Coryphee+Duet

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 * Coryphé e Duet, Arcanist Minion **

=__Overview__= == This mechanized beauty constructed by Ramos for Collette Du Bois is the incarnation of motion, simultaneously dancing into danger and dancing around the enemy's attacks.

A Coryphée Duet excels at walking to objectives and negating most attacks (often at the cost of Soulstones).

=__Mobility__= As one of the most mobile models in the game, a Coryphée Duet can move up to 9" at a time. Also, this model has Fast allowing it to take an additional action. Although they are unable to charge, they can walk further than most other models can charge.

This trigger allows the Coryphée Duet 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**

Allows the Coryphée Duet 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__= Although the Coryphée Duet excels at attacking, it does not inflict a lot of damage on its own. However, with the help of Colette, Cassandra, and Mechanical Doves you can easily gang up on a single target and bring it down.

This melee weapon gives a positive twist to both attack and damage flips.
 * Blades**

Some models (such as Lilith) have a high defense and can use Soulstones to boost their defense further. At other times you will strike at a low defense model with //Hard to Wound 2// and will want to get an additional positive twist to inflict damage with a neutral flip. When casting //Blinding// to attempt to inflict paralyze you want to be at a positive twist to be able to cheat severe damage. When casting //Orchestral Cressendo// against a large group of enemy models you can use a Soulstone to attempt to make resisting the damage impossible.
 * Soul Dancer**

This action allows the Coryphée Duet to interrupt it's movements to strike with its Blades. This can be used to extend the range of its movements by 4" when triggering One Fluid Motion which is also useful for moving out of melee to deprive enemy models the opportunity to make a disengaging strike.
 * Sword Dance**

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. 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__= The Coryphée Duet is difficult to harm, but not impossible. Know these Talents and do not take them for granted. Remember, when not attacking you should try to keep this model out of sight whenever possible. Your opponent can't harm what they can't attack. With how far a Duet can move with a single action you should be able to end activation behind blocking terrain whenever possible and still grab an objective on the next activation.

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

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

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

This ability gives positive twists to defense and resist flips.
 * Mercurial**

This ability allows the Coryphée Duet 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.
 * Sidestep Harm**

This zero-action allows the Coryphée Duet to make a healing flip without spending a Soulstone. This is one of their most important talents.
 * Live for Dance**

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__=

Many parts of this are optional so feel free to do what you feel is best for your situation.
 * Paralyze an Enemy**

[Debuffing Step, Optional] (0) Use //Sword Dance//. (0) Cast //Sublime Performance// if you do not have a high mask to cheat in the attack flip. (1) Move into melee with the desired target model, interrupting the movement to make a Blades Strike. Trigger //Hypnotic Movements//.

[Paralyzing Step] (0) Use //Soul Dancer//. (1) Cast Blinding. If the enemy model is affected by //Hypnotic Movements// then it will be at a negative twist to resist. Use a Soulstone to guarentee the hit, or to help negate the enemy model's //Hard to Wound #// ability. You're opponent could very well flip a Red Joker to resist. Cheat the damage flip to severe.

[Gain Soulstone Step, Optional] (1) Cast Elegance to gain a Soulstone. If the Paralyzed model only has 4 wounds after casting //Elegance// then a Performer can poison the enemy model later and kill it.

[Poison Combo Step, Optional] If the paralyzed model had activated this turn and Colette and a Performer have not activated then after the Coryphée Duet's activation ends Colette may use Illusionist to switch places with the Coryphée Duet, then with the Performer. When the Performer activates it can then use //Poison Gift// to inflict Poison 4 on the Paralyzed model. The Performer can also use //Mesmerizing// to add insult to injury.

//Elegance// is a very strange spell because healing an enemy model to gain a single Soulstone seems counterproductive. Enemy models are resources to be used against you. Some enemy models gain benefits from being wounded or sometimes when killed. For example, a Gunsmith can use //The Hard Way// if it has wounds inflicted. It is up to you if you ever want to cast this spell, though killing the model may be a better choice, though on turn 6 you may be short on Soulstones and the enemy model may have already activated. With Colette's The //Show Must Go On// you are very likely to end the Encounter.
 * Elegance**

You may want to cast Elegance if your opponent is attempting to acomplish Leveticus' Scheme and Leveticus has at least a couple of wounds inflicted. Remember, Leveticus has a high Wp. (0) Cast //Sublime Performance//. (1) Walk and damage the enemy with a Blades Strike. Trigger //Hypnotic Movements//. Cheat the damage flip down if you need to. (1) Cast Elegance. Use a Soulstone if you need to.

=__Master-Specific Tips__= Because Coryphée models may only be hired by crews with Arcanist masters, both C. Hoffman and Leveticus are unable to hire this model unless an Arcanist model (Colette or Ramos) accompanies them in a brawl.

With Colette and Cassandra the Coryphée Duet can make a Showgirls crew a deceptively mobile and versatile crew. For example, on turn one your two Coryphée models Dance Together and move toward the enemy with the rest of your crew. On turn two move them into melee with a model you wish to attack. Colette and/or Cassandra may bury a friendly less-mobile model (such as Joss, Johan, or Steamborg Executioner). Then Cassandra can use //Dance Partner// to move into base contact with the Coryphée Duet. After that Colette can use //Illusionist// to switch places with the Coryphée Duet. At the end of the turn the buried models return to play, ready to finish off a specific hard-to-kill model to receive VP for Contain Power, Assassinate, or Kill Protégée on turn three.
 * Colette**

The Coryphée Duet is probably the most mobile model Ramos can take for taking objectives. With his //Combat Mechanic// spell, the Brass Arachnid's //Stoke// spell, and the Mobile Toolkit's //Lab Equipment// action (for Enchanting Performance only), there is a variety of support for the Duet in his crew. The Steampunk Arachnid's Latch On action is also useful for striking high defense models.
 * Ramos**

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

=__Playing Against Coryphée Duet__= By far the best way to neutralize a Coryphée Duet is to kill one of the Coryphée models before they //Dance Together//.

The Coryphée Duet does not gain the ability to use Soulstones until after it activates each turn. Getting the Initiative and attacking early (expecially if you can cheat in a Red Joker for damage) can kill a Duet in one activation.

Masters, Henchmen, and other models with Use Soulstone have the best chance of damaging and killing a Duet.

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 * __Ownership__ **