Welcome back to my ranking all of the legendary equipment in Flesh and Blood! Apart from strategy, who doesn’t love a good tier/ranking list? With now 14 pieces of legendary equipment in the game. It seems fitting to do a ranking of how these expensive equipment slots stack up against one another. This week’s ranking is going to involve the bottom seven, along with my breakdown of each of these gear pieces. Mainly, I will be evaluating how these pieces stack up against the others in terms of the following qualities:
- Their immediate or latent impact on the game when they’re worn (how opponents must play around the equipment piece)
- The opportunity cost of having another piece there in place of the chosen Legendary
- Their defensive values
- Their impact on the class’s turn-by-turn gameplay.
Without further ado then, let’s get right into it!
Starting off at number seven is Scabskin Leathers, which I think gets more flack than is due from Brute players due to that horrid possibility of rolling double ones (with Gambler’s Gloves). I do acknowledge that with great power comes great responsibility, and Brute players have to consider carefully every time they touch the dice to roll for these legs.
However, when Brutes win matches they have absolutely no business winning, Scabskin is usually a big part of those wins. The addition of Prism to the battlefield also gave a big boost to the viability of the Leathers, as they provide one of the best ways in the game to gain action points to deal with those pesky auras.
Even then, what pushes Scabskin over so many other strong equipment slots is simply its versatility and viability for any Brute turn to go from good to great. Everyone knows of big Bloodrush Bellow turns being devastating, but the synergy of extra action points with cards like Savage Feast, Tome of Torment (for Levia) and Savage Swing helps Brute create immense pressure and force regular blocks in ways that they otherwise cannot. Add in the solid defensive upside even when not used to roll and Scabskin finds itself up here at number seven on our list.
Like it or not, Azalea will never take off her headpiece. Opt 1 almost every turn has made the Ranger viable and allows her to essentially play with four-and-a-half cards every turn due to her ability to flip into the top card of her deck. Skullbone is also a decent defensive piece, having arcane barrier 1 and 1 block allows her to check most Runeblades without swapping in a Nullrune while allowing for crucial late game blocks.
However, Crosswrap is never going to be dead equipment slot, and the value you get from it in the class is evident from turn one. Even if you don’t keep the opted card on top to use with Azalea, a well built deck can go blind and many times still hit and arrow. The power of Opt in general to cycle through cards, especially setting up the bottom of the deck over the course of the game, is a underrated value proposition that you get from Skullcap as well, and should be considered for any aspiring Azalea specialist.
In addition to this, Crosswrap is a high-impact legendary filling a generally low-impact slot, meaning the opportunity cost of using the card is incredibly low for the value you get. Factor all this in, the decent defense, impact on the game and turning an entire hero a few tiers more dangerous and you have a winner at number six.
Although it requires a very finely tuned deck, when this thing starts running, it’s incredible. The immense value you can get over the course of a game here is fantastic. So far, it has been Prism using it to maximum value with her various auras, such as Genesis automatically fulfilling the requirement of the Vestige at the start of her turn.
However, I think there’s still value left on the table here Boltyn, and due to how pitch-hungry he is, if a deck list can manage to find a way to turn his blues into four-pitch instead with Vestige, then lookout for this chest slot to further rocket up the standings on this list. For now, fairly poor defensive value for a chest slot, alongside the cost of giving up placing the Tunic or Courage of Bladehold here, makes it sit at number five.
Storm Striders entirely changes the way Wizard looks at their hands from the moment you put them on. They’re as electric as the art on them makes you feel. Usually the precursor to devastating Wizard turns, the Striders allow Kano to do a lot with cards that otherwise he would be happier seeing off the top of his deck. Keeping cards like Stir the Aetherwinds, Blazing Aether and Sonic Boom in Arsenal for them to suddenly come into play on the opponent’s turn allows Kano to always keep opponents on their toes. Add in arcane barrier 2 and you have a nice little piece against Runeblades and other Wizards as well.
The only other card competing for this slot is Mage Master Boots, and Storm Striders wins that race by a mile. For such a powerful effect, such as transforming an action into an instant at instant speed, it’ll be interesting to see how else this piece of footwear fits into the fray of things with another hero. Until then, it’s certainly deserving of its slot at number four.
Into the top three we go! The Tunic has long been a top tier equipment slot and it remains where it is today due to its undeniable presence every game. For those classes who always are just short of pitch, or function better in pitch-lean builds, you drastically notice the Tunic’s impact when your hero first puts it on. Think of Azalea, aggro Katsu and even some Boltyn builds.
The extra pitch every three turns is massive, and even for defensive builds who prefer to wait for a bigger turn, they can block up and set up until Tunic hits that third counter, giving them an extra pitch for when they do decide to go off and attack. This versatility in defensive builds and offensive builds, alongside simply gaining advantage in the game simply by playing more and playing longer, is what makes Tunic so drastically good as an equipment piece.
At first glance, the extra pitch from Vestige may seem more appealing, but the unconditional aspect of Tunic is many times a stronger, more consistent choice for decks that cannot manage their board state as well. I think almost every deck has considered running the Tunic once or twice, even if they went with another piece in the end for the chest slot, this alone proves how versatile and strong the advantage it gives is in this game.
However, I would like to add a small stain on my glowing review here. Tunic is by no means a fantastic defensive piece (although the 1 block is appreciated at times), and in fact probably is worse in this meta than it ever has been. This equipment gives you more value the more times you can pop it in a match, and for an aggressive meta such as this one, it many times doesn’t pop off enough times in a game for many classes to even justify running it over a more defensive or strictly more offensive piece such as a Heartened Cross Strap. Even with these deficiencies currently, putting Tunic anywhere below top three to five is an insult to such a game defining card.
I don’t think there will ever be a Ninja who won’t want Mask of Momentum. The simple-yet-devastating effect makes Ninja infinitely more difficult to block and can even pop off late in the chain (fifth or more chain link) to further fuel already punishing turns. The Mask also turned the Kodachis, which were already fantastic weapons, into further pieces of destruction, as any attack action with go-again must be blocked on chain link three if the Kodachis have gone unchecked.
This is one of the few cards which creates so much value turn after turn for Ninja players, and pairs so well with the myriad of on-hit effects they can regularly present any time during the chain. In addition to this, Mask creates world of mental struggle for your opponent on the defensive end, forcing them to play your game and focus more mental energy on blocking rather than playing their game. This level of disruption is rare in equipment slots, and if your opponent doesn’t respect it, you can simply blow them out of the water by drawing on the turn link and continuing your turns. Add in that it blocks for two, making it a fantastic late-game piece, and you would have the best equipment in all of Flesh and Blood were it not for…
The big daddy of equipment slots. Everything about Carrion Husk screams “big.” The art, the idea and lastly the massive block value. Blocking for six at any point above 13 health means you can save a massive amount of life. For the classes that can run it, like Shadow Brute and Shadow Runeblade, when you pair this with their other equipment, they’re essentially going to be playing against you with almost 50 life. Although the effect of the Husk doesn’t seem as large as you may think, it absolutely can swing games due to versatility of that 6-block saving up an entire hand, and stopping turns you otherwise thought the opponent would have to block from hand for.
Now, this of course is not unchecked power. If you can force your opponent to block early, you may even come out on the upper hand if they take five to seven blood debt from the card. However, most of the time, this won’t be the case and they’ll take one to three pings from it, as well as stop the on-hit effects of dangerous cards like Torrent of Tempo, Command and Conquer and so on.
The card simultaneously gives it’s user on-demand the two most important things in Flesh and Blood: life total, and momentum. For the classes it serves, the Shadow Brute and Shadow Runeblade, hand size is everything to them on offense, and good players will absolutely dish it out on their turn after a Carrion Husk block.
For Levia in particular, the card is absolutely absurd, where she can use the block as a pivot in the game, and then simply never take blood debt for the rest of the game as she continuously turns it off with her hero ability. I do enjoy that my number two and number one are such different beasts, with one providing a constant threat, and the other a game-shifting swing. However, the latter swing is so significant for the classes it serves that it allows Carrion Husk to slightly edge out the Mask for the number one slot.
Alrighty’o! We made it to the end of the ranking of every Legendary equipment slot in the game. Although these ranking will change slightly from set to set, it’s always useful to zoom out and look at our options as a whole, not only to realize the threats other classes have, but to possibly see what makes equipment slots better than others in general so we can spot trends hidden in the meta before they spring up. Let me know down below what you think of the list and how your favorite piece faired in my ranking!