A Rekkr is a melee fighter unit in Norse: Oath Of Blood. They have one melee weapon, which they use with two hands, such as a large axe or a club. The Rekkr is a hard-hitter, has abilities unique to their unit type, and when used right, they can be powerful in battle.
The Rekkr’s abilities are based on high damage output, but don’t mistake them for a tank, as their health is very average. Here are the best abilities to choose when using a Rekkr in Norse: Oath Of Blood, and how best to use them on the battlefield.
Every Best Rekkr Abilities
The Rekkr is a melee fighting unit in Norse: Oath Of Blood, who uses one two-handed weapon, and loves to be in the midst of the action. You can add a Rekkr to your unit line-up when entering the next mission, fighting alongside Sigrid and Gunnar. If a Rekkr becomes essential for your lineup, you can hire new Rekkrs from any allied village that has them available.
Check the Map regularly for new recruits, as each allied village refreshes stock of resources and fighters every few turns.
The Rekkr abilities are unique to this unit type, but they also share some with the bodyguard Arn, the Spear-Breaker, who is considered an elite version of the Rekkr. The abilities can be chosen from two distinct choices: Champion or Slayer, with more abilities to be unlocked each time the unit ranks up.
When your fighters gain experience during a mission, they will be able to rank up upon its completion. The more they interact with an enemy unit and the more hits and kills they get, the more likely they are to rank up.
To check how successful each unit has been, add any new abilities, or change equipment, visit the Hirdmen tab and select your unit. You can also change equipment before a battle.
Abilities in the Champion column buff damage and increase strategic moves, while the Slayer column offers many debuffs for enemy units and some damage boosts. Your choices really depend on how you want to use your fighter as you progress. However, we recommend equipping the abilities below to add balance to your Rekkr gameplay.
|
Ability |
Type |
Rank |
Description |
|---|---|---|---|
|
Hammer |
Champion |
Bondi |
Deals 4 – 6 Damage, +1 Armor Break, and is Delayed. You have 75% chance of inflicting Prone for 1 Turn, which skips their turn, reduces their Reflex by 100%, and increases the Damage taken by 50%. This ability is also triggered instead of an Attack Of Opportunity. |
|
Butcher |
Slayer |
Oathsworm |
The Cooldown for the Rekkr standard ability Hew is reduced by 1 turn. Hew deals 4 -6 Damage to all enemy units within a 3-tile area, so it is a great one to have back quickly. |
|
Grit |
Slayer |
Viking |
Gain +2 Armor while using Delayed abilities or while Prone. This gives your Rekkr some defense when he needs it most. |
|
Whirlwind |
Slayer |
Housecarl |
Deals 4 – 6 Damage and 1 Armor Break to all adjacent units. This is a repeatable ability, which can be repeated with a 10% higher success chance for 1 AP. |
|
Hel’s Kiss |
Slayer |
Legend |
Targets killed by Hew always count as being Executed, which restores all AP. |
|
Ragnarok |
Champion |
Einherjar |
Deals 10 Damage to all targets within a 2-tile radius. This is a huge hitter for Rekkrs who are always near enemy units. |
The Rekkr’s general skill, Hew, deals between 4 and 6 damage across three tiles, which is a great attack if more than one enemy unit is standing ahead of you. You do have to be aware of your own unit’s positions, however, as your attack can deal damage to them if they are stood in the way,
The Rekkr is best deployed at the front of the group at the start of the match, as they can deal a lot of damage head-on and need to be up close with enemy units.
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