The first campaign chapter introduces defenders that slow you down and make it harder to move through a room. Chill briefly slows you. Frost Ground controls a patch of floor, and Frostbind is a stronger slow. The Skeleton Commander's Undead Mark boosts damage and cooldown recovery for undead attacking the marked hero.
How They Fight
Frost Ground The Skeleton Mage puts a patch of frost near your route.
Undead Mark The Skeleton Commander marks the hero for the undead formation.
Focused shots The Skeleton Archer fires its focused volley faster at a marked hero.
On a raid. Keep a clear route out of frost patches and move across the archer's line of fire when the volley starts. If a scout pulls back to call reinforcements, hit it during the wind-up.
In your dungeon. Give the commander and archer overlapping lines of sight. Put a mage where it can see the same approach so its frost patches make it harder for attackers to leave that area.
Monsters
Skeleton Warrior
Common · Cold · 4 capacity · First seen in 1-1 · No blueprint required
A frontline melee defender that raises its shield to reduce frontal hits. Circle around the side when the shield goes up, or switch to a ranged defender behind it.
Skeleton Archer
Common · Cold · 6 capacity · First seen in 1-1 · No blueprint required
Its arrows apply Chill. Watch for the rapid focused volley and move sideways out of its path, especially if the commander has marked you.
Skeleton Mage
Common · Cold · 6 capacity · First seen in 1-2 · No blueprint required
Fires ice bolts and places frost patches around the hero's route. Check the floor before retreating. A patch can close off the path you used to enter.
Frost Spider
Common · Cold · 2 capacity · First seen in 1-3 · No blueprint required
A fast melee defender suited to groups and tight spaces. Keep enough room to move around the spiders when several rush you together.
Skeleton Scout
Common · Cold · 8 capacity · First seen in 1-5 · Blueprint from 1-5
Falls back and prepares a call that can alert monsters across a wide area. Land a damaging hit during the wind-up to interrupt it.
Skeleton Commander
Elite · Cold · 20 capacity · First seen in 1-9 · Blueprint from 1-9
Breathes frost in front of itself and marks the hero for other undead. Step out of the breath's path and give yourself room to dodge the archer's follow-up.
Undead Knight
Boss · Physical · 50 capacity · First seen in 1-10 · Blueprint from 1-10
The first chapter's final defender uses spear thrusts, a line of thorns and falling rocks. Move out of the areas it telegraphs and keep room to dodge the next attack. Its attacks deal physical damage, and it benefits from the commander's Undead Mark.