
Reviving Enemies such as all undead in "March of the Undead" and "The Relentless Undead" variants and all Modrons in "The Neverending March" variant.Doubly annoying if they stop just outside the range of a debuff like Strix' Poor Hygiene that relies on them being closer to the formation, meaning they'll take longer to deal with. Those who can target champions behind the front lines such as the skull-throwing flying monkeys in "Flying Monkey Skulls of Doom" are even more irritating. Ranged enemies will usually be able to get a shot off in many cases before going down.Dungeon Master has the potential to be utterly broken - not only is he exempt from all restrictions (stats, alignment, evergreen/event, etc.), but one of his specializations allows him to bring in another champion that would ordinarily be locked out by restrictions.
Most of the community agrees that any champion that reliably speeds up runs (Deekin, Shandie, Sentry, Briv, Melf) is considered this, as having shorter early game runs allows one to farm for favor far more efficiently. Her Blessed Hammer ability stacked multiplicatively with each other and could stack up to four times note which means that if one stack gave a 7x buff for example, four stacks would multiply a character's damage by 7^4 = 2401x, and by using a Difficult, but Awesome swapping trick she could stack hammers and boost a Splash Damage DPS (usually Strix) to ridiculously high damage, then allow said DPS to nuke the enemies. Before a much-needed Nerf, Barrowin was this. Three of them aren't that bad, but the fourth is a cannon similar to the Pirate Captain's (takes certain amount of individual hits, One-Hit Kill on whoever it shoots) except that it targets a random champion instead of the front-most one, making it even more frustrating if it takes out your primary attacker. The Liar's Night event "Pirate's Night" has the drunken sailor who appears in every non-boss area with one of four abilities. Not only do they need to take a good number of individual hits before going down, they'll also One-Hit Kill your entire front-most row should it reach your party before disappearing, and more than one can appear at a time. The Specters in The Haunted Jungle variant. The variant Durable Deep is especially bad with this where every enemy in the level has armored hit-based HP. This means that you cannot rely on your buffers to grind them down at higher levels, as only your DPS will be able to do so, turning a slow-attacking but powerful DPS into a liability. These not only require a number of individual hits to go down, said hits will only register if they deal over a certain amount of damage threshold. Demonic Spiders: Certain Variants have enemies that have hit-based HP or can instantly kill units, or sometimes both. Outside of Paultin, the champs used in Trials can be reasonably varied based on what each player can spare for a week, but in general they'll usually fall under either "More Assault Party Damage" or "Increase received Scales of Tiamat". Unlike other top-tier Tiamat Champions like Jarlaxle or Sentry, Paultin is weak enough that not having access to him for a week isn't gonna matter for most players. Paultin is a common sight in the Trials of Mount Tiamat, due to being one of the best (if not the best) Champions for increasing the amount of Scales of Tiamat you get. #IDLE CHAMPIONS OF THE FORGOTTEN REALMS ARKHAN UPGRADE#
Compounded with "Feast or Famine" upgrade (extra buff from tagged slots adjacent to Shaka, regardless of being filled correctly or not) and a choice whether to add tagged slots or reroll the random slots, he requires to fiddle with your formation every mission reset to get the most optimal buff, if not the maximum, and not rely on saved formations.
The more champions placed in an appropriate slot, the more buff you can get. A new champ from The Running event, he introduced a gameplay mechanic called "A Celestial Puzzle" where four random slots are tagged with a random tag ranging from gender (non-binary count as either), party role, and/or race. Shaka seems to be an attempt to avert, or at least downplay this.