bypass Aeon’s protector.
Zhanna Mist
Semi solo:
Matchup Quality: Very Hard-Auto-Loss
Tactics: Much like Jericho, Zhanna is near unbeatable, but for different reasons. Simply put she will outheal you. Your damage output isn’t that high, even when you get your weapons going. Your best bet here is to try to outlast her, which is possible as she MUST cast allies; they’re her only real damage source. Focus on the board and once you’ve decked out then start looping SK.
Allied:
Matchup Quality: Medium-Hard
Tactics: Zhanna is easier than Jericho, but for control you should focus on your Crippling Blows, as if you can’t kill outright with Shield Bash she will simply heal the damage. Constantly apply pressure, but don’t swarm and always keep a King’s Pride spare as she will have Focused Prayer. Once again Morbid Acolyte is extremely useful, and remember it can prevent Raven’s ability too.
Lance Shadowstalker
Semi solo:
Matchup Quality: Medium-Hard
Tactics: Lance can prove bothersome with Stop Thief and if he runs Vozitian Orders it must be a priority for destruction as it will prevent you healing off his allies. Get yourself set up and always hold backup items (particularly EA and SS), because Lance will be targeting them. I’ve actually found cycling Dragon’s Tooth to be very useful as Lance loves his fat allies.
Allied:
Matchup Quality: Easy-Medium
Tactics: Lots of allies, Acolyte to remove Lance’s ability, and infinite item destruction mean you have a good shot at this one. Do not underestimate Lance however, he can still stage great comebacks, and even with your item destruction those Anklebreakers will still get one shot in. Disciple is less important here, though she is still a tank, and likely to survive anything Lance can throw at her. For a while at least.
Serena Thoughtripper
Semi solo:
Matchup Quality: Medium
Tactics: As Serena relies more heavily on weapons you have an advantage here, HOWEVER… her discard can be problematic, so hold onto your Bad Santas and/or ensure you have an Aldmor Conduit. The last thing you want is to be top-decking.
Allied:
Matchup Quality: Easy-Medium
Tactics: The lack of hasted allies helps you here, buffed Anklebreakers do not. However the discard effect means little to you due to the draw power of Blood Frenzy. Remember Rogues have no permanent board wipes (Though they have Smoke Screen), so don’t be afraid to drop your horde.
Watch out for Fan of Blades, that thing is epic. However you have a lot of 5 and higher health allies, so they’re sure to get some damage in.
Ter Adun
Semi solo:
Matchup Quality: Hard-Very Hard
Tactics: The mirror match is evil. He can kill your items off as quickly as you can destroy his, so plan and bait with less important items. Aldmor can work in your favour if he uses it here, because it means that’s one more turn an item survives. Do not expect these matches to be easy.
Allied:
Matchup Quality: Medium-Hard
Tactics: He can blow up your King’s Prides, but remember he has the same board control issues you do. If it’s a solo build you are still in for a tough time, even though he’s in for a hard fight too. Focus on weapons and armour as priority targets.
Logan Stonebreaker
Semi solo:
Matchup Quality: Medium
Tactics: Gargoyles and Bad Wolves are immune to EA, so they are targets for destruction/crippling. Also any Plasma Behemoths/Molten Destroyers must be dealt with as soon as possible, as they can bypass Snow Sapphire (PB with his blast, MD with his ping).
Allied:
Matchup Quality: Medium
Tactics: Flood the board. One thing is that Disciple is immune to Logan’s instant death hit (though she will take the +1 damage), so keep her as a priority ally. Darkwood Wraith is once again good at bouncing crippled allies, and as always King’s Pride is the finisher.
Banebow
Semi solo:
Matchup Quality: Easy-Medium
Tactics: Once again target those allies that are immune to EA as a matter of priority. Ensure that Banebow doesn’t get a chance to heal off any allies you do cast with Soul Seeker and keep beating away at him. If he swaps to a solo route all the better.
Allied:
Matchup Quality: Medium
Tactics: You have a lot of high health allies, but he does have A Perfect Shot now, so expect some of them to die easily. Once again, no board wipes mean you can swarm, and should do so. Blow up his draw engines as priority, as without draw to keep dropping threats Banebow is dead in the water.
Baduruu
Semi solo:
Matchup Quality: Medium-Hard
Tactics: Resource Destruction Baduruu can be a real pest as semi-solo Ter needs to get to 5 resources to start to take control. EA and CB are priority until such time as Baduruu runs out of Res D, then you can steamroll him. Your ability lines up with his, so make sure you blow those bows up.
Allied:
Matchup Quality: Medium
Tactics: With allies your resource curve is lower than that of the semi-solo build, so you can keep up the threats. And with Blood Frenzy you will have plenty of resource fodder. Just don’t sacrifice all your fat allies, he will run out of Item D eventually. In fact, Dragon’s Tooth is a good resource choice here because there is little chance he will be running 5 cost allies. Ping him down slowly and keep a grip on the board at all times, your high health allies will cause him problems.
Majiya
Semi solo:
Matchup Quality: Medium-Hard
Tactics: Majiya is probably one of the easier mages, simply because she relies less on burn and more on allies to lead her to victory. Take care of Portals and force her to cast those allies without haste. Enrage is a must here, as is Snow Sapphire. Furrion Terror is an excellent choice here, as he is immune to her ability, as well as much of her burn.
Allied:
Matchup Quality: Medium-Hard
Tactics: Focus on killing her Portals, as even without her Tome she will still draw off your allies. Disciple is important as she can’t target it for draw and it will delay her. The problem is that you can’t just sit back and slowly grind Majiya down, eventually she’ll cast a Portal you can’t kill and then you’ll have more targets than you know what to do with. Not to mention she can still control you with burn, though with so many strong allies it’s not as easy as she’d hope.
Gravebone
Semi solo:
Matchup Quality: Hard
Tactics: While Gravebone relies heavily on allies, the fact that he can keep bringing them back is problematic, forcing you to respond to them over and over again. Use Crippling Blows like they’re going out of fashion and ensure you keep some Brax Veterans to cycle them when his allies do finally die. Remember with Gravebone (And Majiya), every point of health they lose they will NEVER get back.
Allied:
Matchup Quality: Hard
Tactics: Gravebone’s ability is a pest here, nothing dies permanently and he will keep the board under contention the whole match. Crippling Blow where possible and make sure you hurt him as soon as you can.
Elementalis
Semi solo:
Matchup Quality: Hard-Very Hard
Tactics: Elementalis is a pain because he can keep buffing allies out of EA’s range, and can make those Gargoyles unstoppable. Focus on them as priority with Crippling Blow, and slowly chip away at him whenever you get an opportunity.
Allied:
Matchup Quality: Medium-Hard
Tactics: With allies to combine damage sources, this matchup is easier but far from a walk in the park. Acolyte is very useful as Elementalis likes allies with passive abilities (Karash, Gargoyle, Wulven Savage), and he just makes them so much easier to deal with. Darkwood Wraith is also your best friend at this point.
Zaladar
Semi solo:
Matchup Quality: Medium
Tactics: Concentrate on the board and grind him down. He can’t kill you with weapons and his ability alone, he requires allies to finish you off. Ensure you have Snow Sapphire out before dropping allies, to reduce the damage from the inevitable Mind Controls. Focus on destroying Infinity Cores and Arthyle’s Crypt if he runs them.
Allied:
Matchup Quality: Medium
Tactics: You have a few tricks to deal with Zaladar, but your main ones are the fact you have Gargoyles and Disciples, both of which provide no end of headaches for Lightning Boy. Beat him at his own game, grind him down in the attrition war.
Darkclaw
Semi solo:
Matchup Quality: Easy
Tactics: Most Darkclaw are semi solo, running Rain Delay, Lightning Hunter etc. Easy prey, hold your Snow Sapphire and keep him at arms-length. You don’t even have to destroy WBT as priority as he will freeze when he attacks you (though you may want to do it to preserve SS durability when he’s defending), but instead focus on his draw. Blood Moon and WotF if he’s running allies.
Allied:
Matchup Quality: Medium
Tactics: Not as easy as the solo version because you don’t have Snow Sapphire, so it’s much harder to keep Claw down. However you still have the definite advantage and if you keep spamming allies and dealing with his weapons he’ll run out of responses eventually.
Moonstalker
Semi solo:
Matchup Quality: Hard/Very Hard
Tactics: Moonstalker is tricky, as you will have a hard time killing his allies off. Once again Snow Sapphire is important, and hold your Dragon’s Teeth so you can one shot a fatty during those rare opportunities. For Millstalker, once again rely on Snow Sapphire, and wipe his Bazaar as priority. If you can choke his draw you choke his stall, and you can beat down.
Allied:
Matchup Quality: Medium/Hard
Tactics: Acolyte Acolyte Acolyte. I cannot stress how important this ally is. He will go straight through Moonstalker’s stealth with his ability and allow you to deal with all those allies that give you trouble. Blow up draw engines and keep on him. Cripple what you can’t get to and recycle any disabled Acolytes with Wraith. King’s Pride for the glorious finish.
Bear in mind Acolyte cannot remove stealth from Moon himself.
Conclusion
So that’s my take on Ter Adun. He’s not an easy hero to master, but highly rewarding (at least in my opinion). He may not be Tier 1, but he’s certainly no longer the bottom of the barrel and with a little finesse and skill you can make him shine.