Best spells to burn Legendary Resistance? It has to be something that the DM would rule is a thread to be willing to burn it but a low cost to you. I think Command may be the best spell for this. it is low level and if they do not use the resistance they will be losing thier turns. What do you think?
P.S. if they are a caster in a small area Spell fire storm is good as they will need to save vs the spell then again every round and each time they try to cast.
The thing with Command is that creatures with Legendary Resistances will have Legendary Actions as well, so they aren't losing as much of their total action economy as others.
Also, not sure why you think Fire Storm has an ongoing effect.
Depends on monster, situation, and level. In particular:
What saves is the monster good or bad at? A lot of creatures with legendary resistance also have quite high wisdom saves.
Is the creature particularly vulnerable to some non-incapacitating condition? For example, immobilize effects against primarily melee creatures, or blinding effects against creatures that are particularly reliant on seeing their target, such as a beholder.
Is a disable that is broken by damage (such as sleep) useful? It might be, if there are minions to mop up.
To what degree is it important to conserve resources anyway?
Are there minions to mop up? A spell like hideous laughter isn't great if everyone is going to pound on the target anyway,
The thing with Command is that creatures with Legendary Resistances will have Legendary Actions as well, so they aren't losing as much of their total action economy as others.
Also, not sure why you think Fire Storm has an ongoing effect.
They're thinking of Sleet Storm, which has an ongoing effect that's particularly hazardous for spellcasters.
I would argue Banishment since on average creatures tend not to have a high CHA save but obviously this is dependent. Command is 1st level but as said most creatures with legendary resistances will likely have a high wis save.
Ideally you want a spell with multiple saving throws. If you have access to 9th, Prismatic Wall is good.
Spells like Wall of Light or Illusory dragon that let you do a saving throw attack every round is also good. The best ones give you one save when you cast the spell and another every bonus action, so you get two saves in the first round.
I also like the trap spells that do damage every round you are in an area, like Jallarzi's Storm of Radiance. With spells like that, you have your allies push people into the area.
Eh, standard Polymorph has pretty limited mileage given that once the temp HP is shaved off or the spell ends they snap back to where they were before. It makes for a funny moment, but doesn't actually resolve much without a lot of extra hoops.
Faerie Fire is another good one, many enemies don't have good DEX saves and giving every attack on a creature Adv is increasing the total party Damage Per Round by ~40%. Which can trivialize tough encounters.
Entangle is good too, though most big bads have good STR saves. Tasha's Mind Whip is a bit more pricy but gets you an INT save that is many monster's weakness.
Contagion is pricy at 5th level but you still get an effect even when they use their Legendary Resistance to succeed, and one casting can rip through 3 Legendaries.
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Best spells to burn Legendary Resistance? It has to be something that the DM would rule is a thread to be willing to burn it but a low cost to you. I think Command may be the best spell for this. it is low level and if they do not use the resistance they will be losing thier turns. What do you think?
P.S. if they are a caster in a small area Spell fire storm is good as they will need to save vs the spell then again every round and each time they try to cast.
I spell Goodly.
The thing with Command is that creatures with Legendary Resistances will have Legendary Actions as well, so they aren't losing as much of their total action economy as others.
Also, not sure why you think Fire Storm has an ongoing effect.
Depends on monster, situation, and level. In particular:
They're thinking of Sleet Storm, which has an ongoing effect that's particularly hazardous for spellcasters.Edit: I'm wrong, see below
pronouns: he/she/they
It was Spellfire storm. (Source: Forgotten Realms - Heroes of Faerun}. It has become one of my favorite spell to shutdown caster.
I spell Goodly.
I would argue Banishment since on average creatures tend not to have a high CHA save but obviously this is dependent. Command is 1st level but as said most creatures with legendary resistances will likely have a high wis save.
Ideally you want a spell with multiple saving throws. If you have access to 9th, Prismatic Wall is good.
Spells like Wall of Light or Illusory dragon that let you do a saving throw attack every round is also good. The best ones give you one save when you cast the spell and another every bonus action, so you get two saves in the first round.
I also like the trap spells that do damage every round you are in an area, like Jallarzi's Storm of Radiance. With spells like that, you have your allies push people into the area.
Most spells with multiple saves are also spells where you aren't going to spend legendary resistance to make a save.
Hypnotic Pattern
If they have a flight speed, Sapping Sting.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Polymorph is another one. No DM wants their ancient evil overlord turned into a sheep because they got greedy with their resistances.
If you're working as a team, having multiple casters throw save spells in the same round can burn through those resistances surprisingly fast.
https://tag-game.io/
Eh, standard Polymorph has pretty limited mileage given that once the temp HP is shaved off or the spell ends they snap back to where they were before. It makes for a funny moment, but doesn't actually resolve much without a lot of extra hoops.
You have not made good use of Polymorph. You do NOT attack a creature that is polymorphed. Instead:
1) Take a powerful creature, polymorph them into a small thing and put them in a bag of holding. (assuming )
2) Turn them into a snail and run away.
3) Turn flying creatures into aquatic beasts with lots of hit points when they are flying above a desert. Then Grapple.
etc. etc.
Faerie Fire is another good one, many enemies don't have good DEX saves and giving every attack on a creature Adv is increasing the total party Damage Per Round by ~40%. Which can trivialize tough encounters.
Entangle is good too, though most big bads have good STR saves. Tasha's Mind Whip is a bit more pricy but gets you an INT save that is many monster's weakness.
Contagion is pricy at 5th level but you still get an effect even when they use their Legendary Resistance to succeed, and one casting can rip through 3 Legendaries.