Apprentice
The Apprentice is a tier 2 magical unit in Symphony of War.
They can be purchased as conscripts after unlocking a tier 1 tech (with the Gem cost included); albeit at ~3.5 times the cost as the other 4 conscript units.
Stats 
Stats | Base | Growth | Lvl 1 | Lvl 54 | ||
---|---|---|---|---|---|---|
![]() |
Low | Low | ~80 | ~182 | ||
![]() |
Med | Med | 20 | 91 | ||
![]() |
None | None | -49 | -49 | ||
![]() |
Low | Low | ~4 | ~16 | ||
![]() |
Med | High | ~27 | ~70 | ||
![]() |
Low | High | ~16 | ~48 | ||
![]() |
Low | Low | ~89 | ~981 |
- Stats for the Apprentice as a conscript unit.
- While the
Apprentice can promote from a
or
, their base magic is 10~36 points (based on level) below were a conscript
apprentice's is; before class bonuses are applied.
TheApprentice grants a
+5 Magic bonus over those classes as it's class bonus, which is very minor come mid-late game.
Early game the hit of -10 Magic can be offset by a rareDark Affinity showing up for
Fighters or
Bowmen.
While the
Apprentice has a negative internal Armor stat, this is rounded up to 0 in-game.
It's main function is making +Armor artifacts functionally worthless on units like theApprentice, as he will ignore the first +49 Armor before getting any benefit from such artifacts.
It is possible to exceed this withGenbu Shell Fragment and the DLC artifacts in
Spencer's Spectacles and
Tailored Great Helm, though here it's at best 2~4 Armor, which still may as well be 0.
Related Technologies 
Tech: | ||
---|---|---|
Martial Traditions | Gain Class Points 15% faster. | |
Spirit Piercing | Magical attacks pierce 25% of target's magical resistance. | |
Magician's Initiative | Allows Apprentices to strike on the 1st volley of attacks, rather than 2nd, during Player-Phase. | |
Mage Regiments | ![]() ![]() ![]() | |
![]() |
Mixed Unit Tactic | Gains ![]() |
Battle Details 
Battle Detials: | ||
---|---|---|
Round: | ![]() | |
Round 1 | ![]() |
![]() ![]() |
Round 2 | ![]() ![]() |
![]() |
Extra Attack | ![]() ![]() |
![]() ![]() |
Other Detials: | ||
|
Strategy 
Tactics
Apprentices needing to wait a turn to deliver their 1 attack, while also being quite frail, heavily favors using the Apprentice in squads that deny rival squads the ability to counter-attack.
This can be accomplished with Walls or, more reliably, in light-infantry squads.
Squads
Light Infantry squads that go all-in on the offense angle are the best possible place to put an Apprentice; as
Ambush circumvents all of the Apprentice's core issues: while also offering a good
physical / magical damage split for the squad overall; along with a split of magical/light volleys.
![]() |
![]() | |||||
---|---|---|---|---|---|---|
![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
War Cats take up 2 spaces, above is an example of 1 cat.
As Opponents:
Aggressive Attack is a reliable option that can push a squad's damage output past the point a Siren will hang on by a thread, and be killed outright.
Especially useful for any squad with
AoE attacks,
Stealth Attacks, or
Archery attacks that can target the
Apprentice directly: and potentially knock them out in a single hit.
Builds 
Traits
Executioner and
Desperation are excellent traits to bolster Apprentice's offenses, especially as an extra attack doubles their damage output.
Concentration,
Arcane Speed, and
Smite are also good general sources of boosting their damage output.
- And
Unassuming,
Arcane Barrier, and
Arcane Vigor are useful traits to keep the Apprentice alive.
Artifacts
Crystal Lance,
Cyrene's Regalia, and
Excalibur are solid artifacts for the Apprentice; or rather the Apprentice and the rest of his squadmates.
And Sayunaari War Pike and
Auraweave Cloak are more direct bonuses to the
Apprentice's offenses.
Trueshot Bow and other +Skill items are also a solid overall option in an Ambush squad, as targets are often benefiting from avoid bonuses.
Affinity
Dark is the most sought-after affinity for Magicians like the Apprentice; amplifying their Magic damage output to the highest level.
Dark is the rarest affinity; though Magicians are generally the rarest combat units. Any Apprentice conscript that shows up as Dark is generally worth a shot.
Water is a solid fallback; were the bonus to HP and MAG are appreciated.
Gallery