Un-Kreelable
Created by: Bobo & Wystix
Speed Tune Overview
Adds a 4:3 champion and Ally Attack to the Budget Maneater Unkillable
Team Composition
Maneater
4:3 DPS
Pain Keeper
Kreela
Stun Target
Maneater
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A3, auto
4:3 DPS
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Spirit Affinity:
Drop the Speed of the 232 champion by 40 speed (speed boots anyone?) to 192.
Pain Keeper
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A1, A2, A1, A3
Use her A1 instead of the A2 for the first cycle. Don’t use her A2 until the start of Turn Count 5
Kreela
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A1, A3, A2
Use her A1 instead of the A2 on Turn Count 6. Do not use her A2 again until Turn Count 9. (Can auto after the A1 use on Turn Count 7.)
*Calculator Note: Kreela’s Ally Attack is not a guaranteed attack for everyone. For the sake of the calculator, it is implemented as a guaranteed ally attack for all. Beware of this when experimenting and make sure the turn order is the same as when you take off the ally attack.
Stun Target
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
HP of Stun Target should be the highest of the team, but not more than 125% of PK’s HP.
PK should be second highest HP.
(ex. If PK has 40K HP, then your Stun Target needs to be between 41K-50K).
A good target to aim for is 10% more than PK. (so 44K in the above example)
Stun Target’s DEF should be as low as possible, at least several hundred lower than anyone else on the team.
When facing affinities, the Stun Target ideally should be the weak affinity (vs Magic have a spirit one), or otherwise there should be no weak affinity champions on the team.
*Avoid having a strong affinity Stun Target! It’s just not worth it.
Team Composition
Maneater
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A3, auto
4:3 DPS
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Spirit Affinity:
Drop the Speed of the 232 champion by 40 speed (speed boots anyone?) to 192.
Pain Keeper
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A1, A2, A1, A3
Use her A1 instead of the A2 for the first cycle. Don’t use her A2 until the start of Turn Count 5
Kreela
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
Turn Order: A1, A3, A2
Use her A1 instead of the A2 on Turn Count 6. Do not use her A2 again until Turn Count 9. (Can auto after the A1 use on Turn Count 7.)
*Calculator Note: Kreela’s Ally Attack is not a guaranteed attack for everyone. For the sake of the calculator, it is implemented as a guaranteed ally attack for all. Beware of this when experimenting and make sure the turn order is the same as when you take off the ally attack.
Stun Target
Preferred Mastery: Warmaster
Relentless Compatible?
Cycle of Magic Compatible?
Lasting Gifts Compatible?
Special Rules
HP of Stun Target should be the highest of the team, but not more than 125% of PK’s HP.
PK should be second highest HP.
(ex. If PK has 40K HP, then your Stun Target needs to be between 41K-50K).
A good target to aim for is 10% more than PK. (so 44K in the above example)
Stun Target’s DEF should be as low as possible, at least several hundred lower than anyone else on the team.
When facing affinities, the Stun Target ideally should be the weak affinity (vs Magic have a spirit one), or otherwise there should be no weak affinity champions on the team.
*Avoid having a strong affinity Stun Target! It’s just not worth it.
Important Considerations
*Calculator Note: Kreela’s Ally Attack is not a guaranteed attack for everyone. For the sake of the calculator, it is implemented as a guaranteed ally attack for all. Beware of this when experimenting and make sure the turn order is the same as when you take off the ally attack. Other Ally Attack champions can work in this slot as well, such as Fahrakin the Fat or Long Beard.
UNM
248 – Maneater
232 – 4:3 DPS
223 – Pain Keeper
172 – Kreela (or other Ally Attack/DPS)
123 – Stun Target (can also be Ally Attack with delay of 1)
Turn Order:
Maneater – A3, auto
Pain Keeper – A1, A2, A1, A3
Kreela- A1, A3, A2
Spirit Affinity:
Drop the Speed of the 232 champion by 40 speed (speed boots anyone?) to 192.
Pain Keeper – Use her A1 instead of the A2 for the first cycle. Don’t use her A2 until the start of Turn Count 5.
Kreela – Use her A1 instead of the A2 on Turn Count 6. Do not use her A2 again until Turn Count 9. (Can auto after the A1 use on Turn Count 7.)
NM (all affinities)
248 – Maneater
232 – 4:3 DPS
223 – Pain Keeper
181 – Kreela (or other Ally Attack/DPS)
123 – Stun Target (can also be Ally Attack, no delay)
Turn Order:
Maneater – A1, A3, auto
Pain Keeper – A3, A1, A1, A2
Kreela – A1, A1, A3, A2
Pain Keeper – Verify she uses her A2 off cooldown; if not, you need to manually cast it the first few cycles.
Kreela – If Stun tank cannot survive the Turn 12 hit, then use Kreela’s A1 instead of the A2 on Turn Count 6. Do not use her A2 again until Turn Count 9. (Can auto after the A1 use on Turn Count 7.)
Brutal
248 – Maneater
232 – 4:3 DPS
223 – Pain Keeper
172 – Kreela (or other Ally Attack/DPS)
123 – Stun Target (can also be Ally Attack, no delay)
Turn Order:
Maneater – A1, A1, A3, auto
Pain Keeper – A1, A3, A1, A2
Kreela – A1, A1, A3, A2
Pain Keeper – Verify she uses her A2 off cooldown; if not, you need to manually cast it the first few cycles.
Need to survive through Turn 10 before the team is fully unkillable.
HP of Stun Target should be the highest of the team, but not more than 125% of PK’s HP.
PK should be second highest HP.
(ex. If PK has 40K HP, then your Stun Target needs to be between 41K-50K).
A good target to aim for is 10% more than PK. (so 44K in the above example)
Stun Target’s DEF should be as low as possible, at least several hundred lower than anyone else on the team.
When facing affinities, the Stun Target ideally should be the weak affinity (vs Magic have a spirit one), or otherwise there should be no weak affinity champions on the team.
*Avoid having a strong affinity Stun Target! It’s just not worth it.
Example HP/DEF Tuning:
Aim for 1k DEF and 35k-40k HP on the Stun Target, at least 2k DEF and 30-35k HP on the rest. Pain Keeper should have 2nd highest HP on team.
Affinities will screw up your run – use a weak affinity for the Stun Target!
Watch your runs! Hard to know how to fix it if you don’t know where it went wrong…
Ally/Counter-Attack can work, but it can add complication if not tuned right for each difficulty. NOT RECOMMENDED for the faint of heart!
DeadwoodJedi Calculator Links
Below you will find custom made Clan Boss Speed Tune Calculator Links for this speed tune. To learn more about the calculator, read our full guide.
Community Spotlight
Below you will find content made by the community using this speed tune.