I’ve always kind of disliked the Dragon Queen because its ability is so schizopherenic - it’s a “when attacked” flag, but wants to take more turns, which defenders/provokers don’t profit from. Ah well, let’s give it a shot.
Preferably life. The Dragon race focuses very heavily around stacking consecutive buffs, so you want as much durability as possible on your Queens. A decent level of Holy Defiance (at least 10 ranks, preferably 15 for safety), some in Reinforce because you’ll be healing a lot in this build, and top off with Calmness, because really, that’s the most reliable way to prevent your face from getting rocked by Planets or some crap like that.
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Dragon Queen x 2
Reactive Dragon Wings: When this creature is attacked, gain 25% Luck and move to the top of the Action Queue.
Reroute to Remain: When this creature is attacked, deal 100% of its Luck to a random enemy creature.
I’m skipping Resilience since the Queen doesn’t have the native durability to tank like the Stronghold does. While it’s still going to spend all of its turns Provoking, now it’ll do better damage to the enemy team by staying that way. Nether Queens for this purpose should be highly focused in HP/Defense/Luck with an emphasis on the former; you can always get more Luck with more hits, but durability is much harder to boost in battle. Likewise for the artifact, which would benefit from a series of AllDef enchants plus Proficiency.
Tether: Creature and all creatures in its row have Link.
Nature’s Blessing: Your creatures always have Grace and Mend.
Since Queens get enormous amounts of turns, Grace + Mend is going to be their most reliable method of healing, and the Link’s here to make sure neither one gets beat on too hard. The Slime, due to its fewer chances to proc Mend, is going to take the emphasis of the beating, so Nethers should focus on HP heavily (as well as Luck, it’s a theme), and its artifact should otherwise be concerned with inflicting lots of status afflictions, particularly Calm/Frozen/Sleep, saving targeted enemies for later.
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Drenched in Fear: Enemy creatures can no longer deal mortal blows to your creatures, and glancing blows deal only 1 damage.
Enchantment: Creature deals more damage equal to 150% of the amount of luck greater than its target.
Native 17 Luck / 19 Speed make this thing almost as good a sniper as the Spider Occultist; focus its Gems heavily on Topaz, its Artifact on Luck and Proficiency, and use this to take out what you consider too dangerous to live. Drenched in Fear multiplies the Queens’ survival rate tremendously, as their increasing Luck means more glancing blows and turns those glancing blows into nothing.
Curse of the Silent: Your creatures never deal glancing blows, and their mortal blows deal 50% more damage.
Lifebane: After attacking, inflict Jinx on target for 5 turns.
A necessary support creature. Since this isn’t a DPS creature, focus it on HP/Defense/Luck like normal, with its artifact emphasizing status (but not Calm/Frozen, because you want things to kill themselves with Jinx). Use this on enemy attackers to force them to kill themselves even harder on the Queens. Silent is needed so that Warp Reality and Vilify don’t instantly emasculate you.
Priest of Radiance
Radiant Eclipse: Your creatures have 40% more luck.
Lifebane: You and your opponent can no longer cast spells in battle.
More Jinx and a general party buff. You know the drill, HP/Defense/Luck with lots of nice status enchants, emphasis on Sap/Disease/Disarm as these hobble attackers the most.
No such damn thing, you’re running Curse of the Silent.
Have the Queens provoke while the Clutcher snipes major threats, like Faith Hunters or Frenzy Ghouls. The Priest and Mummy should focus on sabotaging enemy attackers, while the Slime smacks things you just don’t want playing at all, not yet.
I wouldn’t call this a terribly awesome build, but it’ll do fine for awhile.