causative Posted May 1, 2017 Report Share Posted May 1, 2017 (edited) Inverse auras: the hero buffs himself proportionally to the number of allies around him. This is better than simply making the hero extremely strong, because it stops the hero from being OP in hero rushes or low-population games. Immortal: +1 HP/sec hero self-healing for each ally in 60m range Destructive: +2 hero crush damage for each ally in 60m range. Best if the hero has splash (for instance, an elephant hero, if the elephant hero also had splash). Tough: +1 hero armor for each 3 allies in 60m range, to a limit of +20, and +1 pierce damage per ally in 60m range. Squad auras: the hero buffs a limited number of allies in a very short range, but buffs them a lot. Triple damage, +5 armor for all ally melee attackers within 10m 70% more damage for up to 20 ally ranged attackers within 10m Battle duration auras: the buff depends on how long combat has been going on. Ambush aura: double damage and +50% walk speed for all units within 60m, for the first five seconds of a fight. For Ambush, the fight starts the first time you deal damage to an enemy unit within 60m of the hero, and ends once all players stop dealing damage within 60m of the hero's location at the time the fight began. Determination aura: +10 all armor types for all units within 60m, once the fight has lasted twenty seconds. For Determination, the fight starts the first time an enemy unit deals damage to one of your units within 60m, and ends when no enemy units have attacked within 60m for five seconds. Teacher aura: double experience gained by citizen-soldiers within 60m. Edited May 1, 2017 by causative 2 Quote Link to comment Share on other sites More sharing options...
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