Ikiryo

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 * Ikiryo, Resurrectionist Minion**

toc //The projected living soul of Kirai, its master, Ikiyro. A powerful embodiment of its master's anger and insatiable desire for vengeance Unkno////wn to all is that the Ikiyro is linked to the mysterious Gorgon spirit and is an unwitting harbinger of coming conflict that will involve great beings, all long forgotten.// = =

=__Overview__= = = ==

Whenever Kirai appears, its sure thing that Ikiryo will be summoned and unleashed to deliver the eternal rage and sorrow. With a savage melee attack, and a blast to soften up clusters of enemies, Ikiryo heals its summoner with every kill it makes - helping regain the wounds lost to empower her own forces. = = = = Ikiryo is inevitably part of any strategy the Spirit Master devises. = = = = = =

=__Mobility__= Ikiryo is somewhat swift with a Wk of 5" and Cg of 7", and this is not even taking into account that it can be summoned by Kirai up to 12" away, so that when it appears it is often right in the faces of its enemy where it can immediately be put to work where it excels.

Ikiryo is also a Spirit meaning it moves right through terrain and walls, and even other models without penalty which makes it near impossible to prevent it getting to wherever it wants to be, = =

=__Offense__= Ikiryo has two attacks, ranged and melee, and while her fingernails are her preferred weapon of choice her Screams have their place in combat as well. The one notable point is that every kill the Ikiryo causes satisfies Kirai's desire for vengeance and will let her make a healing flip (which is very crucial for Kirai as she looses health when she summons Ikiryo as well as when she evolves her other spirits). = = Ikiryo's scream may lack the accuracy and power of her talons, but it isn't something to be forgotten. With a Blast effect it is useful for softening up groups of clustered foes. It can be very profitable for Kirai when used on hordes of fragile minions (such as Malifaux rats) this attack can make Kirai heal back to full health.
 * Ranged**

Ikiryo shines when her foes are in melee range. Her finger nails are a 6 CB attack that deals 2/3/5 damage, that ignores Armor, and flips +2 additional Cards when determining damage if she flips or cheats a Crow in the attack duel (thanks to her Maul trigger). Furthermore, being a spectral weapon, Ikiryo can choose whether this attack contests against the victims DF (dealing physical damage) or their WP (shredding the soul/ lifeforce apart). This allows the claws to choose the easier method to strike their foe, and to maximize the damage they deal. It also allows you some control over what triggers your target has access to.
 * Melee**

If the effectiveness of the claws weren't savage enough, with (+1) Melee Expert Ikiryo will get a free strike on a foe even after she charges them. Two strikes from these Talons will end most lives, and to survive it would be a near miracle.

=__Resilience__= With 5 Wounds and 5 DF, Ikiryo is slightly more evasive than the average model and can take some punishment before she falls. More so in that she is a spirit, which reduces all damage taken by non-magical attacks by half (rounded up) which technically means she has around 10 Wounds against non-magic sources.

=__Tips and Tricks__= Don't let Ikiyro get killed if possible as her death will lose you 2 Control cards from you hand.

Should Ikiryo be low on health, have Kirai sacrifice it with **"(1) Absorb Spirit"**. Its a free move for Kirai (as she gains **(+1) Fast** in doing this) which heals Kirai for +4 wounds (2 from Kirai's **"Absorb Spirit"**and 2 from Ikiryo's **"Moment of clarity")** and lets Kirai draw two control cards after discarding 2 - which could potentially allow you to trade 2 low cards in hand for 2 higher cards.

Once Ikiyro is in play get it into combat fast as every kill it makes (regardless of what is killed) will let Kirai make a healing flip (regaining her the wounds she lost to summon her main Spirit and/or to evolve her other Spirits). If Kirai is near Ikiyro, each non-construct death will produce a Seishin - adding to her growing army of ghosts.

Should you need a little extra movement and Ikiryo is in the right direction, consider using her only (0) action //Call Spirits// to push all friendly Spirits with 18" towards her. Always useful for last turn objective grabbing.

=__Kirai Tips__= Ikiryo can only work with Kirai and not other Resurrectionists as it is Kirai's soul manifest. Even in larger games with two masters, Ikiryo is really an extension of Kirai and shouldn't be considered anything else.

Summoning Ikiyro successfully is about timing. Done incorrectly, Kirai's will have wasted 1-AP and lost 4-5 of her wounds (half her health minimum) and gained nothing. Bide your time, play smart, and act when it is safe to do so (again - activate cheap and expendable minions first so you can survey the battlefield).

Try to avoid letting Ikiryo die as its death will cause Kirai to discard 2 Control cards from her hand. Instead, if Ikiryo is low on health, have Kirai use **"(1) Absorb Spirit"** on it as it will heal Kirai for 4-wounds, and let her draw 2 Control cards after discarding 2.

After being Absorbed, consider re-summoning Ikiryo immediately as Kirai will have gained back the 4 Wounds she will need to spend to do this in the absorb, and the newly summoned Ikiyro will be able to activate (even if it activated that turn prior being absorbed). It will have slow, but if summoned on an enemy in Melee range it will do some damage - and will even given Kirai a means to escape her situation if needed (using **"Into Sprit World"**). This almost Reactivates Ikiyro, with the benefit of restoring it to full health and making it appear where it can do the best amount of damage.

If Ikiryo is too far from where you want it to be, use Kirai's "(1) Swirling Spirits" to trade it with a lesser Spirit. Kirai can do this with two spirits that are both within 12" of her, meaning it is possible to move Ikiryo 24" during Kirai's activation (thats 2/3rds the length of the board!)

__**"Ikiyro Sling-Shot Summoning Wave"**__


 * //Step 1)// Kirai walks up the field, buying herself 4" with **(1)** Action Point.
 * //Step 2)// Kirai loses -5 Wounds to **"(1) Summon Ikiryo"** up to 12" away from Kirai with **"Don't Blink"**. With the +4" Kirai walked, this summon has a threat range of 16" from Kirai's original standing position (that's nearly half the board!)
 * //Step 3)// Kirai goes **"(0) Into the Spirit World"** to teleport beside your newly summoned Ikiryo.
 * //Step 4)// Kirai uses **"(0) Spirit Food"** on the victim that in Ikiryo's melee range
 * //Step 5)// Ikiyro attacks her victim will **"Melee Expert"**, and keeps attack untill the target is killed (giving Kirai a healing flip)
 * //Step 6)// Ikiyro uses **"(0) Call Spirits"** to push your friendly forces up the field (getting them 4" closer to their master if needed)
 * //Steo 7)// If Ikiyro has an AP left after killing its victim, she will either make a second Melee attack (if able) or fire off a ranged attack.

This tactic requires Kirai to flip or cheat a 5+ of Crows (for **"(1) Summon Ikiryo"**) and a 7+ of Masks (for **"(0) Into the Spirit World"**).

To summarize, the results of the above tactic are:
 * Ikiyro is on the field and starting her slaughter.
 * The opponent now has one minion less than before.
 * A new Seishin is on the board (as Kirai was near Ikiyro's victim when it died)
 * A new Gaki is on the board (as Kirai cast **"(0) Spirit Food"** on Ikiyro's victim)
 * The newly summoned Gaki and Seishin are ready to activate (though with **"Slow"** from having just been summoned, they may not be able to do much - but there is always a chance).
 * Kirai has regained some (maybe all) of the wounds she spent summoning Ikiyro.
 * All friendly spirits within 18" of Ikiyro have moved an additional 4".

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against Ikiryo__= Ikiryo is a savage beast to fight, but she isn't unstoppable. Indeed, she can be dismissed quite nicely with a decent strike of more.

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