Aim True Modifier In Focus

Aim True Modifier battles always feel very simple and direct at first. Since all attacks will always hit there is no room for luck from misses or dodges. This kind of battle pushes players to think more about raw stats abilities and timing instead of hoping the enemy fail an attack.
What makes Aim True Modifier interesting is how it changes the value of many abilities. Things like Dodge, Flying, Phase, Blind and Backfire doesn't work at all so you have to know how to adjust. I personally find this modifier fun because it removes randomness making things a lot easier to predict but at the same time it punishes bad planning very hard so you have to know your monster's strengths ahead of time.

Modifiers

Aim True - All units gain True Strike (attacks will never miss).
- Aim True Modifier is all about consistency and damage. Since every attack will hit, you can no longer rely on speed or evasion to survive. This makes battles shorter and more brutal where good ability combos and better stats decide the winner very early. I like using high attack melee units like Grove Doomblade or Luceheim Demon since they have really high attacks but only has 1 Speed which means their attacks are more of a hit and miss depending on your luck. Aim True removes luck in the game allowing you to predict the game more easily.

5 Combos You Can Do with Aim True Modifier
| Modifier | Name | Description |
|---|---|---|
![]() | Shield | Reduced damage from Melee and Ranged attacks by 50%. |
| - Shield ability becomes very strong in Aim True battles because every melee attack will connect. Melee units are the ones that benefit the most from guaranteed hits which means you will see a lot of high melee and range attacks. Shield helps your frontline unit survive longer against this constant damage by halving the damage. Preparing against melee units is very important here. If your tank does not have Shield it can die very fast. When both sides have Shield the battle becomes more about who kills the other units first and the one who does will most likely to win. | ||
![]() | Bloodlust | Every time this Unit defeats an opponent, it gets +1 to all stats. |
| - Bloodlust is scary in Aim True Modifier because every attack lands. This increases the chance for Bloodlust units to secure the last hit and gain extra stats. Once a Bloodlust unit starts stacking it can quickly take over the whole match. There are a lot of carry units with Bloodlust. Quora Towershead, a gladiator unit, is one of the best example. She has good melee and magic damage, good health and Bloodlust. Once she gets a few kills, she would be unstoppable and it's all thanks to Aim True modifier. | ||
![]() | Thorns | When hit with a Melee attack, does 2 Meele damage back to the attacker. |
| - Thorns ability and other counter abilities like Magic Reflect, Return Fire and Retaliate become more consistent in Aim True Modifier. Since enemies will always hit they will always take counter damage as well. This creates a situation where attacking too much can actually kill the attacker if they don't have enough health. Thorns is very useful when enemies rely on multiple small hits. The more they attack the more damage they take in return. Using Amplify can increase this damage even more which makes Thorns and similar abilities very punishing in this modifier. | ||
![]() | Tis But Scratches | All units have Cripple (-1 to target's max health after each successful attack; does not affect units with Immunity). |
| - Tis But Scratches Modifier gives everyone Cripple which reduces max health when it hits. Normally, Cripple can feel weak if attacks misses a lot since they only work when the attacks hit. Aim True modifier makes sure Cripple always works which makes this modifier much stronger. This modifier slowly weakens all units over time. Tanks lose their ability to soak damage and healing gets lessen as well since they scale based off the health. In long fights, Cripple stacks can decide the match without needing high damage. | ||
![]() | Explosive Weaponry | All units have Blast (deals an additional 50% damage to units adjacent to the target, rounded up). |
| - Explosive Weaponry Modifier works very well with Aim True because blast only triggers when attacks hit just like Cripple. Since Aim True modifier removes misses on attacks, every attack will activate blast damage. This makes positioning very important because backline units are always at risk even if they aren't the main target. Speed still matters here even with Aim True Modifier. Attacking first can allow you to kill or weaken enemies before they strike back. High speed units combined with Explosive Weaponry can end battles very quickly if not handled properly. |
Battle Breakdown
Early Game:
My strategy for this battle is easy to understand. I have a lot of high attacking units like Grove Doomblade or double attacks like Bren Palesworn and Molten Elemental. The priority in this battle is damage but with a twist of going through the last units first with the Sneaks. I also bet on the chance that the enemy will use a lot of magic attacks that can be countered by Fithe Bladestone. Given by the enemy's last 6 battles choosing Water Element, that is not a hard thing to predict.
Mid Game:
One big problem that my enemy had was the lack of armor. Four out of six units they had has no armor which means the high attacks my units did went directly to their health allowing me to kill a unit every round. Fithe Bladestone covers melee and range unit with the extra armor and also halves magic attacks with Void if they are Dwarf Bloodline. This is a big difference when all the units hit consistently each attack.
Late Game:
With the enemy back line dropping down like flies each round, it is very easy to understand why I had 3 unit advantage by Round 4. Each strike by my two Sneak units gets to kill one enemy unit which decreases their overall damage to my team. This slowly caught up and by Round 4 and with consistent attacks thanks to Aim True modifier, this battle is in the bag in my favor.

Closing Thoughts
- Aim True Modifier rewards players who understand how to make the most of it. There is no safety net from misses so every decision and unit placement matters more. Abilities and Stats take a different appraoch and some will be more appealing than others under Aim True modifier. I like Aim True Modifier battles because they feel simpler and straightforward. If you lose, it is usually because of the difference in skill between players and not because of a lucky miss at the right time. With the right planning, this modifier can quickly swing to either very easy to win or very hard to survive.





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