Coryphee

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 * Coryphée, Arcanist Minion**

=__Overview__= Most players only hire a pair of Coryphée models to replace them with a Coryphée Duet and will rarely take only one Coryphée model. However, in a low (20, 21) Soulstone game a single Coryphée may be useful with Colette and Cassandra against crews which do not deal a lot of melee damage.

=__Mobility__= Coryphée models are quite mobile, though not nearly as mobile and versatile as a Coryphée Duet.

This trigger allows this model to push 4" after casting a spell. This is useful to get out of Melee after casting //Blinding// or //Orchestral Crescendo//. Casting //Sublime Performance// beforehand to guarantee the suit requirement may be a good idea.
 * Swirl of Motion**

This trigger allows this model to push 4" after making a Blades Strike. Together with //Sword Dance// you can move, strike an enemy model, push 4" and avoid a Disengaging Strike, and continue your movement. Casting //Sublime Performance// beforehand to guarantee the suit requirement may be a good idea.
 * One Fluid Motion**

=__Offense__= This weapon gains a positive twist on its attack flips, has an above-average combat stat and inflicts average damage. However, the Blades of the Coryphée Duet have a slightly better combat stat and also a positive twist on both the attack and damage flips.
 * Blades**

This action gives the Coryphée the ability to use Soulstones.
 * Soul Dancer**

This spell is one of the best ways to paralyze an enemy model if you have two high cards in hand.
 * Blinding**

This is an excellent spell to cast before Kirai uses Seishin Beacon to kill all of her Seishin. However, this can be negated if a Seishin is sacrificed at the start of Kirai's activation.
 * Orchestral Crescendo**

This trigger is useful if you wish to paralyze a model with //Immune to Influence// by casting //Blinding//.
 * Enchanting Performance**

This trigger makes casting //Blinding//, //Elegance//, and //Orchestral Crescendo// much easier by giving all the model's resist flips a negative twist.
 * Hypnotic Movements**

=__Resilience__= This ability prevents this model from being charged for any reason, including by Killjoy's //Blood Price//.
 * Always in Motion**

This ability gives this model Armor 2 when damaged by any ranged attack.
 * Bulletproof** **2**

This ability gives this model Armor 3 when damaged by blasts.
 * Evasive 3**

This ability gives positive twists this model's to Defense and Resist Flips.
 * Mercurial**

This ability allows this model to move through other models.
 * Pass Through**

This ability gives an additional positive twist to Defense Flips when Disengaging. Note: This stacks with the positive twist from //Mercurial// because a Disengaging Strike is a type of melee strike that causes the attacked model to perform a Defense Flip. This may be unintended.
 * Sidestep Harm**

This action boosts the Wp stat of this model from below average to a respectable level.
 * Lost in Dance**

This Action gives this model the Use Soulstone ability. 1) Use a Soulstone to increase the value of your Defense and Resist Flips. Quite often this and //Mercurial// is enough to avoid damage. 2) Use a Soulstone to do a //Prevention Flip// to prevent wounds from being inflicted.
 * Soul Dancer**

=__Tips and Tricks__= When the two Coryphée models are replaced by a Coryphée Duet and the Duet continues the activation you should be aware of a few things.
 * Dance Together**
 * Any AP gained during its activation is immediately available for use. For the new Corypheé Duet his includes 1 additional General AP from gaining Fast and 1 additional zero-action AP when //Instinctual// is replaced by //Subconscious Actions//. †
 * Any AP that was spent by the active model is still depleted when the Coryphée Duet continues the activation.
 * All effects on either Coryphée carry over to the Coryphée Duet, including the +2 WP from the //Lost in the Dance// action. Effects from //Defensive Stance// and //Sword Dance// will also remain.

† //Instinctual// allows 2 different zero-actions to be performed while //Subconscious Actions// allows 3 different zero-actions to be performed. When the Coryphée models are replaced only one additional zero-action AP is __gained during the activation__ allowing up to 3 zero-actions to be performed between the acting Coryphée and Coryphée Duet.

=__Master-Specific Tips__=

Some Masters (C. Hoffman and Leveticus) are able to hire some Constructs out of faction. The //Arcanist Asset// ability prevents the Coryphée model from being hired unless at least one Arcanist model is part of the crew. In Brawls C. Hoffman may be hired by Colette into an Arcanist crew, Ramos may be hired by C. Hoffman into a Guild crew, and Leveticus can hire Ramos into an Outcast crew granting access to the Coryphée.
 * Arcanist Asset**

=__Minion-Specific Tips__= Move the first Coryphée twice, up to 16". Then activate another Coryphée or Cassandra and use //Dance Partner// to move into base contact or switch places with the first Coryphée.
 * Coryphée Leapfrog**

This is useful when you want to achieve an objective (such as in Destroy the Evidence, Plant the Evidence, Treasure Hunt, or other Strategies) with a Coryphée Duet. When the second Coryphée activates it uses //Dance Partner//, then //Dance Together// placing the Coryphée Duet in base contact with the marker or terrain, then, due to being //Fast//, the Corypheé Duet interacts with the marker or terrain. To reduce the chance of the first Coryphée from being killed before the two dance together you may want a Mannequin to Companion with the two Coryphée models.

=__Playing Against a Coryphée__= The best way to neutralize a Coryphée is to attack it before it activates. Quite often its first activation is spent Sacrificing it and another Coryphée to summon a Coryphée Duet, but sometimes an opponent will unintentionally move one into harms way in an attempt to leapfrog to an objective with another Coryphée.

If Hans can damage a Coryphée twice before it activates then he will most likely kill the Coryphée with weak damage and the Headshot trigger.

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 * __Ownership__ **