Weaver+Widow

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 * Weaver Widow, Neverborn Minion[[image:p-16777.jpg width="311" height="669" align="right"]]**

=__Overview__= The Weaver Widow is a Neverborn minion from Twisted Fates. She is considered a Nightmare and works well with Doll units. She has special abilities that synergize well with The Dreamer and Collodi, and is most likely to be seen working with them.

=__Mobility__= With a walk of 5/- and Arachnid, this minion is a little faster than average, but much slower than most Neverborn crews she'll hire into. She doesn't have any particular ways to speed up or move.

In a Dreamer crew, this may not be a problem, since the Dreamer can drop the Widow Weaver off where she likes to be (near the front lines but not all the way up front.) A Collodi crew may have trouble getting her to keep up, though, in which case it may be best to keep her next to a Stitched Together so she can move up at her own pace slowly, or secure and defend nearby objectives alongside the Stitched Together.

=__Offense__= The Widow Weaver has a few nasty attacks, but she mostly excels as a summoning and support minion. She can hold her own in a fight, but ultimately her best use is summoning Wicked Dolls and Teddys and buffing up other units.

Melee
The Widow Weaver has two melee attacks, her Knife-like Fingers and her Needle-Filled Mouth. With a Combat score of 5 and 6, respectively, both are decent attacks, and they do fairly standard damage. She won't be totally lost in a fight, but this isn't why you would hire her.

Ranged
She also has a strong ranged combat spell, Exhale Terror. This can do damage and cause a Morale Duel, and with the Mortify trigger, she can debuff the targets Wp as well. Again, it's not a bad attack, but it's probably not why you would hire her.

=__Resilience__=

With a Df of 4, she's likely to get hit in combat if she's attacked. You still want to keep her off the front lines -- but not too far off, since her best abilities are summoning and support. 10 Wounds means she can survive a few hits, but if she's left in the open, those Wounds will go away fast.

Probably her best defense is **Terrifying** of 13, which is one of the highest in the game. Most units will need a flip of 8 to 10 to get that kind of result. They can Cheat Fate to overcome that, but that means having fewer high cards for attacks, so the Terrifying ability pays off defensively. This won't work if your enemy is immune to Terrifying, though, so be extra cautious with Weaver Widow and don't rely on Terrifying for defense if most of your enemy's crew are Constructs, Objects, Soulless, Spirits, or Undead, or if they have Terrifying themselves.

=__Tips and Tricks__=

The Weaver Widow brings a lot of summoning capability usually reserved for Arcanists and Gravediggers to the Neverborn. She's both a Graverobber and a Scavenger, and she can create new Corpse and Scrap Counters quickly with her **Thread from Nightmares** ability. You can use these to summon a Wicked Doll every round if desired, but at a cost of four Scrap or Corpse Counters (or any combination) the Teddy is a much more frightening summon if you save up for it or harvest counters after a fight.

She also has two buff spells, **Gruesome Stuffing** and **Breathe Life**. Gruesome Stuffing affects friendly Constructs and Breathe Life affects friendly Dolls. In a Collodi crew, this helps her lead and protect her own slower group if your Marionettes and Wicked Dolls don't want to wait for the Effigies and Stitched Together.

Keeping her close to the front lines helps Weaver Widow to cast support spells, and staying near the enemy means she can (with **Inhale Terror**) benefit if any model fails a Morale duel -- most likely an enemy, since Weaver Widow tends to hang out with Constructs and Nighmares who are immune to most Morale duels. Drawing a Control Card this way won't come up often, but it can be a nice addition when it does.

=__Master-Specific Tips__=

Weaver Widow seems to be designed mostly to give support to Collodi and The Dreamer, but she can function fairly well in other crews as well.

The Dreamer: The Dreamer can bury and unbury Weaver Widow, since she is a Nightmare. This helps her get around much more quickly. Weaver Widow's ability to summon Teddy can be a shocking surprise to an enemy who put forward the effort to destroy a Teddy, only to find a new one appear again. Her Doll buffs won't help with most of the Dreamer crew (except for Stitched Together, which is both a Nightmare and a Doll), but her summoning abilities are still very valuable.

Lilith: There is not much synergy between Lilith and the Weaver Widow. She can add some ranged attacks, which Nephilim tend to lack, but usually Lilith prefers to hire other Nephilim,.

Pandora: The Weaver Widow and Pandora both trigger useful effects when a Morale duel fails, so there's some synergy here. Also, the Weaver Widow can summon a Teddy, which interacts well with Baby Kade (a Woe usually found in Pandora's crew). However, she probably won't have many units to buff up unless she summons them herself.

Zoraida: Zoraida and the Weaver Widow can both summon a new Wicked Doll every round, and Wicked Dolls get more dangerous when you have a lot of them around, so there's a possible strategy to hire Weaver Widow into a Zoraida crew and begin mass production. Often with Zoraida, you'll get better results by creating an actual Voodoo Doll and then casting her Obey spell, but there is still some synergy here and a possible strong combination. Weaver Widow can also give Gruesome Stuffing to the Bad Juju Construct, so there's opportunities for using her for support.

On the other hand, if you prefer to summon Teddy as quickly as possible, Zoraida can ensure that the Weaver Widow has the Scrap counters to do so by Turn 2. Summoning a Voodoo Doll on Turn 1 and casting Obey on the Widow allows you to gain your first counter through **Thread From Nightmares**. The Voodoo doll casting Obey on the Widow can cause her to kill it on Weak damage, gaining another counter. The Widow then has her own activation to **Thread From Nightmares** or **Scavenge**, meaning she only needs one more counter next turn to summon Teddy. As long as you have a 10+ of Masks by Turn 2, there are plenty of ways to get Teddy out by then.

Collodi: Weaver Widow seems best suited to Collodi. While she can't keep pace with him, she can make more Dolls for him, and she can travel with Stitched Together (hopefully protected by their Fog) and form a separate grouping that moves slowly toward key strategic points while Collodi zips around. Every unit Collodi can hire, including Collodi himself, can benefit from her Breathe Life spell (which he also shares) so Widow Weaver is a very powerful choice for Collodi.

=__Playing Against Weaver Widow__= The Weaver Widow is a very natural target for attack: she doesn't have many defenses, is slow, and she can generate Teddys and Wicked Dolls if you leave her alone. You always want to go after your objectives first, of course, but be aware that Weaver Widow makes a fragile target. (And a great choice for Kill Protege, since she'll usually be more expensive than the crews she's with.)

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