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Empuzzled.com• Aug 31, 2024

Peregrine: The Dodge-Dancing Faun Who Laughs at Insanity

Overview

Peregrine is a Legendary Nature hero from the Woodland Faun family, originally released in late 2024. As a Ranger, he brings a unique twist to the classic "dodge" mechanic, turning evasion into a finite resource rather than a timed buff. While he entered the game during the initial wave of "Wilderness" heroes, his specific toolkit—designed to counter the maddening "Insanity" mechanic—has kept him from fading into obscurity.

If you've ever wanted a hero who looks like he just skipped out of a midsummer night's dream to slap your enemies with a leaf-covered stick, Peregrine is your guy. Just don't let the smile fool you; he's surprisingly slippery.

faun_peregrine

Hero Art & Visuals

Peregrine's design leans heavily into the "trickster spirit" archetype. He sports a pair of impressive ram horns, leafy attire that would make a druid jealous, and a dynamic, crouching pose that suggests he's ready to spring—or dodge—at a moment's notice. The color palette is a vibrant mix of emerald greens and earth tones, fitting perfectly with his Nature element. It's a lively, energetic design that captures the mischievous essence of a faun without feeling too cartoonish.

General Info

Hero data missing

Hero Stats

Stat Analysis: By early 2026 standards, Peregrine's base stats (Attack ~1135, Defense ~1110, Health ~2177) have noticeably aged. Modern heroes are now pushing 1300+ in attack and defense with health pools comfortably over 2400. While he isn't "glass cannon" fragile, he is no longer the stat-monster he was at launch. He relies heavily on his Enhanced Dodge and Passives to survive, rather than raw bulk. To use him competitively today, Limit Breaking (LB1 and preferably LB2) is almost mandatory to close the gap.

Special Skill: Feyfire Slash

Skill Analysis: "Feyfire Slash" is a fascinating mix of offense and defensive utility.

  • The Hit: 450% damage to three targets is respectable. While it won't one-shot a modern team protected by massive overheal, it hits hard enough to soften up the flanks for a sniper to finish off.
  • Enhanced Dodge: This is his signature move. Unlike standard dodge which lasts for a set number of turns (e.g., 3 turns), Peregrine's dodge lasts until the ally successfully dodges 5 times. This is incredibly powerful against teams that rely on a few big hits (like snipers). However, against teams with multi-hitters or rapid-fire heroes, those 5 charges can be burned through quickly.
  • The Fail-Safe: If the dodge is removed (dispelled) or runs out, the ally gets a massive +70% Attack buff. This creates a "damned if you do, damned if you don't" scenario for the defender. Dispel him, and you just enraged his team.

By the Numbers

  • Effective Mana Speed: Average. With a level 23 Mana troop (or level 11 Magic/Cyclops), he charges in 9 tiles. He doesn't have inherent mana boosting passives, so he plays at standard speed.
  • Damage Potential:
    • Base Attack (LB2): ~1399
    • Skill Multiplier: 450%
    • Rough Damage Output: ~6,295 raw damage value (before defense mitigation) split across three targets.
  • Defensive Value: The 55% Dodge Chance effectively gives his team a coin-flip chance to ignore special skill damage. Statistically, avoiding 5 hits means avoiding potentially 5000+ incoming damage, which is far more valuable than a standard heal.

Family Bonus, Passives, Aether Power & Unique Abilities

The Woodland Faun family is one of the best "anti-meta" families in the game.

Family Bonus

Analysis: The ability to resist Mana Reductions and Mana Ailments is gold. Even with just Peregrine (75% chance), he can often shrug off mana cuts from heroes like Li Xiu or the various water-themed mana stealers. Paired with another Faun, he becomes immune to mana manipulation, ensuring he fires exactly when you calculate he will.

Passives

Analysis:

  1. Minion Blind: A newer addition to his kit, this -60% accuracy for minions is a fantastic soft counter to minion-heavy teams, effectively neutralizing the chip damage that often decides close wars.
  2. Resist Insanity: This is the big one. Insanity (Mindless Attack/Heal) is a debilitating mechanic. Peregrine is naturally immune. He will never attack his own team due to Insanity, making him a hard counter to the Cthulhu-mythos/Shadow heroes.
  3. Resist Attack Reduction: He ignores Attack Down ailments and Wither effects that target attack. This ensures his 450% hit is always hitting at full power.

Aether Power

Analysis:Attack Up fits his Ranger role perfectly. It helps mitigate his aging stats, giving him a flat damage boost at the start of the battle to ensure his first "Feyfire Slash" stings.

Legacy & Modern Relevance

  • Historical Context: Upon release, Peregrine was considered a top-tier defensive flank. His dodge mechanic was frustratingly durable because it didn't expire with time.
  • Power Creep: As stats have ballooned, Peregrine's direct damage has become less threatening. He is no longer a feared "kill threat" on defense.
  • Modern Verdict: Peregrine has transitioned into a high-utility support attacker. You don't bring him for the damage; you bring him because the enemy team has Insanity heroes or heavy mana control. He is a specialized tool. In Rush Wars, his Average speed becomes Very Fast, and his Dodge becomes oppressive.

Emblem Path Analysis

As a Ranger, Peregrine has access to the "Pierce" talent, which allows him to bypass defensive buffs.

  • Path: Defense > Health > Attack
  • Pros: Maximizes his survivability to ensure he fires his dodge. He needs to stay alive to protect the team.
  • Cons: His special skill hits slightly softer.

The Glass Cannon

  • Path: Attack > Defense > Health
  • Pros: Maximizes the 450% damage hit and benefits from his high base attack and Aether Power.
  • Cons: He might die before casting, rendering his unique dodge useless.

Final Recommendation

For 2026 play, go with the Survivor (Defense/Health) path. His value is in the Dodge buff and the Passive resistances. If he's dead, he resists nothing.

Strengths

  • Anti-Control: Immune to Insanity, Attack Down, and highly resistant to Mana Cuts.
  • Unique Dodge: "Charge-based" dodge doesn't expire if the enemy plays passively; it forces them to interact.
  • Punishing Dispel: Removing his dodge grants a massive Attack Buff.
  • Minion Mitigation: Passive blinds heavily nerf enemy minion damage.

Weaknesses

  • Aging Stats: Takes heavy damage from modern snipers.
  • Dispellable: His primary survival mechanic (Dodge) can be dispelled (though with a penalty).
  • Average Speed: Can be too slow against the current "Very Fast" rush meta without mana troops.

Best Game Modes

  • Rush Wars: He is a monster here. The dodge keeps your team alive while they charge.
  • War vs Insanity/Mana Control: Specifically useful against specific tanks or flanks.
  • Bloody Battle: Dodge is essentially "pre-healing," which is invaluable when healing is banned.

Advanced Strategy & Team Compositions

Sample Team Ideas

  1. The "Can't Touch This" Defense:
    • Setup: Peregrine (Flank) + a sturdy Tank (e.g., a Construct or Toon).
    • Why: Peregrine protects the tank with Dodge. If the attacker brings a dispeller to remove it, the tank gets +70% attack and wipes the attacker.
  2. The Anti-Minion Green Stack:
    • Setup: Peregrine + Almur/Evelyn (EDD) + Any heavy hitter.
    • Why: Peregrine blinds the minions, while the stack deletes the minion summoner.

Counters & Anti-Synergies

  • Counters: Hypnos or other Buff Blockers prevent the dodge entirely. Superior Dispell from Season 1 Costumes can strip his buffs easily.
  • Anti-Synergy: Don't pair him with other Dodge heroes (like C.Kadilen). The buffs will overwrite each other, and you lose the "Enhanced" mechanic of Peregrine's specific skill.

Advice for New Players

If you pulled Peregrine early, congratulations! He is an excellent carry hero. Focus on keeping him alive. Don't worry about his damage; treat him as a protector who occasionally slaps the enemy.

Advice for Veterans

Peregrine is a niche counter-pick now. Don't use your Alpha Aethers on him unless you specifically lack counters for Insanity/Mana Control wars. He does his job fine at LB1.

Community Corner: Hot Takes & History

When Peregrine was first released, the community was split. Some called the "charge-based dodge" broken, while others felt Average speed was too slow.

  • "The dodge is probably much better... I would prefer the mana ailment to the attack buff most of the time but perhaps the attack buff is better because there are still plenty of owls on defenses." - A forum user debating the skill mechanics.
  • Many players noted that his art, while unique, has a distinct "mischievous" vibe that people either loved or found "weird."

Final Thoughts

Peregrine is the definition of a "technical" hero. He doesn't just bludgeon the enemy with raw stats; he outsmarts them. His immunity to the most frustrating mechanics in the game (Insanity and Mana Cut) means he will likely stay on your bench as a silver bullet for years to come, even if he isn't your daily driver.

Verdict: A valuable specialist who has aged gracefully into a niche role. Keep him for the tricky wars, but maybe don't build your entire defense around him anymore.

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