M2E+Lilitu


 * Lilitu, Neverborn Enforcer**

=__Overview__= Lilitu's primary role is board-control; she is neither beat-stick, tank, nor scheme-runner. She can also play a useful support role, that is, she has some tricks that help make it easier for other Neverborn figures to fulfil their roles. Costing 7 Soulstones, she's often considered as half of a pair with her twin Lelu, but is also worth considering on her own. toc

=__Mobility__=

Lilitu's **Wk** of 6 gives her excellent mobility. She has a **Cg** of only 6, though, and no movement tricks to get herself around (though she can move others with **Lure**). Nonetheless, together with her **Ml** range of 4”, she has an effective **Ml** threat range of 10”, which is pretty impressive.

=__Offense__=

**Melee**
Lilitu has a single melee attack, her whip, at **Ml** 5, a built in Mask, a 1/2/4 damage spread and a Trigger. Though both **Ml** 5 and the damage spread are low for her cost, Lilitu gets a positive attack flip against models with less than half wounds remaining, making her good at finishing off models already damaged. Her Trigger requires two Masks, and imposes a TN 14 **Wp** duel which Paralyzes the target if it fails. The most important thing about her **Ml** is its range of 4”, the highest **Ml** range in the game.

**Ranged**
Lilitu's other attack action is a Rg 18 **Lure**. With a **Ca** of 7, **Wp** resist, this isn't quite as reliable as the **Lure** of Seamus's Belles (**Ca** 8), but is still an impressive threat. Useful for dragging opposing minions out of position (off Squatter markers, for example, or into range of a friendly marker for Plant Explosives), this is primarily a board control action. But it is also has the potential to cause damage, if Lilitu has nearby a friendly Terror Tot, Baby Kade, or (in the right circumstances – see below) Lelu or herself, all of whom have or can have **Pounce**, ready to get a free **Ml** attack at the end of the **Lure**. Note that **Lure** can also be used on friendly models, to drag slower models into better positions, or to drag someone out of a fight you don't want them in without triggering disengaging strikes.

=__Resilience__= Lilitu has **Df** 6, **Wp** 6, and 7 Wounds, as well as **Regeneration +1**, which makes her reasonably resilient. Also, her **Black Blood** (as with all Nephilim) can make opponents unwilling to target her from within 1”. If there is a friendly Lelu on the board, Lilitu can benefit from his healing and regeneration, which can be significant. But no armor, nor any hard to wound or hard to kill means there's nothing fancy that's going to keep her alive any longer than it takes to lose those 7 wounds. Lilitu's sole Tactical action is **Whispers in Blood**, a (1) action that gives her, as a condition, a positive flip to all duels until the end of the turn. If she's in a position where she's likely to be attacked, this can be a useful option, though it's even more useful if you also have a Lelu in your crew, since he too will gain any conditions gained by Lilitu.

=__Upgrades__= Lilitu, like Lelu, is unusual in being a Nightmare, a Nephilim, and a Woe. This means that as well as the generic Neverborn upgrades, they can take upgrades limited to models with these Characteristics. However, there isn't any especially compelling reason to take any of these on Lilitu. Sadly, Fears Given Form, which her 4” melee range would get a lot out of, can only be taken by Masters or Henchmen.

Pact (cost 1): allows you to cheat fate even if you flip the black joker. Great on a figure who absolutely has to succeed on every action, which in most cases isn't Lilitu. Nexus of Power (cost 1): friendly models within 6” heal 1 damage after using a Soulstone for something other than damage prevention. Probably better on your Soulstone-user, unless your game plan requires Lilitu to remain near your vulnerable Soulstone-user (e.g. Nekima) and they're out of upgrade slots. Obsidian Talons (cost 1): all friendly Nephilim gain a double-mask //Flay// trigger, allowing damage flips to be cheated, even if negative. If you think //Flay// will be useful, and your crew has plenty of Nephilim, Lilitu is a reasonable place to put this. Depression (cost 1): gives all friendly Woes a **Ca** 5 attack to give the target the **Nobody Likes Me** condition, which prevents it from activating until all models without the condition have activated. It also gives this model a (0) action to discard a card and add the suit to all duels this activation. If you want to force those **Wp** duels and think Lilitu will be in Melee a lot; or if you have plenty of Woes in your crew without a ranged attack, this might be desirable. On Dreaming Wings (cost 2): this model gains +1 Wk and all Nightmares within 6” gain **Flight**. Potentially useful, depending on the terrain and the schemes, though expensive – if you're taking Lelu and Lilitu as a pair, this is probably better on him since his walk is only 4, unlike her 6.

=__Tactics and Tips__=

As already mentioned, Lilitu's primary function is using Lure to move other figures around the board – enemy figures out of position, and friendly figures into position. Her melee attack isn't going to do a lot of damage, but rather tie up enemy models -- with her huge engagement range -- and even possibly, with her Trigger, paralyzing them. Her 4" reach range makes her extremely useful as well for marker interference – she doesn't need to be very near a marker to make it impossible for enemy figures to interact with them, and with good positioning she will often be able to cover multiple markers.

Lilitu's Lure works well with anyone with the **Pounce** ability, like Terror Tots and Baby Kade. Lelu, though, can take his (0) action **Lie in Wait** to discard a card to give **Pounce** to both himself AND Lilitu.

Targeting already-damaged models with Lilitu's melee improves her chance of hitting. The possible paralyze trigger will make opponents especially wary of her.

Once you've got her in a position you want, a good general use of her is to focus on **Lure**. **Lure** someone towards her, getting them out of position, and open to counter attacks or perhaps even a **Pounce**. If you have a Lelu in your crew, and he's in combat, you probably want to use one of your two AP to cast **Whispers in Blood**. The Whispers makes the **Lure** more likely to work, will be helpful against any attacks coming her way, and provides the same positive flip benefit to Lelu.

Using the Twins Together

 * Same Malignant Force** is the ability that ties Lilitu to Lelu: any condition Lilitu gains or damage Lilitu heals, is also gained or healed by Lelu. **Same Oppressive Force** is the parallel ability that ties Lelu to Lilitu, in the same manner. Since both have **Regeneration +1**, and Lelu also has an attack that heals him, it's possible to heal an awful lot of damage on the twins very quickly. It also means that when Lelu uses his **Lie in Wait** (0) action to gain **Pounce**, Lilitu gains it too, and when Lilitu uses her **Whispers in the Blood** to gain a positive flip to all duels, Lelu gains this too. Together, they can become very dangerous, very powerful. In certain situations, you will want to activate Lelu first, to give **Pounce** to them both for when later Lilitu Lures someone towards them; other times, you will want to activate Lilitu first, to give Lelu a positive flip to his dangerous melee attacks.

However, **Same Malignant/Oppressive Force** is also the Twins's weakness. If one of the twins gains the any condition, you will need to discard two cards not to have the other gain it also. This can be devastating if one Twin gets the **Cursed Object** or the **Distracted** condition; likewise **Slow**, **Paralyze**, **Poison**, **Burning**, and so on. If the enemy crew has models who hand out conditions, you will need to keep the twins away from them; if all the enemy crew hands out conditions – if you're up against Sonnia or McMourning, for instance – the twins are in serious trouble. If Distract or Cursed Object is in the list of possible schemes, taking the twins is a real risk. Against crews that don't hand out conditions, they can be devastating.

Synergy with Neverborn Masters
Lilitu, and Lelu too, are unusual Neverborn in being Woes, Nightmares, AND Nephilim. They have, as you might therefore imagine, especially strong synergies with Pandora, Lilith, and The Dreamer. But they also work well with other Masters, especially if you take them both, in the sense that they work quite well as a pair, independently of other models. Pandora: Lilitu's potential to generate Wp duels with her Ml attack gives Pandora and her Sorrows another way to inflict **Misery.** **Lure** can be extremely useful to Pandora, who wants enemy models nearby, both to use her movement tricks against and to inflict **Misery** on, and to Candy, whose activation tricks can mess with enemies pulled into her orbit. (**Lure** also generates another Wp duel for **Misery**). At the same time, Lilitu has an attack that targets Df rather than Wp, which helps diversify Pandora's crew. As a Woe, Lilitu can benefit from Pandora's **Martyr** ability, making her a bit tougher to kill. Lilith: In some ways, Lilitu functions as a kind of 'mini-Lilith' the way Candy can function as a 'mini-Pandora' – though in both cases, they also bring quite different things to the crew. Lilitu is like Lilith in that her primary role is board-control: with both Lilitu and Lilith on the board, the enemy will find themselves, almost as often as if they were fighting a crew of Seamus's Belles, just where they didn't want to be at just the wrong time. In a Nephilim crew, there's also no danger of friendly models taking damage from Lilitu's **Black Blood** ability. The Dreamer: The best thing about Lilitu in a Dreamer crew is that she can be summoned (if he's taken the Dreams of Pain upgrade): an 11 mask is needed to summon her, so it may take a soul stone for the suit to do it, but a summoned Lelu/Lilitu combination will heal up very quickly and be a devastating 'free' addition to the crew. As Nightmares, they benefit from all the movement, healing, and other tricks that a Dreamer crew can offer. She also offers one of the only ways of dependably getting The Dreamer out of combat; summon her 6" away and have her **Lure** him. Collodi: While not the most obvious of choices Lilitu can benefit Collodi Crews in a few ways. She can hold Nephilim only upgrades such as Rapid Growth or Obsidian Talons increasing the effectiveness of Terror Tots or Young Nephilim. Collodi can also give these models extra AP with a plus flip increasing the chances to grow and mature these models. Lelu paired Lilitu can also greatly speed up a Bag of Props list getting two sources of focus for collodi to steal for only 1 AP.

=__Playing Against Lilitu__= Lilitu isn't fancy defensively, so if you focus on her, she should go down. She does, especially with a Lelu or in a Dreamer crew, have regenerative and healing options, so if you decide to take her out, doing so in a single turn is your best option. Remember that **Lure** needs Line of Sight. Use her 4” melee range against her – keep her engaged with something hard to kill but low cost (like a Waldgeist), which stops her charging something else. Her damage potential is not great, especially against models with half wounds or more, so don't feed her nearly-dead things. If you're playing against the Twins together, you can definitely use their **Same Oppressive/Malignant Force** ability against them: get two Distracts for the AP cost of one, two Cursed Objects, Burning or Poison or Slow or Paralyze on two models at once, etc. Sadly, since crews are chosen after the scheme pool is established, you will almost never end up playing against a crew with the Twins, if Distract and/or Cursed Object are scheme options. Still, if you have easy ways to hand out **Slow** and/or **Paralyze** (e.g., if you can park Candy next to one of them, and reliably cast **Incite** on it), you might find you prefer to keep the twins alive but their danger minimized or shut down, rather than committing resources to killing them. If you do decide to kill them, make sure you focus on one at a time and kill the first one quickly – the Twin that remains will have much less regenerative ability, and will be significantly less threatening, than will the pair, no matter how wounded each is.

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