They are resistant to fire damage but susceptible to frost damage.Īnointed by the fire lords, fire fiend warlocks wield elemental fire magic in the form of powerful ranged fire damage spells. They are unstable and have a disregard for the other elements.Īs familiars of the fire lords, these mischievous imps not only deal fire damage, but are quick and rush to enemy rifts ignoring heroes and guardians. They are small and hard to kill, and can overwhelm heroes when in groups.įire elementals are the most dangerous of all the elementals. The Earth Lords, are immune to slows and stuns and splits into smaller elementals when destroyed, making them very hard to kill.Įarthlings cleave from earth elementals when they die. In battle, they can overwhelm heroes when in groups. Due to explosive familiarity, they are very resistant to fire damage.ĭwarf shamans cast a mystical magic shield that protects their allies against all damage types, but they have low health themselves.Įarth elementals are born from fragments of the Earth Lord, Gaeadin. These dwarven explosive experts lob grenades that deal area fire and physical damage. They are deadly in groups.Īs disciples of Stinkeye and Oasis, cyclops shamans defend their beliefs by unleashing magical, heat-seeking missiles at non-believers who get in their way. Fast and Small but dangerous minions with ranged attacks.Īrchers pepper their enemies with crossbow bolts, having low health and dealing damage at range. They ignore heroes, avoid damage, and run straight for rifts.įrom the darkest corner of the Greenthorn Swamp, Crogon Hatchlings poison their enemies with their spit. Slightly slowed by the heavy armor but known for their distinctive call, armored satyrs are small and fast but unlike regular satyr runners, they aren't weak. They have +100 Physical Armor which translates to 50% damage reduction of physical attacks received. Like other ogres, they charge and slow their foes and are not affected by physics traps. These stout ogre soldiers are protected by physical armor. Their medium-range melee attacks rip through its enemies' armor, temporarily reducing it. These grizzlies are veteran fighters girded in both physical and frost armor. At low health, they move and attack more quickly. Giants may be slow but they are heavy-hitting, dealing massive physical damage. Their attacks deal significant medium-range damage and reduce armor. They ignore heroes and physics traps, and attack guardians.Īs veterans of the army of Arctos, these grizzlies are protected against physical and frost damage but are susceptible to fire damage. Hailing from the frozen land of Arctos, grizzly minions are large in size, have moderate health, and are angered when their allies fall.Ĭarrying the standard of Arctos, these grizzlies are protected from frontal assaults, are highly resistant to frost damage, susceptible to fire damage, and have powerful medium-range melee attacks. All of them have different stats and abilities, you can see that in detail in the list below. Their goals change from type to type but all have as ultimate goal to reach the rift. Only Hunter Minions can be damaged by Big Game Hunting Traps. Shielded minions: They are immune to frontal attacks which protects minions behind them.Support minions: They support other minions by shielding, adding movement speed or healing them.Runners: They are regular minions but ignore everything to rush to the Rift.They show as bigger red dots in the minimap. Large minions: They are like regular minions but aren't affected by Physics Traps.
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