To be fair, I think the design they're going for is all in his voice lines.
Little repetitive hits won't get to him, since he's a mega ***** who can take a literally assload of punishment. You gotta hit him harder than his healing is to take him down, think Dogpoo damage, or use OHKO spells.
Most assassins will punch past his healing pretty quick. Assassin units of equal level, scaled by rarity, SHOULD hopefully do as much damage as he can heal, but being an Epic Card, having an equal level Epic or one level less Legendary should quickly overtake him. The tricky thing is, if you only do a few damage more than he heals (like many common/rare assassins), he'll still heal back up over half HP, but less than before, so you'll have to grind down the difference and kill him that way, in which it pays to have any other source of damage on him.
He HARD counters swarms and light-damage/mid damage dealers, and forces you to either play with an OHKO spell, a heavy hitter or two (which you should have), or any of the direct damage spells, like Fireball, Lightningbolt, etc. Executioner Slave is totally countered by Adventure by the way. Even Outlaw Tweek can shut him down if his warcry picks him while he's healing.
Actually I'm editing this even more.
If you wanna kill Mr. Slave, just hit him with something a little harder, AFTER his healing starts.
Like treat him like a normal tank, and you draw something that can out-damage his healing in any way. Once he starts to heal, do that and end his whole career.
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