As the unit with the highest gold cost in the game, Odin requires a high economy. On the turn you purchase Odin, you will unlikely be able to buy anything else. As compensation for the cost, Odin immediately threatens 7 Attack when bought--an amount of pressure only matched by the mighty Tia Thurnax, and sometimes Vai Mauronax. The high tempo of buying Odin will usually give you time to assemble more attackers while your opponent scrambles for defense.
Deciding whether to use Odin's Ability can be tricky. By sacrificing a Steelsplitter, which costs 6 (Replacing 1 Attacker is almost always cheaper though), player gains 4, which would cause the other player to lose at least a Wall and a (preemptive) Engineer in defense, which add up to over 7. This trade by itself is favorable, but this avoids Blocking with the unit. Cases where clicking it would allow the user to breach and thus deal significant damage, or set up for such in a few more uses, are the strongest case for the ability. Breaching enemy Absorb is nearly always a good trade by itself.
Odin has two main types of combos: tech fixes that mitigate the drawback of committing to 3 Blastforges, and blue pressure units that can be bought after Odin to put even more hurt on your opponent.
- Centrifuge is good with just about any high-tech legendary.
- Steelforge is a more efficient way to get your second Blastforge, but more importantly provides quality tech sink through its click ability - not to mention, it produces Steelsplitters in case you ran out from clicking Odin.
- Synthesizer is another way to get Odin without three Blastforges. Synth is most effective in sets where the main attacker(s) and/or defender(s) you want are actually green and Odin was the only reason to get blue; this is very effective if the set contains Asteri Cannon or Plexo Cell, for example.
- Pixie, Oxide Mixer, and Manticore are blue units that cost very little gold. Manticore is also effective because you will already have some extra Steelsplitters laying around.
- Drake is one of the best blue attackers in the game, and it also puts on a lot of pressure instantly. It pulls double duty as a tech fix since its click ability can dispose of unwanted Blastforges.
- Grenade Mech is one of the most obvious examples of a pressure unit in general. It also doubles as a tech fix. For maximum pressure, click Grenade Mech and Odin on the same turn.
Another combo is Lancetooth, since it allows you to spend away the attack from your Steelsplitters instead of letting it get absorbed. This makes rushing Odin quickly very attractive, since generally speaking the reason not to rush attack quickly is absorb, which Lancetooth counters.
Both players have some possible openings with which to rush out Odin. The fastest possible build is available to Player 2:
- DD (floating 4)
- DDB (floating 4)
- BB (floating 7)
This build is terrible however, and should lose easily provided Player 1 doesn't play right into it. Player 1 should not set up to the Odin right after this, because once Player 2 gets Odin they will be forced to either delay their own for a while or get breached buying it. However, Player 1 should have no trouble beating the build if they go for a slower Odin, since Player 2 will be dreadfully overteched in the coming turns and Player 1 will not.
The fastest reasonable build is available to Player 1:
This build should be much tougher to beat since it leaves Player 1 far less overteched than the previous build left Player 2, and puts Player 2 in the same predicament (either delay Odin for a while or get breached buying it).
A slower build is available to Player 2:
- DDBB (floating 1, wasting blue)
Having to buy a Conduit early on is unfortunate, but player 2 often has no choice - floating 4 gold for two turns in a row is just so bad. However, most base + 8 sets have some green units that will be good at some point, so it isn't necessarily the end of the world.
There is also an even slower build, for Player 1:
- BBSD or BBDDD
Player 2 has a strong econ build:
Blocks for the turn the enemy Odin would deploy, then deploy back immediately against pressure.
Random Set Openings
Player 1 can open Turn 5 with Auric Impulse (1) and a blue sink. This requires a way to add 2 attackers per turn quickly to be effective. Thermite Core or Pixie can help focusing on raising the economy the turn after.
Player 1 Ferritin Sac (1) rush opening.
Very inefficient without Econ or Red support.
Player 1 Ferritin Sac (1) and Auric Impulse (0) rush opening.
Requires some Red sink.
Player 2 Ferritin Sac (1) rush opening.
Random set Drones or cheap red units improve this opening.
Player 2 Ferritin Sac (1) and Auric Impulse (0) rush.
It can be strong worth with Red and Blue support.
Player 2 Ferritin Sac (1) and Blood Phage (2) rush.
- DD1 (Float 4)
Very efficient Rush.
Player 1 Ferritin Sac (1) and Blood Phage (2) rush.
- WD or W1 (Float 5)
Efficient rush, but may go second.
Player 2 Ferritin Sac (1) and Chrono Filter (2)
- B (Float 8)
Player 2 Ferritin Sac (1) and Wild Drone (0) line
Player 1 Ferritin Sac (1) and Wild Drone (0) line
Centrifuge + Auric Impulse
Player 1 Centrifuge (1) and Auric Impulse (0) rush opening.
This requires a strong support from the unit set.
Player 2 Centrifuge (1) and Auric Impulse (0) rush opening.
This requires strong support from the unit set.
Player 1 Centrifuge (1) and Auric Impulse (0) faster rush opening.
This pressures the opponent but leaves a 6B econ.
- January 14th, 2019
- December 9th, 2015
- August 8th, 2015
- October 11th, 2014
- October 4th, 2014
- Balance Patch Explanation (January 14th, 2019)]