Avatar+Lilith

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 * Lilith, Avatar of Nature's Malevolence, Neverborn Avatar**

=Overview= Lilith's Avatar is unique in that she interacts very heavily with terrain, and can make significant changes to woods terrain and the board as a whole. She creates and spreads woods terrain, and then makes that woods terrain very scary for her enemies. She retains most of the abilities of her pre-Avatar form, though many become more woods-dependent. Lilith also gains some very useful long-range attacks and damage effects, which can assist in pushing opponents around and controlling board position.

=Manifesting=

Lilith has two manifest requirements. The first is that she inflict at least 10 Wd on enemy models while those models are in base contact with a woods terrain piece. The second is that she cast **Illusionary Forest** on two different turns.

When Lilith manifests, you also place three additional woods terrain pieces into play, in addition to the **Illusionary Forest** woods terrain you've already placed. This is very helpful, as most of her powers rely heavily on woods terrain. Try to place these terrain on strategic objectives. It may be a good idea to Manifest near the center of the board, so that you can target more important regions.

Note that Lilith's **Illusionary Forest** creates a woods terrain piece, so her two Manifest Requirements mesh together nicely. She can create a forest near enemy models, and then attack them with her Greatsword. It's quite possible, using this, that she'll manage to meet her Manifest Requirements by round 3 or 4.

Since Lilith is far more dependent on Blood Tokens when she Manifests, it may be a bad idea to Manifest if most of your opponents are not living or Undead (that is, if you're facing a lot of Constructs, Soulless, Nightmares, Spirits, or Objects).

=Mobility= Lilith's Avatar form is just as fast as her normal Master form, which is to say very fast. She has Wk/Cg of 6/9 and Fast. She can also use **Earthquake** to help clear out motion and move other minions. Lilith also retains **Master of Malifaux**, which is a very potent benefit to her mobility. She can ignore hazardous, severe, and water terrain traits when moving.

When a melee strike against her misses, she can also push 3" more, ignoring terrain penalties. This can help her avoid being surrounded, or can be used by your own minions if you really need to push her a little further.

=Offense= Lilith gains more options for attacks in Avatar form, including area effects, spells, and some extremely long-range attacks.

Melee
In melee, Lilith can attack with Claws. Her Claws are paired, with a hefty Cb 7 Mask, so she should be hitting most of the time. When in contact with a woods terrain piece, her reach is extended further: she can attack any model within 2" of that woods terrain. This can give her an effective melee reach of 5" for the 3" terrain she generates, or potentially more inf the game starts with other woods terrain.

Lilith's Melee attack has only one trigger, **Bloody Fate**. It requires another Mask, and provides useful card flow. She can also gain a Blood Token if she manages to kill an enemy with this attack, but this requires a (0) Action.

Lilith can also make a mass attack with her Claws. **Erupting Underbrush** is somewhat similar to her pre-Avatar **Whirlwind Attack**, but it requires her to be touching a woods terrain. She attacks every model within the terrain, then moves to a new location touching the same woods terrain. This can be very powerful it's a large terrain, and even if the terrain is one of the standard 3" woods terrain she can create, she may still be able to attack multiple targets. Since this is a (1) Action, the same as a standard Melee Attack, it's generally worth doing if you have the Blood Tokens to spare.

In Avatar form, Lilith retains her Wicked ability, so once you're within her range it's hard to leave. What's more, all non-Unique Nephilim also gain Wicked (from **Mark of Nature's Malevolence**) which can help her crew get more dangerous in melee combat.

Ranged
Lilith has a potentially unlimited reach if opponents are near woods terrain. She can attack with Thorny Vines any minion anywhere on the map that is within 4" of a woods terrain, or within 8" of a woods terrain that she's touching. This has a lot of potential, especially if important strategic areas are within woods. However, smart opponents may be able to avoid this by keeping away from woods.

The damage for Bloody Vines is fairly weak (1/2/3), but there's also a trigger (**Beset By Nature**) that requires a Crows suit and pushes the defender up to 4", ignoring severe terrain penalties. She can also gain a Blood Token if she manages to kill an enemy with this attack, but this requires a (0) Action.

Spells
Lilith gains the damaging spell spell **Nature's Revenge**. It costs a Blood Token and does 2 Wd to every enemy within 2" of a specified woods terrain. It's also a (2) Action with a reach of 6". She gets back a Blood Token for every living or Undead model she kills with this ability. The best part about this ability is that there's no resistance: opponents take damage unless they can beat a Df duel against a 15. If you can target multiple minions with this, your opponent will have to pick carefully which units are worth expending Control Cards to protect. This spell is worth keeping in mind if multiple enemies gather near a woods terrain, but may not always be worth it.

Lilith also retains her **Earthquake** spell, which can open up charging lanes or move enemies and allies into more advantageous position.

She also has a spell, **Wooded Path**, that is not quite an attack spell but definitely has offensive potential. It's similar to her non-Avatar spell Transposition, but only works when both targets are completely within two separate woods terrains, and the range is only 10". A careful enemy will avoid this, but it does still pose some threat, so be aware of opportunities to use this spell.

**Special Abilities**
Lilith also has a new Action, **Lost in the Woods**. If an enemy is completely within a woods terrain within 12" of Lilith, she can make a Wp duel. If the target loses, the target cannot move and takes 2 Dg, which is decent attack. This can stop an enemy from fleeing or lock an enemy out from moving to an objective, so it can be a very powerful effect when used properly. With a Wp of 6, Lilith is likely to have an advantage in these duels.

=Resilience=

Lilith's Df score actually goes down from 8 to 6 + Mask when she becomes an Avatar, but she gains some other defensive abilities. She gains **Armor +1**, and she keeps **Black Blood**, which can act as a deterrant for wounded attackers. She loses her previous defense trigger, but gains **Elusive**, an automatic trigger which lets her push up to 3" on a successful defense, which is usually plenty enough to get out of enemy range.

Typically, if you're under heavy attack, your best bet is usually to spend a Soulstone to raise your defense, then use **Elusive** to slip away from the very first blow.

=Soulstones=

Like the non-Avatar version of Lilith, she's most likely to use her Soulstones for defense, and to some extent for making her spells (especially **Wooded Path**) more difficult to resist. Since she's fairly vulnerable to attacks, usually it's a good idea to keep Soulstones ready to raise her defense.

=Tricks and Tips= In Avatar Form, Lilith suddenly needs to worry about two things that didn't matter as much before, woods terrain and Blood Tokens.


 * **Woods Terrain**: An overwhelming portion of Lilith's Actions, Spells, and Attacks work only in woods terrain, or work much better in woods terrain. Lilith wants to stay near the woods, and to keep her enemies near the woods too. Place your initial woods terrain carefully, keeping near any objective locations and any likely spots for enemies to congregate. Be sure your Illusionary Forest is in a good place, too, before you Manifest Lilith's Avatar. You can spread woods further from these existing locations, using Lilith's Sanguine Proliferation spell. This requires a 9 card or better, and suits don't matter, so you should plan to have a card in hand for it in case your flip isn't enough. This growth can seem very slow, however, since you can only expand by 3" for every action, so it's usually best to do this only if you're setting up an immediate attack on an opponent who's not quite in reach of the forest on Lilith's turn. Note also that Sanguine Proliferation costs a Blood Token, which can be in short supply.


 * **Gaining Blood Tokens**: If you're fighting against living or Undead opponents, Lilith can usually gain a Blood Token every time something dies: anyone killed by her Nature's Revenge spell, or killed within 8" of her and in base contact with a woods terrain, generates a Blood Token. Note that you also generate Blood Tokens when your own models are killed within 8" of Lilith if they're in base contact with a woods terrain. Lilith's most likely crews (Nephilim and Waldgeists) are all considered living, so this may provide some benefit or at least consolation. She can also gain a Blood Token when she kills a living or Undead unit by using **Drain Blood**, but this is a (0) Action so she can only use it once per round. Note, though, that if your enemy has a lot of Constructs, Nightmares, Objects, Spirits, or Soulless models, these won't give you any Blood Tokens so it may not be worth Manifesting.


 * **Spending Blood Tokens**: While pre-Manifest Lilith only really keeps her Blood Tokens to feed her young or try to meet a scheme for VP, in Avatar form she has tremendous need of Blood Tokens. Avatar Lilith uses Blood Tokens to use her Erupting Underbrush mass melee attack, to expand the woods with her Sanguine Proliferation spell (though she can use Blood Tokens from nearby minions within 6" instead for this), and to attack units with her Nature's Revenge spell (though this may also give her Blood Tokens back, possibly generating a profit if she kills a lot of wounded minions). On top of this, she can also use Blood Tokens to grow and mature her Nephilim. The demand and uses of Blood Tokens are quite high for Lilith, so take some care in choosing the right way to spend a Token. A good general rule is: if it's going to kill at least one enemy model, it's worth spending a Blood Token, especially if that model is living or Undead. Otherwise, the Blood Token is probably better spent growing a Terror Tot.


 * **Card Flow Control**: Avatar Lilith retains her Rush of Magic Ability and Bloody Fate trigger, so you will often pull a card and discard it during play. This doesn't give you more control cards, but it can be a helpful way of raising the average value of your cards and helping you find the Mask (or occasionally Crows) cards you need. Remember to use these card flow effects, since they will help refine your hand.

=Avatar and their Crew=

Avatar Lilith usually works with the same Nephilim that she works with before Manifesting.

If you're planning to Manifest, it may be worth hiring Waldgeists into your crew. They get a lot of benefit from the forests that Lilith produces, and if you have non-Nephilim minions then Lilith can use all of the Blood Tokens she gains for herself.

=Playing Against Avatar Lilith= (How best to deal with the Master and it's crew, things to watch out for, etc.)

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//"Anything can happen in the woods." -- Cinderella, __Into the Woods__//