The rng factor of the archers is the very reason i avoid them completely.
Sectvs_Draco
Recent community posts
I have a quality-of-life suggestion: When you turn a unit to level 3 you get a bonus unit, but if you don't use that unit and turn another one to level 3, you end up not getting an additional unit. Maybe some sort of "layering" can be added where the unit is added "behind" the current one, maybe they can even be switchable, or you could even make the unit change to one of an even higher level... just throwing ideas.
I felt like that a lot too, but i see that this enemy is the equivalent of a mage, so i don't know if he really needs to be nerfed, maybe just spawn less? I learned that by focusing on spreading allies with lvl 1 or lvl 2 is way better early on than focusing on getting lvl 3, and this helped with this enemy. The frustrating part is when they spawn together at a focused lane and destroy your no hit run lol but maybe it is still the players fault, lots to learn while playing.
My second 10 hearts left run. Took a lot of calculations, but it was worth it. Placing your allies further back or forward in line can often turn a defeat into a victory, so pay attention to how many steps away from the enemy you want to be, or more rarely there may be a case where you put a ally two steps behind the ally in front. all of this matters.