Mage | Combat South Park: TSoT Guide
Last update: 11 May 2016
Dragon Breath - a series of fire attacks that sett the target on fire.
II - increases damage;
III - deals damage to the enemies directly above and below the target. They are small bits of low damage so, you should not rely on it as your basic AoE weapon, but it is useful for, e.g. driving away the zombies lying on the ground, before they rise again;
IV - after being successfully used, it increases ability damage starting with the next turn. Once you upgrade the Breath to this level, it becomes a very good fight-opening ability. In the second turn, it is a good idea to use the Fireball to max out on the damage that it deals.
V - each direct hit melts the opponent's armor. It is very useful, especially if you have Butters or Stan with you, who can deal considerable damage in melee.
Dust of Dreams - puts the target to sleep and, after being perfectly used, it also stuns. This is the basic stunner for the mage. As a matter of fact, this is an ability that there is no point in developing. It works well even at the first level, you can reach level 3, if you want to, where you stun two opponents at a time, but each additional point is sheer prodigality.
II - increases damage;
III - you hit the target and the one behind him, which additionally decreases their defense;
IV - the stun effect lasts one turn longer;
V - decreases cost in PP.
Lightning Volt - strikes the target, melts his armor and destroys his shield. On a perfect success, it additionally deals AoE damage
II - increases damage;
III - the lightning jumps over to another target;
IV -using the lightning creates a shield around you, which gives a shock to all attackers;
V - jumps over to an additional target.
Funnel of Frost - an attack on all the opponents in the row, which removes positive effects. If perfectly used (do not hold it longer than 2-3 seconds), it slows down the opponents.
II - decreases the effectiveness of the opponent attacks;
III - it leaves the opponents with their Defense Down;
IV - you create a cone, which turns this attack into a nice AoE ability. You need to remember then that you need to aim at the opponent in the middle.
V - the opponents take additional damage per each positive effect that the ability removes. Not very useful, because it rarely happens that someone has an effect that can be removed (assuming that you will be dealing with the opposing casters quickly), not even talking about a situation, in which the effect of this ability is discernible.
Pyre Ball - powerful damage for all the opponents. When upgraded to its maximum level, ends a battle within one or two turns.
II - increases damage;
III - sets all the opponents on fire;
IV - the strength of attacks and abilities of the opponents drop, not too useful,, but it is worth taking, for the sake of the next level;
V - the pyre ball attack ignore the opponent's armor. With this perk, this becomes a very powerful weapon. remember that the attack does not remove the armor; for this, you need to use the lightning or the Breath.