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Iruxi Confederation Unit Breakdown

Unit Breakdown


Labourer

Cleaver

Piercer

Skirmisher

Druid of the Swamp

Dragon Priest

Direhorn

Devilsaur

Pterosaur

Heroes

Hero Beast



Levy
(Spawned=Warrior) (Converted=Labourer)
Labourer
(Labourer) (tainable)
Lore (Levy): When their homes are threatened, Iruxi young take up the weapons to join the fighting. However due to their under-development they do not last long away from the spawning pools as they have not developed the strength or immune system to survive.

Tooltip (Levy): Defensive unit. Spawns from destroyed structures with 45 seconds of timed life. Can gain the Young Blood upgrade, which increases its duration and the Worker Caste Trait.
Lore (Labourer): Skittish and quick, the worker caste stands out from the rest of the aggressive Iruxi. They are the mass workforce that perform many different roles, and without them, Iruxi society would quickly collapse.

Tooltip (Labourer): Iruxi worker unit. Can harvest gold and lumber and build and repair structures.
Scale: 1.00

Damage:
Attack Type: Normal
Attack cooldown: 1.5
Attack Target: Land
Base damage: 9
Number of dice: 1
Sides per dice: 5
DPS: 8.00
Range: 90

Defense:
Movement Speed: 205
Movement Type: Foot
Armor Type: Medium
Armor: 1
Hitpoint: 250
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700-:1650/800
Type: Organic

Production:
Training time: 12
Food cost: 0-1
Gold cost: 80
Lumber cost: N\A
Level: 0-1
Recruitment Building: Labourer
Requirement: Research Stand up Levies:
Scale: 0.8

Damage:
Attack Type: Normal
Attack cooldown: 3.0
Attack Target: Land and Trees
Base damage: 6
Number of dice: 1
Sides per dice: 2
DPS: 2.5
Range: 90

Defense:
Movement Speed: 205
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 250
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 900/600
Type: Organic

Production:
Training time: 14
Food cost: 1
Gold cost: 75
Lumber cost: N\A
Level: 1
Recruitment Building: Commune
Requirement: N\A
N/ABuild:
(Active) Builds the structure from the inside at a placed location.
Requirement: N\A

Repair and Powerbuild:
(Auto) Allows Laborers restore hit points to damaged mechanical units and speed up construction. Each additional Laborer reduces construction time by 60% and increases construction cost by 15%. When Starting from 1 hit-point to full, the repair cost is 35% of the repaired unit’s build cost and the repair time is 150% of the repaired unit’s build time.
Requirement: N\A

Gather:
(Auto) Minus 10 gold from gold mines and harvests 12 lumber from trees before returning the carried resources to the nearest Commune.
Requirement: N\A

Stand up Levies:
(Active) labourers are converted to Levies for a 45 duration.
Requirement: N\A



Cleaver
(Warrior) (tainable)
Slasher
(Labourer)
Ripper
(Mystic)
Lore: They are the backbone of every Iruxi army and provide a reliable force that can hold its own against most opponents. Their swordsmanship is inelegant, but effective and their Shields allows them to take on opposing skirmishers and survive longer in melee.

Tooltip: Warrior Caste. Front line Iruxi warriors trained in the art of sword and shield. Can Learn the Direhorn Shield ability. Can be ascended into Slasher (Labourer) or Ripper (Mystic)
Lore: Slashers are Cleavers who have shifted into the Labourer caste, trading raw might for versatility and endurance. Though smaller and less disciplined than frontline warriors, they wield their shields with skill, shrugging off blows that would fell lesser troops. Their attacks are quick and wild, capable of stunning foes and punishing them with sweeping strikes that echo the savage efficiency of their Crocolisk-inspired techniques.

Tooltip: Labourer Caste. Frontline Iruxi warriors armed with swords and shields. Can learn Crocolisk Shield and Tail Swipe. Can be ascended into Cleaver (Warrior) or Ripper (Mystic)
Lore: Rippers are Cleavers who have embraced mystic discipline, transforming brute force into arcane precision. Their shields are wards against hostile magic, absorbing spells and protecting both themselves and allies, while their strikes can surge with elemental energy, bypassing ordinary defenses. Though still formidable in close combat, a Ripper’s true strength lies in blending steel and sorcery, turning each clash into a test of both might and magical cunning.

Tooltip: Mystic Caste. Frontline Iruxi warrior whose attacks can convert to magic damage and whose shield resists enemy spells. Can learn Mystic Shield and Magick Strike. Can be ascended into Slasher (Labourer) or Cleaver (Warrior).
Scale: 1.1

Damage:
Attack Type: Normal
Attack cooldown: 1.5
Attack Target: Land
Base damage: 15
Number of dice: 1
Sides per dice: 5
Damage: 16-20 \ 19-35
DPS: 12 \ 18
Range: 110

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Large
Armor: 2
Hitpoint: 625
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 28
Food cost: 3
Gold cost: 190
Lumber cost: N/A
Level: 3
Recruitment Building: Training Ground
Requirement: N\A
Scale: 0.9

Damage:
Attack Type: Normal
Attack cooldown: 1.35
Attack Target: Land
Base damage: 12
Number of dice: 1
Sides per dice: 4
Damage: 13-16 \ 16-28
DPS: 10.74 \ 16.30
Range: 90

Defense:
Movement Speed: 285
Movement Type: Foot
Armor Type: Large
Armor: 1
Hitpoint: 500
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight:1650/800
Type: Organic

Production:
Training time: 22
Food cost: 2
Gold cost: 150
Lumber cost: N/A
Level: 2
Recruitment Building: N\A
Requirement: Altar of Conversion
Scale: 1.0

Damage:
Attack Type: Normal
Attack cooldown: 1.6
Attack Target: Land
Base damage: 11
Number of dice: 2
Sides per dice: 4
Damage: 13-19 \ 16-31
DPS: 10 \ 14.69
Range: 100

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Large
Armor: 1
Hitpoint: 560
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 22
Food cost: 2
Gold cost: 155
Lumber cost: N/A
Level: 2
Recruitment Building: N\A
Requirement: Altar of Conversion
Direhorn Shield: (Tier 2)
(Passive) Reduces damage taken by 5. Melee attackers receive 10% of the damage they deal up to a maximum of 5 damage.
Requirement: Research Direhorn Shield.

Cleave Strike: (Tier 1)
(Passive) On an attack as there is a 20% chance to deal 15% of its damage in a 175 radius.
Requirement: Research Clever Combat.
Crocolisk Shield: (Tier 2)
(Passive) Reduces damage taken by 2 and has a 25% chance to reduce damage taken by an additional 6.

Requirement: Research Direhorn Shield.

Tail swipe: (Tier 1)
(Passive) On an attack as there is a 10% chance to stun the organic unit.
Requirement: Research Clever Combat.
Ripper
(Mystic)
Mystic Shield: (Tier 2)
(Passive) Reduces magic damage by 35% and blocks a negative spell every 30 seconds.
Requirement: Research Direhorn Shield.

Magick Strike: (Tier 1)
(Passive) On an attack as there is a 20% chance that its damage will be converted to magic damage.
Requirement: Research Clever Combat



Lancer
(Warrior)
Piercer
(Labourer) (tainable)
Borer
(Mystic)
Lore: Lancers who have honed their craft for the battlefield, rising from disciplined ranged fighters into devastating frontline warriors. Through relentless training and study of spear techniques, they strike with precision and speed, their javelins slicing through medium armor and, at times, landing follow-up strikes in the same instant. Each blow carries the weight of their mastery, capable of slowing and staggering lesser foes while breaking through the defenses of more seasoned warriors.

Tooltip: Warrior Caste. Second line Iruxi spear fighter who excels at piercing armor and striking in rapid succession. Can learn Fury of Blades and Stunning Blow. Can be ascended into Piercer (Labourer) or Borer (Mystic).
Lore: They are the primary range unit of any Iruxi force and being about the two thirds size as their cleaver counterpart. they hurl their javelins over their melee allies providing a reliable hail of supporting projectiles. However their javelins can go only as far as they can be thrown, preventing them from attacking aerial targets.

Tooltip: Labourer Caste. Second line Iruxi spear thrower trained in the art of the spear and javelin. Can learn the Fury of Blades and Ensnare abilities. Can be ascended into Lancer (Warrior) or Borer (Mystic).
Lore: Borers abandon the rigid discipline of the war line to pursue mystic augmentation of the spear. Through ritual wards and etched runes, they transform simple javelins into conduits of disruptive force, capable of unraveling enchantments on impact. Each strike not only pierces flesh, but burrows into the magic sustaining the foe, blinding and unmaking lesser warriors who rely too heavily on borrowed power

Tooltip: Mystic Caste. Second line Iruxi spell-imbued spear wielder. Attacks can dispel enemy buffs and blind weaker foes. Can learn Warded Lance and Blinding Blow. Can be ascended into Lancer (Warrior) or Piercer (Labourer).
Scale: 1.0

Damage:
Attack Type: Pierce
Attack cooldown: 2.0
Attack Target: Land
Base damage: 22
Number of dice: 1
Sides per dice: 8
Damage: 23-30 \ 26-54
DPS: 13.25 \ 20
Range: 225

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 1
Hitpoint: 575
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 27
Food cost: 3
Gold cost: 180
Lumber cost: 20
Level: 3
Recruitment Building: Training Ground
Requirement: N\A
Scale: 0.90

Damage:
Attack Type: Pierce
Attack cooldown: 1.4
Attack Target: Land
Base damage: 14
Number of dice: 1
Sides per dice: 6
Damage: 15-20 \ 18-34
DPS: 12.5 \ 20
Range: 350

Defense:
Movement Speed: 285
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 535
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight:1650/800
Type: Organic

Production:
Training time: 24
Food cost: 3
Gold cost: 160
Lumber cost: 20
Level: 3
Recruitment Building: N\A
Requirement: Altar of Conversion
Scale: 0.95

Damage:
Attack Type: Pierce
Attack cooldown: 1.7
Attack Target: Land
Base damage: 16
Number of dice: 1
Sides per dice: 9
Damage: 17-25 \ 20-52
DPS: 12.35 \ 21.18
Range: 300

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 555
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 25
Food cost: 3
Gold cost: 165
Lumber cost: 20
Level: 3
Recruitment Building: N\A
Requirement: Altar of Conversion
Ensnare Air: (Tier 1)
(Active) Binds air units to the ground with a net. The target cannot move and is targetable by land units. It has a 9 second unit duration and a 3 second hero duration.
Requirement: Research Ensnare.

Lancer
(Warrior)
Fury of Blades: (Tier 2)
(Passive) Deals bonus damage against medium armor. When attacking there is a 10% chance that the Piercer will deal out a second attack instantly.
Requirement: Research Impaling shot.

Stunning Blow: (Tier 2)
(Passive) If Fury of blades activates on an organic target level 3 or lower is slowed by 20%. It has a 3 second unit duration and a 1 second hero duration.
Requirement: Research Impaling shot
Ensnare Air: (Tier 1)
(Active) Binds air units to the ground with a net. The target cannot move and is targetable by land units. It has a 9 second unit duration and a 3 second hero duration.
Requirement: Research Ensnare.

Impaling Shot: (Tier 2)
(Passive) Deals bonus damage against large armor. attacks pierce through and damage to the units just behind dealing 25%.
Requirement: Research Impaling shot.

Piercing Blow: (Tier 2)
(Passive) If Impaling shot activates on an organic target level 3 or lower will have its armour reduced by 2. It has a 3 second unit duration and a 1.5 second hero duration.
Mana Cost: N\A
Cooldown: N\A
Requirement: Research Impaling shot
Ensnare Air: (Tier 1)
(Active) Binds air units to the ground with a net. The target cannot move and is targetable by land units. It has a 9 second unit duration and a 3 second hero duration.
Requirement: Research Ensnare.

Warded Lance: (Tier 2)
(Passive) Deals 10% bonus damage against unarmored armor. When attacking there is a 10% chance to detonate the positive buffs on the enemy, dispelling them and dealing 15 damage per positive buff.
Requirement: Research Impaling shot.

Blinding Blow: (Tier 2)
(Passive) If Warded Lance activates on an organic target level 3 or lower it misses attacks. It has a 3 second unit duration and a 1 second hero duration.
Requirement: Research Impaling shot



Wrangler
(Warrior)
Skirmisher
(Labourer) (tainable)
Hawker
(Mystic)
Lore: Wranglers are Skirmishers who have ascended into the Warrior caste, blending dexterous marksmanship with tactical cunning. Their arrows are barbed and precise, able to mark targets and punish them for aggression, turning even a single hit into a lingering threat. Masters of harassment and control, Wranglers excel at weakening enemy lines from a distance, using guile and precision to dominate the battlefield.

Tooltip: Warrior Caste. Iruxi marksman trained in barbed arrow techniques. Can learn Barbed Arrows. Can be ascended into Hawker (Mystic). or Skirmisher (Labourer).
Lore: Labourer Caste. As troops, the worker caste ranges between subpar and ineffective. Their weaker nature makes them much more prone to being overwhelmed. The Skirmisher is used to harass the foe from the rear of the army. When massed together with their bows’ range they can be surprisingly effective anti-air, especially when combined with the lethal toxins they coat their arrows with.

Tooltip: Third line Iruxi worker caste armed with a crude bow. Can learn the Poisoned Arrow ability. Can be ascended into Wrangler (Warrior) or Hawker (Mystic).
Lore: Hawkers are Skirmishers who have embraced mystic arts, infusing their arrows with spirit energy. From the rear of the army, they summon spectral hawks that harry and wound nearby foes. Though lightly built, their mastery of these ethereal allies allows them to influence the battlefield far beyond their physical reach, turning the worker caste’s fragility into subtle, persistent threat.

Tooltip: Mystic Caste. Third-line Iruxi workers trained in mystic archery. Attacks summon Spirit Hawks to damage nearby enemies. Can learn Spirit Hawk. Can be ascended into Wrangler (Warrior) or Skirmisher (Labourer).
Scale: 1.0

Damage:
Attack Type: Pierce
Attack cooldown: 2..0
Attack Target: Land and Air
Base damage: 20
Number of dice: 1
Sides per dice: 7
Damage: 21-27 \ 24-48
DPS: 12 \ 18
Range: 400

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 340
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 19
Food cost: 2
Gold cost: 125
Lumber cost: 20
Level: 2
Recruitment Building: N\A
Requirement: Logging Camp, Altar of Conversion
Scale: 0.90

Damage:
Attack Type: Pierce
Attack cooldown: 1.7
Attack Target: Land and Air
Base damage: 14
Number of dice: 2
Sides per dice: 5
Damage: 16-24 \ 19-39
DPS: 11.76 \ 17.06
Range: 500

Defense:
Movement Speed: 285
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 290
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight:1650/800
Type: Organic

Production:
Training time: 16
Food cost: 2
Gold cost: 110
Lumber cost: 20
Level: 2
Recruitment Building: Training Ground
Requirement: Logging Camp
Scale: 0.95

Damage:
Attack Type: Pierce
Attack cooldown: 1.9
Attack Target: Land and Air
Base damage: 16
Number of dice: 2
Sides per dice: 4
Damage: 18-24 \ 21-36
DPS: 11.05 \ 15
Range: 450

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 0
Hitpoint: 315
Hitpoint Regeneration: .25 / 2.25
Mana: N\A
Mana Regeneration: N\A
Sight: 1500/700
Type: Organic

Production:
Training time: 16
Food cost: 2
Gold cost: 110
Lumber cost: 20
Level: 2
Recruitment Building: N\A
Requirement: Logging Camp, Altar of Conversion
Barbed Arrows: (Tier 3)
(Passive) When attacking organic units, the target is marked, granting its vision and causing it to take 5 damage when attacking. When the target is level 4 or higher the damage is doubled. It has a 5 second unit duration and a 2.5 second hero duration.
Requirement: Research Poisoned Arrows
Poisoned Arrows: (Tier 3)
(Passive) When attacking organic units, the target is inflicted with a poison. Deals 2 damage per second. It has a 5 second unit duration and a 2.5 second hero duration.
Requirement: Research Poisoned Arrows.
Hawker
(Mystic)
Spirit Hawk: (Tier 3)
(Passive) When in a 400 radius of enemy units a spirit hawk springs from the unit to deal 10 damage.
Cooldown: 1.9
Requirement: Research Poisoned Arrows



Shaman of the Mountain
(Warrior)
Witch of the Plain
(Labourer)
Druid of the Swamp
(Mystic) (tainable)
Lore: Shamans of the Mountain are Iruxi warriors who have survived sacred rites that bind them to raging storm elementals. Forged amid high peaks and thunder-scarred stone, they act as living conduits for lightning and wind, channeling elemental fury through steel and scale alike. Each strike crackles with disruptive energy, draining the power of spellcasters or searing foes outright. Revered as both champions and wardens, these shamans stand at the front lines of battle, breaking enemy magic as surely as they shatter shields.

Tooltip: Iruxi warrior who has emerged with storm elemental to become the conductor of its power. Effective at anti-caster. Can Learn Thunderbreak and purge. Can gain the Warrior Caste Trait. Its attacks burn 8 mana or deal 6 extra damage to units.
Lore: The Witches of the Plains are shaped by endless grasslands and open skies, where wind and soil carry ancient power. Raised among wandering tribes, they learn to draw strength from the rhythm of the land itself, weaving restorative magic that mends wounds, steadies the spirit, and binds allies together. Though gentle in appearance, they are masters of subtle warfare, bending perception and cloaking the battlefield in mirages drawn from the horizon.

Tooltip: Plain dwelling Witch druid. These mystics have learned to use both elements to support the tribes. Effective at buffing allies. Initially can cast Restoration, which restores health and mana. Can Learn Plains Benediction and Horizon Veil. Can gain the Arcane Caste Trait.
Lore: The Circle of the Swamps is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. They find beauty within mold and other fungi, the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. They have no hesitation in unleashing all manners of biological horrors on their foes.

Tooltip: Swamp dwelling Iruxi druid. These mystics have learned to use both nature and disease as vile weapons. Effective at crippling enemies. Initially can cast Corrosive Bile, which damages its target and reduces its armor. Can Learn Affliction and Dark Swarm. Can gain the Arcane Caste Trait.
Scale: 1.25

Damage:
Attack Type: Normal
Attack Cooldown: 1.8
Attack Target: Land
Base Damage: 17
Number of Dice: 2
Sides per Dice: 4
Damage: 19–25
DPS: 12.22
Range: Melee 250

Defense
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 2
Hit Points: 720
Hit Point Regeneration: 0.25 / 2.0
Mana: 150
Mana Regeneration: 0.60
Sight: 1400 / 800
Type: Organic

Production
Training Time: 38
Food Cost: 4
Gold Cost: 215
Lumber Cost: 25
Level: 4
Recruitment Building: Standing Stone
Requirement: Mountain N/A
Scale: 1.00

Damage:
Attack Type: Magic
Attack Cooldown: 2.4
Attack Target: Land and Air
Base Damage: 8
Number of Dice: 1
Sides per Dice: 4
Damage: 9–12
DPS: 4.38
Range: 650

Defense
Movement Speed: 285
Movement Type: Foot
Armor Type: Unarmored
Armor: 0
Hit Points: 390
Hit Point Regeneration: 0.25 / 2.0
Mana: 200
Mana Regeneration: .67
Sight: 1600 / 800
Type: Organic

Production
Training Time: 36
Food Cost: 3
Gold Cost: 185
Lumber Cost: 40
Level: 3
Recruitment Building: Standing Stone
Requirement: N/A
Scale: 1.1

Damage:
Attack Type: Magic
Attack cooldown: 2.1
Attack Target: Land and Air
Base damage: 11
Number of dice: 1
Sides per dice: 3
Damage: 12-14
DPS: 6.19
Range: 600

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Unarmored
Armor: 0
Hitpoint: 435
Hitpoint Regeneration: .25 / 2.25
Mana: 300
Mana Regeneration: .72
Sight: 1500/700
Type: Organic

Production:
Training time: 33
Food cost: 3
Gold cost: 195
Lumber cost: 30
Level: 3
Recruitment Building: Standing Stone
Requirement: N\A
Static Disruption
(Auto)Each successful attack crackles with disruptive lightning.
Burns 8 mana from the target
Deals bonus damage equal to mana burned
If target has no mana, deals +6 bonus damage instead
Requirement: N/A

Thunderbreak (Tier 2)
(Active) Slams the flail into the ground, releasing a focused lightning shock.
Deals 60 lightning damage and Silences units in a 250 radius. It has a 3 second duration.
Mana Cost: 75
Cooldown: 10
Requirement: Research Thunderbreak

Purge (Tier 3)
(Active) Removes all buffs from a target unit. Enemy units are also immobilized for 3 seconds and their movement speed is reduced by a factor of 5; they will slowly regain their movement speed over 15 seconds. Deals 400 damage to summoned units.
Mana Cost: 75
Cooldown: 5
Requirement: Purge
Restoration
(Auto) Channels restorative plains magic into a nearby allied organic unit. Heals 20 hitpoints, Restores 6 hit points per second, Restores 1 mana per second
Duration: 10 seconds
Mana Cost: 40
Cooldown: 1
Requirement: N/A

Plains Benediction (Tier 2)
(Auto) Blesses a nearby allied unit, reinforcing body and spirit. Increases movement speed by 20% Increases mana regeneration by 50% Grants 2 bonus armor
Duration: 30 seconds
Mana Cost: 60
Cooldown: 1
Requirement: Research Witch of the Plains Pupa Training

Horizon Veil (Tier 3)
(Channel) The Witch calls upon the vast plains, distorting perception in a wide area.
Creates a 400 radius shrouded zone
Enemy units inside suffer: -200 sight radius and -3 attack Damage. It has a 25 second duration.
Duration: 25 seconds
Mana Cost: 175
Cooldown: 25
Requirement: Research Witch of the Plains Adult Training
Corrosive Bile:
(Auto) Spits corrosive bile at target dealing 20 initial poison damage and deals 3 damage per second. The affected unit has a non-stacking armor reduction of 2. It has a 10 second duration.
Mana Cost: 50
Cooldown: 1
Requirement: N\A

Affliction:: (Tier 2)
(Auto) Afflicts a target enemy unit with a deadly pathogen dealing 3 damage per second. The affected unit has its movement speed reduced by 60% and its attack rate reduced by 25%. It has a 45 second unit duration and a 10 second hero duration.
Mana Cost: 50
Cooldown: 1
Requirement: Research Druid of the Swamp Pupa Training

Dark Swarm: (Tier 3)
(Channel) Summons a cloud of spores that blinds organic units in a 300 radius. Affected units have a 25% chance to miss an attack. It has a 30 second duration.
Mana Cost: 200
Cooldown: 20
Requirement: Research Druid of the Swamp Adult Training



Red Dragon Priest
(Warrior) (tainable)
Lore: The Dragon Priests originate from dragon dominated mountains outside the Iruxi confederation’s territories. It has been observed that as these Priests age they begin to mimic the dragons whose hearts they have devoured. Gaining a greedy eye, a sense of absolute pride, or becoming highly territorial and aggressive. However the most significant thing about these mystic is that they can harness draconian power beyond that of any normal mortal.

Tooltip: Iruxi warrior who devoured the heart of a red drake to gain its power. Effective at combat and healing. Initially has Dragon’s Biology, which renders it immune to spells and reveals nearby invisible units. Can Learn Dragon’s Fire and Cremation. Can gain the Warrior Caste Trait. Its attacks do 4 times normal damage to buildings.
Scale: 1.1

Damage:
Attack Type: Chaos
Attack cooldown: 1.9
Attack Target: Land and Air
Base damage: 8
Number of dice: 1
Sides per dice: 2
Damage: 9-10 \ 12-16
DPS: 5 \ 7.37
Range: 300

Defense:
Movement Speed: 270
Movement Type: Foot
Armor Type: Medium
Armor: 3
Hitpoint: 450
Hitpoint Regeneration: .25 / 2.25
Mana: 250
Mana Regeneration: .667
Sight: 1600/1400
Type: Organic

Production:
Training time: 19
Food cost: 3
Gold cost: 215
Lumber cost: 30
Level: 3
Recruitment Building: Standing Stone
Requirement: Treasure Hold
Dragon's Biology: (Tier 3)
(Passive) Devouring the heart of a red drake grants it the eyes and skin of a Dragon, which improves sight range, reveals nearby invisible units and renders it immune to all spells.
Requirement: N\A

Dragon's Fire: (Tier 2)
(Activate\Deactivate) Each attack adds 1 bonus damage, stacking with each additional attack. If a unit dies while under this effect, it is incinerated, causing up to 15 damage to all nearby hostile units in a 200 radius.
(Passive) Its attacks do 4 times normal damage to buildings.
Requirement: Research Dragon's Fire

Cremation: (Tier 2)
(Auto) The Dragon Priest incinerates corpses destroying them. Nearby allied units, in an 600 radius, regain 25 hit-points and caster regains 50 hit-points
Requirement: Research Cremation



Direhorn
(Warrior) (tainable)
Falcosaurs
(Labourer) (Trains in Pairs)
Brutosaur
(Mystic)
Lore: Direhorns are mighty beasts that have dwelt within the jungles since long before Iruxi had even evolved into what they are. They are bulky creatures whose heads are covered by armored crests, out of which project massive horns. Direhorns grow to become very protective of the Iruxi they have known since they were hatchlings

Tooltip: The Iruxi make use of these massive beasts as living siege engines that can tank most attacks. Effective against structures. Initially has Cleaving Attack and Scale Leather. Can learn the Devour and Improved Scale Leather abilities.
Lore: Falcosaurs are swift, deadly predators that have hunted the jungles and plains since ancient times. Armed with razor-sharp talons, feathered limbs, and powerful legs, they strike prey in sudden, leaping attacks. Though fiercely aggressive in the wild, Falcosaurs can be tamed when taken young, forming a volatile but loyal bond with skilled handlers.

Tooltip: Relatively small with sharp claws and feathered limbs, these fast predators are known to leap and guild after their prey. Has the Razor Claws ability. Can learn the Disembowel and Leap Abilities.
Lore: Brutosaurs are titanic, long-necked saurs whose kind has thundered across the world since time immemorial. Their immense frames and towering silhouettes can blot out the sky for smaller kin, and their hide and bones are so dense that few creatures dare challenge them. Each step of a Brutosaur shakes the ground itself, a slow but unstoppable march that reshapes the land and crushes anything foolish enough to stand in its path.

Tooltip: Titanic, long-necked saurs. Their massive bulk can block out sky for their far smaller relatives and makes them nearly impervious to all but the largest threats. Has the Thunderous Walk ability. Can learn the Titanosaurus Ability.
Scale: 1.1

Damage:
Attack Type: Siege
Attack cooldown: 2.5
Attack Target: Land
Base damage: 22
Number of dice: 2
Sides per dice: 8
Damage: 24-38 \ 27-62
DPS: 12.4 \ 17.8
Range: 135

Defense:
Movement Speed: 350
Movement Type: Horse
Armor Type: Large
Armor: 2
Hitpoint: 1500
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 40 [53]
Food cost: 5
Gold cost: 255 [360]
Lumber cost: 60
Level: 5
Recruitment Building: Beast Lair
Requirement: Treasure Hold
Scale: 0.8

Damage:
Attack Type: Pierce
Attack cooldown: 1.35
Attack Target: Land
Base damage: 15
Number of dice: 1
Sides per dice: 5
Damage: 16-20 \ 19-35
DPS: 13.33 \ 20
Range: 100

Defense:
Movement Speed: 300
Movement Type: Horse
Armor Type: Large
Armor: 3
Hitpoint: 430
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 24 (48)
Food cost: 2 (4)
Gold cost: 165 (330)
Lumber cost: 25 (50)
Level: 2
Recruitment Building: Beast Lair
Requirement: Nexus
Scale: 1.1

Damage:
Attack Type: Siege
Attack cooldown: 4.5
Attack Target: Land
Base damage: 70
Number of dice: 2
Sides per dice: 10
Damage: 72-90 \ 75-120
DPS: 18 \ 21.67
Range: 100

Defense:
Movement Speed: 220
Movement Type: Horse
Armor Type: Fortified
Armor: 0
Hitpoint: 1600
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 60
Food cost: 7
Gold cost: 450
Lumber cost: 160
Level: 7
Recruitment Building: Beast Lair
Requirement: Nexus
Cleaving Attack:
(Passive) The creature deals 10% of its damage to organic units in a 150 radius and deals 25% of its damage in a 200 radius against buildings and Mechanical units.
Requirement: N\A

Scale Leather: (Tier 2)
(Passive) The unit takes reduced Melee damage by 2 and Ranged damage by 4. Researching Improved Scale Leather doubles the damage reduction and renders it Immune to certain spells and reduces duration of other negative spells.
(Passive) The unit takes reduced Melee damage by 4 and Ranged damage by 8. It is Immune to certain spells and reduces the duration of other negative spells.
Requirement: Research Scale Leather
Razor Claws:
(Passive) The raptors sharp claws leave bleeding wounds, draining 1 hitpoint per second over 45 seconds.
Requirement: N\A

Disembowel: (Tier 3)
(Active) Falcosaur leaps a short distance and latches on to the target and tries to eat it alive, dealing 25 damage per second and restoring 15 hitpoint per second.
Requirement: Research Disembowel

Leap (Tier 3)
(Active) Leaps toward the target enemy within 800 distance, stunning it for 1 second. If Disembowel, is not on cooldown it will Disembowel the target,
Requirement: Research Disembowel
Thunderous Walk:
(Passive) The Brutosaur attacks it deals 20% of its damage in a 200-radius.
Requirement: N\A

Titanosaurus: (Tier 3)
(Passive) The creature sheer size block out sight the skies above their allies, units within a 220-radius receive 50% Damage from ranged attacks
Requirement: Research Titanosaurus



Devilsaur
(Warrior) (tainable)
Crocolisk
(Mystic)
Kododrake
(Mystic)
Lore: A race of bipedal lizards, comparable to giant raptors. Their razor sharp teeth and claws are able to rip through both scaly skin and thick plate armor with ease and their gigantic mouths allow them to swallow man-sized prey whole. Those Iruxi who do manage to steal one of their prized eggs however, manage to add a force to be reckoned with to the forces of the Confederation.

Tooltip: The Iruxi's pride and joy. While few in number, these apex predators inspire fear and awe on the battlefield. Can learn the Devour and Apex Aura Abilities.
Lore: Crocolisks are ancient, ferocious reptiles that lurk along riverbanks and wetlands, ever watchful and rarely caught unaware. Masters of ambush, they use shallow burrows and murky waters to conceal their bulk before exploding forth with crushing speed. Once their powerful jaws clamp shut, escape is all but impossible, as the Crocolisk drags its prey down and pins it in a brutal display of raw strength.

Tooltip: A beast that is ferocious and seldom taken by surprise. Makes use of burrows and its powerful jaws to ambush and pin their prey in place. Initially has Lockjaw. Can learn the Death Roller ability.
Lore: Kodo Drakes are land-dwelling beasts native to the volcanic plains of the far south, where ash and fire choke the sky. Their thick, scale-leather hides protect them from heat and blade alike, while their smoldering breath can scorch soil or melt armor. The Iruxi prize Kododrakes both in cultivation and in war, harnessing their flames to burn fields clean or incinerate enemies where they stand.

Tooltip: Native to volcanic plains to the far south. The Iruxi make use of their incinerating breath in cultivation and in battle, cooking their foes in their armor. Initially has Scale Leather. Can learn the Burning Brear ability.
Scale: 1.1

Damage:
Attack Type: Normal
Attack cooldown: 1.8
Attack Target: Land
Base damage: 35
Number of dice: 2
Sides per dice: 10
Damage: 37-55 \ 40-85
DPS: 25.56 \ 34.72
Range: 150

Defense:
Movement Speed: 270
Movement Type: Horse
Armor Type: Large
Armor: 2
Hitpoint: 1300
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 57
Food cost: 6
Gold cost: 385
Lumber cost: 100
Level: 6
Recruitment Building: Beast Lair
Requirement: Nexus
Scale: 1.1

Damage:
Attack Type: Normal
Attack cooldown: 3.0
Attack Target: Land
Base damage: 25
Number of dice: 2
Sides per dice: 10
Damage: 27-45 \ 30-75
DPS: 12 \ 17.5
Range: 135

Defense:
Movement Speed: 270
Movement Type: Horse
Armor Type: Large
Armor: 3
Hitpoint: 1000
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 36
Food cost: 4
Gold cost: 245
Lumber cost: 40
Level: 4
Recruitment Building: Beast Lair
Requirement: Treasure Hold
Scale: 1.1

Damage:
Attack Type: Magic
Attack cooldown: 4.0
Attack Target: Land
Base damage: 38
Number of dice: 2
Sides per dice: 11
Damage: 40-60 \ 43-93
DPS: 12.5 \ 17
Range: 800

Defense:
Movement Speed: 270
Movement Type: Horse
Armor Type: Medium
Armor: 1
Hitpoint: 760
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 29
Food cost: 5
Gold cost: 195
Lumber cost: 40
Level: 5
Recruitment Building: Beast Lair
Requirement: Treasure Hold
Devour:
(Active) Consumes 1 enemy land unit that has a max unit level of 5, dealing 5 damage per second until it dies. If a consumer dies, the consumed unit is released and will be dazed, reducing attack rate and movement speed for a 30 second duration.
Requirement: N\A

Apex Aura: (Tier 3)
(Passive) The Devilsaurs sheer presence instills trepidation in enemy organic units, reducing their melee damage by 20% in an area of effect of 300.
Requirement: Apex Aura:

Cannibalize
(Channeling) Consumes a nearby corpse regain 25 hit-points per second to Maximum of 800 hit-points. It has a 20 second duration.
Mana Cost: N\A
Cooldown: N\A
Requirement: N\A
Lock Jaw:
(Passive) The Crocolisk has a powerful downward bit that can crush rock and bone. deals 25 more damage to fortified armor.
Requirement: N\A

Death Roll: (Tier 3)
(Active) Bind to targeted enemy ground unit, so that it can not move or attack and takes 20 damage per second. Moving Crocolisk will stop casting Death Roll. It has a 8 second unit duration and a 8 second hero duration.
Requirement: Research Death Roll
Burning Breath: (Tier 2)
(Passive) Its fiery breath causes buildings and mechanical units to take 25 damage over 25 seconds. Buildings and units that are currently taking damage from Burning Breath have their repair rate reduced by 75%.
Requirement: Research Burning Breath

Scale Leather: (Tier 2)
(Passive) The unit takes reduced Melee damage by 2 and Ranged damage by 4.
Is not affected by Improved Scale Leather Research.
Requirement: N\A



QuetzalcoatlusPterosaur
(Labourer) (Trains in Pairs)
Stinger
(Mystic)
Lore: Quetzalcoatlus are colossal flying leviathans that prowl the upper skies like living omens, their vast four-winged frames blotting out the sun as they pass overhead. These ancient predators descend upon their prey with terrifying precision, unleashing torrents of acidic bile that corrode armor and bone alike. The thunder of their wings and the hiss of their caustic breath strike fear into even the hardiest warriors, for to witness a Quetzalcoatlus circling above is to know that death is already watching from the heavens.

tooltip:A nightmare bound to Iruxi's ingenuity. A Flying Leviathan that spews acidic breath, melting all opposition.
Lore: Pterosaurs are large flying reptiles that have haunted the skies above for time immemorial. They are dangerous predators with sharp talons and pointed beaks that are filled with needle-like teeth. Many creatures fear to see the ominous shadow of their wide wingspan or to hear the shrill and piercing cries of their hunting packs.

Tooltip: The Iruxi's Flying melee attack beast. Initially has the Scavenger ability, which restores some of its hit-points after each attack.
Lore: There is a great demand for Stingers as messengers and scouts, and they are exceptionally useful in battle. There, they streak ahead of the main force, the Iruxi clinging to the insect’s backs, launching poison-tipped darts from blowpipes. Veteran riders are known to harass larger units, whittling them down to size before flying into combat to finish them off.

Tooltip: Iruxi mounted atop a Dragonfly. Initially has the Slow Poison and Constricting Venom abilities.
Scale: 0.8
Damage:
Attack Type: Normal
Attack cooldown: 2.6
Attack Target: Land and air
Base damage: 68
Number of dice: 1
Sides per dice: 11
Damage: 69-79 \ 72-112
DPS: 28.46 \ 35.38
Range: 128

Defense:
Movement Speed: 320
Movement Type: Fly
Armor Type: Small
Armor: 0
Hitpoint: 1112
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 55
Food cost: 6
Gold cost: 340
Lumber cost: 115
Level: 6
Recruitment Building: Sky Nest
Requirement: Nexus
Scale: 0.8

Damage:
Attack Type: Normal
Attack cooldown: 1.00
Attack Target: v
Base damage: 54
Number of dice: 1
Sides per dice: 9
Damage: 55-63 \ 58-90
DPS: 59 \ 74
Range: 128
Defense:
Movement Speed: 350
Movement Type: Fly
Armor Type: Unarmoured
Armor: 0
Hitpoint: 425
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 24
Food cost: 2
Gold cost: 160
Lumber cost: 20
Level: 2
Recruitment Building: Sky Nest
Requirement: Nexus
Scale: 1.1

Damage:
Attack Type: Pierce
Attack cooldown: 1.5
Attack Target: Land
Base damage: 70
Number of dice: 1
Sides per dice: 3
Damage: 71-73 \ 74-82
DPS: 48 \ 52
Range: 350

Defense:
Movement Speed: 400
Movement Type: Fly
Armor Type: Small
Armor: 1
Hitpoint: 500
Hitpoint Regeneration: .25
Mana: N\A
Mana Regeneration: N\A
Sight: 1400/800
Type: Organic

Production:
Training time: 30
Food cost: 3
Gold cost: 250
Lumber cost: 35
Level: 3
Recruitment Building: Sky Nest
Requirement: Nexus
Scavenger::
(Passive) When attacking organic units, the Pterosaur is healed for 20% of the inflicted damage.
Requirement: N\A

Descend:
(Active) Pterosaur descends to fight on the ground. Has its attack rate reduced by 150% and movement speed is reduced by 150.
Ascend:
(Active) Pterosaur ascends to fight in the air. Attack rate and movement speed are returned to normal.
Requirement: N\A
Slow Poison:
(Passive) When attacking organic units, the target is inflicted with a debilitating poison. Dealing 2 damage per second. Affected units have their movement speed reduced by 50%. and attack rate reduced by 25%. It has a 5 second duration for units and a 1 second duration for heroes.
Requirement: N\A

Constricting Venom: (Tier 3)
(Active) Releases a dart coated in venom at a target that reduces their damage by 25% and prevents the unit from casting spells. It has a 15 second unit duration and a 7 second hero duration.
Requirement: Research Titanosaurus



StalkerHigh PriestBattlemaster
Lore: These Iruxi are the anointed hunters trained to exterminate the enemies of their tribe. masters of stealth and guile they walk a fine line between life and death, risking their own lives and taking the lives of others. It is believed that they take knowledge from death and become immersed in negative energy, eventually becoming like ghosts, allowing them to walk in shadow and drag their would-be victims into eternal darkness.

Tooltip: Cunning Hero, adept at mobility and quickly killing individual units. Can learn the Wound Poison, Shadowstep, Shadow Walk and Shadow Embrace. Can gain the Worker Caste Trait.
Lore: Often occupying positions of significant political power, these powerful priests serve as advisors both militarily and spiritually dictating the maneuvers of the confederation., wielding elemental power and inspiring the Iruxi to fight harder.

Tooltip: Mystical Hero, effective at ranged attacks and area of effect spells. Can learn the Thunder Bolt, Rampage, Manabane and Lightning Strike. Can gain the Arance Caste Trait.
Lore: Due to their style of command their numbers are few, the seasoned battlemasters represent an elite command within the Iruxi. In the wake of the cataclysm that was the fall of the Iruxi empire, with the military scattered and broken, the proud battle masters swore a grim oath to defend their people at the cost of their own lives. Unified under the confederation, they once more lead the armies of Iruxi only this time leading from the front, willing to sacrifice themselves for those under their command.

Tooltip: Warrior Hero, excels at damage reduction. Can learn the Wound Poison, Shadowstep, Shadow Walk and Shadow Embrace. Can gain the Worker Caste Trait.
Damage:
Attack Type: Hero
Attack cooldown: 1.777
Attack Target: Land
Damage: 24 - 46
Range: 100

Defense:
Movement Speed: 320
Movement Type: Foot
Armor Type: Hero
Armor: 5
Hitpoint: 550
Mana: 240
Type: Orgainic

Production:
Training time: 55
Damage:
Attack Type: Hero
Attack cooldown: 2.28
Attack Target: Land and Air
Damage: 21 - 27
Range: 600

Defense:
Movement Speed: 270
Movement Type: Horse
Armor Type: Hero
Armor: 3
Hitpoint: 675
Mana: 285
Type: Orgainic

Production:
Training time: 55
Damage:
Attack Type: Hero
Attack cooldown: 2.05
Attack Target: Land
Damage: 27 - 37
Range: 128

Defense:
Movement Speed: 290
Movement Type: Foot
Armor Type: Hero
Armor: 2
Hitpoint: 725
Mana: 240
Type: Organic

Production:
Training time: 55
Wound Poison:
(Active) Strikes the target with a poisoned dagger, dealing some damage on the impact and minor damage over time, the target is confused by the poison and it has a chance to miss on attack.
Level 1 - 60 impact damage, 33% to miss on attack, 200 damage over 20 seconds.Level 2 - 120 impact damage, 33% to miss on attack, 400 damage over 22 seconds.
Level 3 - 180 impact damage, 33% to miss on attack, 600 damage over 20 Seconds.
Mana Cost: 85
Cooldown: 12
Cast Range: 400

Shadowstep:
(Active) Caster moves through the shadow to the position of the targeted unit, enveloping him in shadows and banshing it.
Level 1 - Banished for 2 seconds.
Level 2 - Banished for 4 seconds.
Level 3 - Banished for 6 seconds.
Mana Cost: 50; 45; 40
Cooldown: 9; 6; 3
Cast Range: 700; 900; 1100

Shadow Walk:
(Passive) Caster takes possession of its own shadow, making it more accurate when evading enemy attacks and more resistant against magic attacks and spells.
Level 1 - Grants 10% evasion against attacks, 7% magic resistance.
Level 2 - Grants 20% evasion against attacks, 14% magic resistances.
Level 3 - Grants 30% evasion against attacks, 21% magic resistance.
Mana Cost: N\A
Cooldown: N\A
Cast Range: N\A

Shadow Embrace:
(Active) The Stalker enters shadows every 5 seconds, becoming invisible and restoring 100 hit-points. If the hero attacks, uses an ability or casts a spell, it will become visible until he renters the shadows. Lasts 30 seconds.
Mana Cost: 150
Cooldown: 120
Cast Range: N\A
Requirement: Level 6
Thunder Bolt:
(Active) Hurls a bolt of lightning at a target enemy dealing damage and reducing nearby enemy units movement speed and attack rate in a 250 Radius.
Level 1 - 120 damage, 20% reduction.
Level 2 - 240 damage, 30% reduction.
Level 3 - 360 damage, 40% reduction.
Mana Cost: 120
Cooldown: 45
Cast Range: 800

Rampage:
(Active) Sends allied units in a target area into a blood frenzy increasing their movement speed and attack rate in a 300 Radius.
Level 1 - 25% attack rate and 15% movement speed.
Level 2 - 40% attack rate and 25% movement speed.
Level 3 - 55% attack rate and 35% movement speed.
Mana Cost: 90
Cooldown: 8
Cast Range: 700

Manabane:
(Active) Removes all buffs from units in a target area, deals damage to summoned units and burns man in a 300 Radius.
Level 1 - 200 Damage, 50 mana burn.
Level 2 - 350 Damage, 75 mana burn.
Level 3 - 500 Damage, 100 mana burn.
Mana Cost: 75
Cooldown: 5
Cast Range: 500

Lightning Strike:
(Active) Calls divine lightning down from the sky, dealing 400 damage and stunning enemy land units for 5 seconds in a 250 radius.
Mana Cost: 175
Cooldown: 180
Cast Range: 900
Requirement: Level 6
Power Slam:
(Active) Slams the target with brute force dealing strength damage, the target gets stunned.
Level 1 - 2x strength damage, stuns for 2 seconds
Level 2 - 4x strength damage, stuns for 3 seconds
Level 3 - 6x strength damage, stuns for 4 seconds
Mana Cost: 75
Cooldown: 7
Cast Range: 125

Apotheosis:
(Active) Cause the closest 10 enemies are forced to attack this hero. While active it causes all nearby friendly units in a 300 radius to be healed everytime the Hero is attacked. Lasts 7 seconds.
Level 1 - 5 hit points per hit.
Level 2 - 10 hit points per hit.
Level 3 - 15 hit points per hit.
Mana Cost: 75
Cooldown: 21
Cast Range: N\A

Harmonic Defense:
(Active) Gives nearby friendly units in a 650 radius bonus armor. Lasts 15 seconds.
Level 1 - 3 bonus armor.
Level 2 - 6 bonus armor.
Level 3 - 9 bonus armor.
Mana Cost: 100
Cooldown: 25
Cast Range: N\A

Rok of Itza:
(Active) Activate Rok of Itza to give the hero damage immunity and immunity to negative spells. Lasts 15 seconds.
Mana Cost: 150
Cooldown: 90
Cast Range: N\A
Requirement: Level 6



Beast Lord
Lore: Origin of the Beast Lords is unknown as they keep no written record. They however are greatly respected by Iruxi for their great strength and they were the ones that taught the ancient Iruxi the ways of beast taming and raising. They are a relatively peaceful nomadic people that spends their lives herding the monstrous creatures that call their native grasslands home. When roused by battle, the gigantic being employ enormous clubs that are capable of knocking aside the largest of foes and inspire terror in those that draw their ire.

Tooltip: Monster Hero, adept at crowd control. Has the Beast Herder Aura ability. Can learn the Mighty Swing, Ground Smash, Strength Concentration and Terrifying Roar.
Damage:
Attack Type: Hero
Attack cooldown: 2.05
Attack Target: Land
Damage: 30 - 40
Range: 128

Defense:
Movement Speed: 290
Movement Type: Foot
Armor Type: Hero
Armor: 2
Hitpoint: 800
Mana: 270
Type: Orgainic

Production:
Training time: 55
Mighty Swing:
(Active) Swings his club at full strength dealing 1/4 of caster's max life damage and knocking back the target in distance of 300. Units that get knocked back destroy trees and have a chance to receive a dizziness buff that slows them for 10 seconds.
Level 1 - 50% chance of dizziness.
Level 2 - 75% chance of dizziness.
Level 2 - 100% chance of dizziness
Mana Cost: 110; 90; 70
Cooldown: 6; 5; 4
Cast Range: 86

Ground Smash:
(Active) Smashes the ground with his large tail. Enemy units around him in a 300 radius are dealt damage and receive a dizziness debuff. If the unit has dizziness it will get a 2 second stun instead. Dizziness has a 10 second duration.
Level 1 - 30 damage, slowed by 25%.
Level 2 - 60 damage, slowed by 25%.
Level 2 - 90 damage, slowed by 25%.
Mana Cost: 80
Cooldown: 12
Cast Range: N\A

Strength Concentration:
(Active) Brings all his strength to bear. He receives Strength for every 3 seconds that passes. Last 60 seconds.
Level 1 - 1 Strength every 3 seconds.
Level 2 - 2 Strength every 3 seconds.
Level 3 - 3 Strength every 3 seconds.
Mana Cost: 100
Cooldown: 90
Cast Range: N\A

Terrifying Roar:
(Active) The Beast Lord lets loose a terrifying howl that causes nearby enemy units in a 300 radius to be silenced, have their armor reduced by 4 and damage reduced by 50% for a 20 second duration. Affected units are feared away a distance of 500.
Mana Cost: 120
Cooldown: 100
Cast Range: N\A
Requirement: Level 6
Beast Herder Aura:
(Passive) Increases the movement speed of nearby allied Direhorn, Devilsaur, and Pterosaur units by 50.

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