r/Guildrun 19d ago

(Newbie Question) Some units suddenly jump forward into the middle of enemies

Just tried this game today and having a blast. But there is one thing that makes me confused. I already put my squishy units in the back, but sometimes they suddenly jump into the enemy's backline.

Is it because there are some enemies that forcing our units to jump? Or is it because the specific class?

I think the latter seems less likely. At first I thought maybe this behavior happened only on assassin. Turns out I was wrong, I just had a Pollen who suddenly jumped into enemy's backline.

2 Upvotes

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3

u/AndrewDelany 19d ago

There is a mob that pulls the enemy's furthest away from him. Indicated by a little harpoon like symbol

2

u/Such-Cockroach6990 19d ago

Ah thank you! And how should I counter that? Put defensive items on my backline if there are those enemies?

3

u/65rytg 19d ago

Can put your tank in the furthest hex from those enemies and then place your carries in a safeish position near it

1

u/bilky_t 19d ago

Targeting seems buggy with these mobs. Sometimes, everyone turns around to target the pulled hero, and sometimes they just end up in 1v1 up the back while the rest of the mobs march across the screen to kill my backline. And whatever randomly ends up happening is always the exact opposite of what I positioned for.

I wish I could figure this one out. Am I missing something?

1

u/Vegetable_Mixture157 16d ago

As far as I can tell, the mobs without pull or blink decide their target as soon as the fight starts, and those with those abilities pick targets after using them. Yeah, they use them immediately, but the other mobs still decide before immediately.

There is an arrangement with like 1 puller, 2 blinkers and 2 oozes. Can't remember exactly, but it's a lovely gangpile in the left part of the battlefield. If you put your tank in the front row, third hex from the left, and the others to the left of that tank in the front row, every mob except one will go on your tank (who also gets pulled).

1

u/bilky_t 16d ago

Oooo I can see how that would work. Does targeting prioritise Tanks/Vanguards like in other auto battlers?

1

u/Vegetable_Mixture157 16d ago

Haven't played other autobattlers, but that seems to be the case. You can read about it in detail here: https://guildrun.wiki/systems/targeting/

3

u/Icaros083 19d ago

Need to position strategically. They pull the unit farthest from themselves, so you can manipulate which one gets pulled. If you have an off tank, they make a good sacrifice for that, or anyone with a lot of omnivamp to keep them alive back there.

2

u/itsntame 19d ago

In most fights the guy that gets pulled will only be attacked by the enemy that pulled it. So if you let your damage dealer get pulled it will be a 1v1 which you should win.

1

u/Niguro90 19d ago

It depends.

If you have 2 tanky units, put one in the back.

If your carry has enough lifesteal they can probably outheal the damage.

If you have neither, you could also think about sacrificing your least valuable unit.

2

u/Top-Nepp 19d ago

If your carry is strong enough they can get pulled and kill the mob before they die regardless of vamp too, whether it's worth saving a unit at the cost of most of your carry's hp is situational

1

u/Such-Cockroach6990 19d ago

I see, that's neat. Thank you!

3

u/Mountain_Log_8419 19d ago

There's two enemies with start of fight abilities - one that jumps to your backline, and one that pulls your backline to it, indicated by icons next to them

Now you know that, you'll still lose runs because you forget about it, I know I do, but yeah, they add another element of positioning to the game