So, the Terror Hound’s ability description interested me, and I brewed up a theoretical party around it. Using the Nature mage’s “Lone Wolf” perk, it aims to create an unstoppable juggernaut monster that can kill any enemy.
The ability description is:
Eye of the Thylacine
At the start of battle, your Hounds merge into a Thylacine that wields this creature’s artifact. The Thylacine has all the base traits from the merged Hounds, 35% of each of their stats, access to all their Spell Gems, and is immune to debuffs that prevent it from acting.
“Base traits” means that by equipping the other five creatures with hound traits on their gear, you should be able to transpose any six traits of your choosing onto one creature (five from the creatures, one from the equipment), in addition to a ton of stats, spell gems of different classes, and the buff from Lone Wolf.
My thoughts on the five creatures are as follows:
Carver Sadist: as soon as you get the chance to defend, you’ll get seven free attacks for triggering on-hit effects.
Inaer Rift Dancer: increase the number of attacks from Wild Stabs to fourteen.
Pit Wraith Dominator: attacks will quickly reduce enemy defense to prevent 0-damage hits.
Dawn Crusader: by defending after attacking, this (should) put you into an infinite loop of attacking with Wild Stabs that ends when everything is dead. Even if it doesn’t, this could be replaced with something else since 14 stabs with on-hits is still a bunch.
Lightning Cerberus: to increase the number of on-hit spell casts from your trove of spellgems by a ton, adding an infinite amount of stat-growth and damage.
What do you guys think? Will it work? I remember in the first game that giving a creature equipment with another species’ trait triggered species-related effects, like with imlings and imlers. Does it still work like that? Also, what traits would you give your unstoppable thylacine killing machine?