M2E+Bad+Juju

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 * Bad Juju, Neverborn Henchman**
 * SWAMPFIEND **

=__Overview__= Bad Juju is most often found with Zoraida, since he's a Swampfiend. He's a Mire Golem: an animated chunk of swamp cursed to rise up to punch you over and over again. Bad Juju is great for absorbing a lot of enemy resources on his way to death, and he does a ton of damage. He does best when he's surrounded, and with an Upgrade he can come back from other Swampfiends when he dies.

=__Mobility__= Bad Juju isn't fast by a long shot. He's got a Wk 4, which is slow for a Neverborn. To help this along, you can have Zoraida **Obey** him forward if you're using her.

Another "mobility trick" to consider is to let him die (or kill him yourself!), and then unbury him closer to the action when another Swampfiend dies. This only works if you have the Eternal Fiend Upgrade, of course.

=__Offense__= In combat, he's a big tank. **Dirty Claws** hits hard, and can **Paralyze** with a Crows trigger //Quicksand// (which gets a Wp resist). The damage is 2/5/7, so it may be worth **Focusing** so you can cheat up to the much higher Moderate or Severe damage. Bad Juju can also **Flurry** to get in three attacks against a single target.

He's also got a mass Attack **(0) Landslide**. Anyone within 3" who fails a Wp duel gets **Slow** and takes 2 damage. This hits friends too so be careful. It's a good way to mess up a lot of enemy models if they surround him. He'll probably still die if he gets surrounded, but that's okay: if he does a lot of harm on his way out, and he can come back anyway, it's a fair exchange.

=__Resilience__= On the defense, he's doomed to die, but to take out a lot of enemy resources in the process. He has Df 3 and only Wd 9. But he's also got Soulstone damage prevention and the **Regeneration +2**, **Hard to Wound +1**, and **Terrifying (Living) 13** Abilities. All these things blunt enemy attacks while draining AP and cards from them.

His best durability comes from his Upgrade Eternal Fiend, which allows him to come back again after dying.

His other best defense is to kill, **Paralyze**, or **Slow** enemies before they can do him in.

=__Upgrades__=

__Eternal Fiend__
Eternal Fiend gives Bad Juju the **Eternal** and **Mud Calling** Abilities. **Eternal** lets you start the game with Bad Juju buried, and keeps him from dying – if he'd ever be killed (not sacrificed!) Bad Juju is instead healed of all damage and Conditions and is buried. **Mud Calling** lets a buried Bad Juju return to the table whenever a Swampfiend – friendly or enemy! – is killed, sacrificed or buried. Remember that, when you're facing Gremlins or Neverborn, they might have Swampfiends of their own that you can kill to bring him back.

__Hexed Among You__
This Upgrade lets you deploy up to three Swampfiend Minions anywhere on the board, at least 6" from the enemy deployment zone. Models deployed this way can't take Interact Actions on the first turn. Remember that this ability only helps Minions – you won't be able to start Bad Juju or Zoraida upfield with it.

__Fears Given Form__
This offensive upgrade is also quite nice on Bad Juju. It forces models that Activate within his engagement range to take Df 14 duels; if they fail, they suffer 3 damage. It works well with his "get up close, get surrounded and kill them all anyway, and then come back" style. More mass damage around Bad Juju is good if you charge him into a crowd.

If Gremlin Zoraida hires him, Bad Juju can also pick from a different set of Upgrades, but, unfortunately, he doesn't get Eternal Fiend. Hide in the Mud may be a nice thematic choice, and it protects him from ranged attacks. Dirty Cheater can give him some healing, but other Gremlin models may be competing for it. Hexed Among You is still great too.

=__Tricks and Tips While Joining a Crew__= (with subheadings, usually referencing specific spells, abilities and important combos)

=__Tricks and Tips While Leading a Crew__= Bad Juju can lead a Crew. He provides support for his fellow Swampfiends. Bad Juju has synergy with them, and they help shore out his weaknesses. The Waldgeist provides resilience. Silurids provide objective running and speed. McTavish (as a Mercenary) is expensive, but he can offer great ranged support.

=__Playing Against Bad Juju__= If you can get a shot on him, ranged combat is a great way to kill him. While his **Terrifying (Living)** ability can stymie low-Wp models, his **Regeneration** and **Hard to Wound** can be circumvented by **Focusing** attacks or simply using massed attacks. At Df 3 and Wd 9, he's not going to be able to withstand a coordinated attack.

If he has **Eternal Fiend**, kill other Swampfiends before you go after him, so he can't come back as easily. Alternatively, strand him across the board by killing a Swampfiend who's well out of the action – At Wk 4, he's not getting to you without some help. Also, Void Wretch and Aionus can target buried models, making the **Eternal Fiend** Upgrade, not so eternal.

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 * __Ownership__ **