Strategy Guide: 100 point Gladiator

In part 3 of this five-part article, Moraturi offers insights into the 100 point Gladiator format (exactly 2 creatures, small maps). Thank you, Moraturi! -Ira

100 Point Gladiator Format

In this format, each player brings only 2 (and exactly 2) creatures for battle on a small map. Strategically, there are a couple of things to be aware of here. The way the turn sequence goes, one player will activate first, then the other player activates both creatures, and then the first player finishes the round with the second creature. You have to pay close attention to the initiative order in order to maximize some specific synergies.

In order to be successful in this environment, you have to have a warband which can do one of two things better than your opponent. Either your warband has to deal out massive damage in a very short interval, or the warband has to use some kind of technical ability or effect to control the battlefield.

If you decide on the damage dealing option, as a general rule to be successful, each of your main Hitters has to be able to deal out at least 40 damage in a round in order to be truly competitive, even if it can only do it once. If a creature can deal 40 points of damage, you should be able to eliminate most (not all) of the enemy's threats in 2 attacks, since most of the main creatures will have 80 hit points or fewer. You have to time your activations correctly. If your opponent goes first, you want to hit for the damage in your two activations, which will eliminate the threat. Alternately, if you are going first and last in the round, you can attack last and do 40 damage, then get lucky and go first for another 40, before your opponent can activate. If you can eliminate one creature with no retaliation, you will suddenly have a huge advantage with both of your own creatures against the one remaining enemy creature. A number of the warbands listed below will be able to do this. If your warband uses otherwise “strong” creatures that do only 20 damage per hit each, it will take at least 2 rounds to kill one enemy creature (assuming a pretty standard 80 hit points), and one of your Hitters will be dead before that happens.

The second strategy uses some support or Technical trick to alter the battle conditions dramatically in your favor. Things like Invisibility to control the first attack, or Immobilizing an enemy creature so you can concentrate attack damage on one creature, or using effects like Confusion or Dominate to give you a three-to-one creature advantage.

Since you have to fill out 100 points with only two creatures, players will look for pairs of creatures that get as close as possible to the point total to maximize the power of the warband, while exploiting two creature synergies. Sometimes, both creatures will be strong Hitters, but others will have one very strong Hitter and then a mid-range Tech creature for support.

Whenever possible, consider the addition of equipment to both fill out the point value of your warband and give extra abilities to your creatures. In this type of format, as a general rule, you are not going to win by camping a creature on a Victory area. You are going to win by destroying both enemy creatures. You aren’t going to win on points from Victory Areas. As such, the addition of a few points of equipment essentially has no down side. Add equipment whenever possible.

Some of the strongest warbands for 100 point Gladiator are as follows. This is by no means a complete list, but it is pretty comprehensive. For most of these, notice the synergies that can be built into the two creature combinations.

Aspect of Hextor (War Drums 28/60, Rare, 75 pts), Soulknife Infiltrator (Blood War 44/60, Uncommon, 24 pts)

Stormrage Shambler (Unhallowed 24/60, Uncommon, 72 pts), Crow Shaman (Aberrations 15/60, Rare, 26 pts)

Nightwalker Sinister (Savage Encounters 26/40, Rare, 70 pts), Bodak Skulk (Savage Encounters 6/40, Uncommon, 30 pts)

Nightwalker Sinister (Savage Encounters 26/40, Rare, 70 pts), Shadowdancer (Blood War 22/60, Uncommon, 28 pts)

Warduke (War Drums 60/60, Rare, 70 pts), Gnome Trickster (Blood War 17/60, Uncommon, 27 pts)

Skeletal Tomb Guardian (Dungeons of Dread 52/60, Rare, 69 pts), Gelatinous Cube (Desert of Desolation 20/60, Rare, 28 pts)

Aspect of Kord (Underdark 13/60, Rare, 65 pts), Soulrider Devil (Demonweb 17/60, Uncommon, 34 pts)

Death Knight (Deathknell 33/60-Dungeons of Dread 7/60, Rare, 65 pts), Ghostly Consort (Angelfire 41/60, Rare, 35 pts)

Stormrage Blue Dragon (Demonweb 31/60, Rare, 65 pts), Arcadian Avenger (Night Below 1/60, Uncommon, 31 pts)

C'Tallun Astral Hunter (Lords of Madness 8/60, Very Rare, 64 pts), Minotaur Warrior (Demonweb 43/60, Rare, 36 pts)

Yochlol Tempter (Legendary Evil 40/40, Rare, 63 pts), Drow Demonbinder (Demonweb 12/60, Rare, 34 pts)

Human Fighter Lord (Feymire 8/15, na, 61 pts), Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts)

Dragon Samurai (Aberrations 5/60, Rare, 60 pts), Blackspawn Exterminator (War of the Dragon Queen 42/60, Uncommon, 39 pts)

Dragon Samurai (Aberrations 5/60, Rare, 60 pts), Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts)

Ambush Drake (Deathknell 58 pts) [Greater Healing Potion (6)], Cleric of Garl Glittergold (Aberrations pts), [Healing Potion (5)]

Storm Silverhand (Blood War 23/60, Rare, 57 pts), Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts)

Dwarven Defender (Dragoneye 2/60, Rare, 55 pts), Kolyarut (Blood War 9/60, Rare, 45 pts)

Exarch of Tyranny (Night Below 30/60, Rare, 54 pts), Kolyarut (Blood War 9/60, Rare, 45 pts)

Exarch of Tyranny (Night Below 30/60, Rare, 54 pts), Thrall of Blackrazor (Unhallowed 57/60, Rare, 43 pts)

Exarch of Tyranny (Night Below 30/60, Rare, 54 pts) [Greater Healing Potion (6)], Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts)

Caller in Darkness (Unhallowed 49/60, Uncommon, 53 pts), Skull Lord (Demonweb 27/60, Rare, 41 pts) [Greater Healing potion (6)]

Warpriest of Hextor (Deathknell 45/60, Rare, 52 pts), Kalliroth, Githyanki Pirate (Lords of Madness 24/60, Very Rare, 47 pts)

Khumat (War Drums 35/60, Rare, 51 pts), Dire Bear Mauler (Demonweb 58/60, Uncommon, 45 pts) [There are a couple of possibilities for equipment here]

Lion of Talisid (War Drums 20/60, Uncommon, 51 pts), Moon Elf Fighter (Archfiends 20/60, Uncommon, 49 pts)

Psychic Sentinal (Legendary Evil 30/40, Rare, 51 pts), Githyanki Warrior (Dangerous Delves 18/40, Rare, 49 pts)

Yuan-ti Halfblood Sorcerer (War of the Dragon Queen 60/60, Uncommon, 51 pts), Yuan-ti Abomination (Aberrations 59/60, Rare, 48 pts)

Moon Elf Fighter (Archfiends 20/60, Uncommon, 49 pts), Elf Arcane Archer (Against the Giants 60/60, Uncommon, 47 pts) [There are a couple of possibilities for equipment here]

Large Shadow Dragon (Night Below 57/60, Rare, 48 pts) x2 [Darkmage Disguise (4) or Neutralize Poison Potion (4)]

Chain Devil (Angelfire 36/60-Dangerous Delves 11/40, Rare, 45 pts) x2, [Darkmage Disguise (4), Greater Healing Potion (6)]

Galeb Duhr (Against the Giants 36/60, Common, 45 pts) x2, [Greater Healing Potion (6)]


md3's picture
Member since:
7 July 2011
Last activity:
22 weeks 1 day

I like Earth Archon Rumbler and Water Archon
Also, dual psychic Sentinels with a load stone.

alepulp's picture
Member since:
7 July 2011
Last activity:
18 hours 57 min

I've never played this format - requires a bit too much luck I think. But certainly interesting.

Pervez74's picture
Member since:
24 December 2017
Last activity:
1 hour 56 min

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