The+Drowned

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 * The Drowned, Resurrectionist** **Minion**

=__Overview__= The Drowned are the lost spirits of those who lost their lives in the dark foul waters of Malifaux. Summoned by their Resurrectionists Masters, their disgusting bodies float over the fields of battle in an endless search for murder and death. Ingame they provide a solid piece of control, being able to hold on or deny access to objectives.

=__Mobility__= With a walk of 4" and no charge available to them they seem very slow at first glance. What still lets them move up the board in a somewhat quick fashion is **(+1) Driven by Purpose**, which lets them sacrifice a Wound to perform a 3" push. Note that because it's a push and not a regular movement action, they can't be blocked while disengaging while using this ability. Combined with **Float** they can move up to 11" ignoring obstacles and/or models in their way.

One of the abilities that defines their playstyle and role is the (0) action **Drag under**. This ability let’s the Drowned perform a Wp-> Df duel with an enemy model within 4". If the enemy loses the duel you can push it up to 3" in whatever direction you choose. There are multiple ways of utilizing this, for example: setting up charge lanes or preventing enemies from interacting with counters.

Weighed Down is their last mobility related ability which prevents them from being pushed by other models abilities and their Wk/Cg numbers from being modified.

=__Offense__= The Drowned are not a big threat when it comes to their offensive capabilities. First of all things is their ranged attack, which can be used in melee due to **Gunfighter**. It has a decent range, an underwhelming Cb and a horrible damage output of 1/1/3. If you hit a target with a crow you trigger **Fluid in the Lungs** which deals 1 additional Wd and Slow if the enemy model looses a Df-> 12 Duel.

Their only real offensive power lies in their spell **Riptide.** It costs one AP, requires a 9 crow or higher and targets the Df of the receiving ends model. If you successfully cast the spell and break their defense the target suffers 2 Wd’s and all other models within 2" must win a Df-> 11 Duel orsuffer the same fate. Because the Ca of the Drowned already has a crow you only need a 9 or higher but if you happen to have a crow you will also trigger **Fluid in the Lungs**, which is described above.

If enemies happen to stand in a cluster though, you can deal kind of Area of Effect damage which can’t be ignored.

With their **Slow to Die** action, The Drowned can be walked towards enemy models to a) hit enemy models with **Bursting Spray** and b) stay away from your own models when The Drowned finally dies.

=__Resilience__= (with subheadings like 'vs melee', ' vs ranged' and/or relevant spells and abilities)

=__Tips and Tricks__=

Pandora
This is a useful minion against Pandora and her Sorrow's. The trick is to get it into melee range with Pandora and target another Woe with Riptide (unless you can guarantee you can hit Pandora with the pulse when you die from failing the Wp check). If you successfully pull off Riptide against your target you have hit Pandora and her gang of Woe's potentially dealing 2 Wd's to Pandora and all her Woe's or forcing them to cheat the damage away. Keep in close proximity with Pandora until death so you can hit her with the pulse for 2 Wd's when The Drowned finally does kick off. A seasoned Neverborn player will see the danger to Pandora and make dealing with The Drowned a priority so be smart and hug cover until you can get to Pandora.

Remember, Riptide does not have a //Ranged// icon, so even if Pandora is engaged with a model, The Drowned can safely use Riptide at the model and indirectly hit Pandora without worry of randomizing onto her.

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

Since the Drowned are spirits, she can use all her tricks on them, including Swirling Spirits (which is a good way to get them into the thick of things). Also, their **Drag Under** can pull vulnerable models away from their crew, making it easier to surround the enemy with Spirits.
 * Kirai**

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__= Threat level, how to kill/neutralize it, what to watch out for etc.

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