Apprentice

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Apprentice Squad.png 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 Gems Gem cost included); albeit at ~3.5 times the cost as the other 4 conscript units.


Apprentice Stats Apprentice

Stats Base Growth Lvl 1 Lvl 54
HP Low Low ~80 ~182
Weapon Med Med 20 91
Armor None None -49 -49
Strength Low Low ~4 ~16
Magic Med High ~27 ~70
Skill Low High ~16 ~48
Threat Rating Low Low ~89 ~981


  • Stats for the Apprentice as a conscript unit.


  • While the Apprentice Apprentice can promote from a Minimap Fighter.png or Minimap Bowman.png, their base magic is 10~36 points (based on level) below were a conscript Apprentice apprentice's is; before class bonuses are applied.
    The Apprentice Apprentice grants a Magic+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 rare Dark Dark Affinity showing up for Minimap Fighter.png Fighters or Minimap Bowman.png Bowmen.


  • Armor While the Apprentice 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 the Apprentice Apprentice, as he will ignore the first +49 Armor before getting any benefit from such artifacts.
    It is possible to exceed this with Genbu Shell Fragment.png Genbu Shell Fragment and the DLC artifacts in Spencer's Spectacles.png Spencer's Spectacles and Tailored Great Helm.png Tailored Great Helm, though here it's at best 2~4 Armor, which still may as well be 0.



Apprentice Related Technologies Apprentice

Tech:

Martial Traditions Alpha.png

Martial Traditions Gain Class Points 15% faster.

Spirit Piercing Alpha.png

Spirit Piercing Magical attacks pierce 25% of target's magical resistance.

Magician's Initiative Alpha.png

Magician's Initiative Allows Apprentices to strike on the 1st volley of attacks, rather than 2nd, during Player-Phase.

Mage Regiments Alpha.png

Mage Regiments Heavy Infantry Heavy Infantry
After Mage Regiments tech
Slow Infantry Slow Infantry
Mixed Unit Tactic Alpha.png Mixed Unit Tactic Gains Weapon Power +3 weapon power for each different archetype of unit added to the squad, starting from the second.


Apprentice Battle Details Apprentice

Battle Detials:
Round:
Before tech and any Enemy Phase:
Player-Phase with Magician's Initiative Alpha.png Magician's Initiative researched:
Round 1 Wait Wait Magical attack (bypasses armor, ignores block and cover, can strike up and down walls) Magical Fire Attack, Magic Magical Volley (7th), at 1 range.
Round 2 Magical attack (bypasses armor, ignores block and cover, can strike up and down walls) Magical Fire Attack, Magic Magical Volley (7th), at 1 range. Wait Wait
Extra Attack Magical attack (bypasses armor, ignores block and cover, can strike up and down walls) Magical Fire Attack, Magic Magical Volley (7th), at 1 range. Magical attack (bypasses armor, ignores block and cover, can strike up and down walls) Magical Fire Attack, Magic Magical Volley (7th), at 1 range.
Other Detials:


Apprentice Strategy Apprentice

Apprentice 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.


Apprentice Squads

Light Infantry Light Infantry squads that go all-in on the offense angle are the best possible place to put an Apprentice; as Attack Special Action.png Ambush circumvents all of the Apprentice's core issues: while also offering a good Attack.pngMagic Attack.png physical / magical damage split for the squad overall; along with a split of magical/light volleys.


Light Infantry Ambush Squad: Minimap War Cat.png DLC Squad:
Minimap Rogue.png Minimap Apprentice.png
Minimap Apprentice.png
07b Swordfighter.png
07b Swordfighter.png
Minimap War Cat.png
Minimap Apprentice.png
Minimap Apprentice.png
Minimap War Cat.png
Minimap Spearman.png
Minimap Scout.png
  • Minimap War Cat.png War Cats take up 2 spaces, above is an example of 1 cat.


Apprentice As Opponents:

Attack Aggressive.png 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 Small Diamond.png AoE attacks, Stealth Attack.png Stealth Attacks, or Guerilla Bow.png Archery attacks that can target the Apprentice Apprentice directly: and potentially knock them out in a single hit.


Apprentice Builds Apprentice

Apprentice Traits


  • Executioner.png Executioner and Desperation.png Desperation are excellent traits to bolster Apprentice's offenses, especially as an extra attack doubles their damage output.





Apprentice Artifacts

Crystal Lance.png Crystal Lance, Cyrene's Regalia.png Cyrene's Regalia, and Excalibur.png Excalibur are solid artifacts for the Apprentice; or rather the Apprentice and the rest of his squadmates.


And Sayunaari War Pike.png Sayunaari War Pike and Auraweave Cloak.png Auraweave Cloak are more direct bonuses to the Apprentice Apprentice's offenses.


Trueshot Bow.png Trueshot Bow and other +Skill items are also a solid overall option in an Ambush squad, as targets are often benefiting from avoid bonuses.


Apprentice Affinity

Dark 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 Water is a solid fallback; were the bonus to HP and MAG are appreciated.


Apprentice Squad.png Gallery

Promo Apprentice.png
Apprentice Apprentice Apprentice

Apprentice Enemy Sprite.png Apprentice.png Apprentice Ally Sprite.png