- Joined
- Feb 5, 2009
- Messages
- 4,651
Following, good luck
PROS
CONS
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LABORER Worker unit. | ||
SCOUT Swift observer unit. | ||
TORCHLIGHT [Innate] Detects invisible units. Radius: 900 | ||
CAMOUFLAGE [Innate] The Scout remains unseen while there are no hostile non-worker units within his detection radius. Radius: 200 | ||
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RECONNAISSANCE [T2] Sees beyond cliffs and trees. | ||
SWIFTNESS [T2] Improves Windmills' movement-boosting capabilities. Movement Speed: +20% -> +35% Radius: 300 -> 450 | ||
IRONCLAD [T3] Reduces the damage Iron Riders and Batteries take from Magic and Mechanical sources. Damage: -25% | ||
ATTRITION [Upgrade] Demoralizes nearby enemies. Attack Rate: -30% Radius: 600 | ||
HAIL OF THORNS [Upgrade] Fires multiple arrows with each attack. Target Count: 3 | ||
FORTIFY [Innate] The Garrison receives bonus attack rate for each unit garrisoned. Attack Rate: +30% Capacity: 4/5/6 (Scales with Enhanced Armaments) | ||
[Q] VANGUARD Creates a shield that absorbs damage for the Dark Knight. If the shield is broken before it fades, it explodes; damaging nearby ground enemies. Cooldown: 14 Damage: 70/125/180 Duration: 8 Radius: 270 Shield Health: 120/200/280 | ||
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[W] BLAZING ARMS Gives nearby allies a bonus to attack rate while reducing their magic resistance. Attack Rate: +40/60/80% Cooldown: 11 Duration: 6 Magic Resistance: -15% Radius: 666 | ||
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[E] VANQUISHER AURA Organic units affected restore health when enemies die to allies within 900 range. Starting from level 2, grants nearby allies bonus movement speed. Life Restored: 10 Movement Bonus: 0/16/32% Radius: 900 | ||
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[R] MARSHAL'S MIGHT PASSIVE: Increases health regeneration. ACTIVE: Continually taunts enemies in a mobile radius around the hero, multiplying the bonus regeneration. Ignores enemies dueling Iron Riders. Cooldown: 24 Duration: 3 Life Regeneration (Passive): 1% Max Health Life Regeneration (Active): 7% Max Health Radius: 600 | ||
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Provides the Iron Marshal a chance to critically strike. Crit Chance: 15 (+Armor) % Critical Damage: 250% Costs 1 hero slot and 2 food. The food cost is transferred to the Iron Marshal. | ||
Restores the Iron Marshal's mana when attacked. Mana Restored: 5 Costs 1 hero slot and 2 food. The food cost is transferred to the Iron Marshal. | ||
Glass cannon starting ranged unit. Relying on their allies to keep opponents at bay, their innate passive allows them to pick off targets from afar. They are heavily dependent on positioning, as their low health makes them susceptible to heavy damage from enemy spells. They may sting, but most of their damage disappears in close quarters. They are also weak against mechanicals. | ||
RELENTLESS AIM [Innate] Landing hits on organic units beyond a distance deals bonus damage. Fly height counts toward the threshold. Damage: +12/21/30 (Scales with Javelin Training) Range Threshold: 420 | ||
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MARKSMANSHIP [T2] Increases range by 200. | ||
BURNING SPEARS [T3] Each attack burns the target unit. Damage per Second: 6 Duration (Heroes): 3 Duration (Units): 5 | ||
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Heavy melee unit, exceptional at commanding enemy attention. Although they start with abysmal damage, they make for a valuable line of defense. | ||
IRONCLAD [Upgrade] Reduces the damage taken from Magic and Mechanical sources. Damage: -25% | ||
CHALLENGER [Innate] The Rider challenges his attack target, forcing it to attack him for a duration. The opponent may not challenge or be challenged again for some time. Cannot target heroes. Cooldown per Unit: 9/7/5 (Scales with Mounted Warfare) Duration: 2 | ||
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BROTHERS IN ARMS [T2] Increases the armor and attack rate of nearby ground allies. Does not stack, nor affect self. Armor: +3 Attack Rate: +20% Radius: 170 | ||
VALIANT CHARGE [T3] Each attack has a chance to charge through the enemy, dealing damage in a line. Chance: 20% Damage: 60 Distance: 180 Width: 160 | ||
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Offensive spellcaster. | ||
EMBER SOUL [Innate] Increases the damage output of the target while causing it to degenerate and exposing its armor. Armor: -3 Damage: +35% Cast Range: 500 Duration: 30 Health Degeneration: 2 Mana Cost: 45 | ||
DISSOLUTION [T3] Dispels hostile spells in the target area, damaging summoned units. Each buff destroyed restores health and mana for the Pyromancer. Cast Range: 600 Cooldown: 7 Health and Mana per Buff: +50 Radius: 200 Summoned Unit Damage: 200 | ||
MARK OF CHAOS [T3] Reduces the target enemy's attack rate. If it dies under the effect of Mark of Chaos, it explodes; damaging organic enemies and allies alike. Attack Rate: -50% Cast Range: 700 Cooldown: 1 Duration (Heroes): 10 Duration (Units): 30 Explosion Damage: 180 Mana Cost: 150 Radius: 250 | ||
ENHANCED JAVELIN TRAINING [T1] Increases the damage of Javelin Throwers. Damage: +2 Research Time: 60 | ||
REFINED JAVELIN TRAINING [T2] Upgrades Javelin Throwers. Damage: +7 Health: +120 Relentless Aim Damage: +9 Gold Cost: +65 Lumber Cost: +25 Train Time: +11 Research Time: 90 | ||
AUGMENTED JAVELIN TRAINING [T3] Upgrades Javelin Throwers. Damage: +7 Health: +120 Relentless Aim Damage: +9 Gold Cost: +65 Lumber Cost: +25 Train Time: +11 Research Time: 120 | ||
ENHANCED MOUNTED WARFARE [T1] Increases the damage of Iron Riders. Damage: +2 Research Time: 60 | ||
REFINED MOUNTED WARFARE [T2] Increases the combat capabilities of Iron Riders. Challenger Cooldown: -2 Damage: +2 Health: +50 Research Time: 90 | ||
AUGMENTED MOUNTED WARFARE [T3] Upgrades Iron Riders. Challenger Cooldown: -2 Damage: +6 Health: +250 Movement Speed: +20 Gold Cost: +100 Lumber Cost: +50 Train Time: +12 Research Time: 120 | ||
ENHANCED PLATING [T1] Increases the armor of Javelin Throwers and Iron Riders. Armor (Iron Rider): +3 Armor (Javelin Thrower): +2 Research Time: 60 | ||
REFINED PLATING [T2] Increases the armor of Javelin Throwers and Iron Riders. Armor (Iron Rider): +3 Armor (Javelin Thrower): +2 Research Time: 75 | ||
AUGMENTED PLATING [T3] Increases the armor of Javelin Throwers and Iron Riders. Armor (Iron Rider): +3 Armor (Javelin Thrower): +2 Research Time: 90 | ||
ENHANCED GUNPOWDER [T1] Increases the attack damage of Batteries and Citybreakers. Attack Dice: +1 Research Time: 60 | ||
REFINED GUNPOWDER [T2] Increases the attack damage of Batteries and Citybreakers. Attack Dice: +1 Research Time: 75 | ||
AUGMENTED GUNPOWDER [T3] Increases the attack damage of Batteries and Citybreakers. Attack Dice: +1 Research Time: 90 | ||
ENHANCED PADDING [T1] Increases the defense of Batteries and Citybreakers. Battery Armor: +2 Citybreaker Armor: +3 Research Time: 60 | ||
REFINED PADDING [T2] Increases the defense of Batteries and Citybreakers. Battery Armor: +2 Citybreaker Armor: +3 Research Time: 75 | ||
AUGMENTED PADDING [T3] Increases the defense of Batteries and Citybreakers. Battery Armor: +2 Citybreaker Armor: +3 Research Time: 90 | ||
ENHANCED ARMAMENTS [T1] Increases the combat capabilities of Garrisons. Damage: +10 Research Time: 45 | ||
REFINED ARMAMENTS [T2] Increases the combat capabilities of Garrisons. Damage: +10 Cargo Capacity: +1 Research Time: 60 | ||
AUGMENTED ARMAMENTS [T3] Increases the combat capabilities of Garrisons. Damage: +10 Cargo Capacity: +1 Research Time: 75 | ||
Mid-range siege weaponry. They trade expense, a shorter range, and Medium armor for superior damage and mobility. | ||
CANNONADE [T2] Improves splash damage spread. Medium Damage Radius: 150 Medium Damage Share: +20% Low Damage Radius: 250 Low Damage Share: +20% | ||
DEMOLITION [T2] Siege units' attacks detonate buildings below 12% health. | ||
ROAD TO RUIN [T3] Siege units cause an explosion when they destroy buildings. Damage: 100 Radius: 240 + Target's Collision | ||
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Heavily armored supporting vehicle, effective at breaking down enemy defenses. While sporting minimal damage, they shred the enemy's armor and hinder their movement. | ||
TAR POOL [Innate] Attacks hurl elven heads and leave behind tar pools, slowing enemy units and reducing building armor. Scales with Corrosion, which allows the pools to shred unit armor as well. Armor (Structures): -4/-6 Armor (Units): -0/-3 Duration: 3 Movement Slow: 25% Radius: 200 | ||
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IRON CHAINS [T3] Binds the target air unit to the ground, allowing it to be hit as though it were a land unit. Cast Range: 800 Cooldown: 5 Duration: 10 | ||
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DEMOLITION [T2] Siege units' attacks detonate buildings below 12% health. | ||
ROAD TO RUIN [T3] Siege units cause an explosion when they destroy buildings. Damage: 100 Radius: 240 + Target's Collision | ||
Food production building. They allow faster travel through your territory. | ||
SWIFTNESS [Innate] Increases the movement speed of nearby allies. Benefits from the Swiftness Upgrade. Movement: +20%/35% Radius: 300/450 | ||
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ORB OF JUDGEMENT [T3] Unlocks air attacks. Grants 5 bonus damage and allows the wielder to execute organic non-Humans below 18% health. | ||
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