Dhruv patel
Approved user
- Joined
- Aug 27, 2017
- Messages
- 353
castle
1. 20% castle damage
2. 20% castle health
3. castle +1 range
4. castle gets sniper tower damage and range as well (sniper tower only so it has 2 ranges one for sniper and other for tower damage and general spawn).
5. critical strike (25% to do double damage for both tower and sniper damage types)
stronghold
1. 20% stronghold health
2. 20% stronghold damage
3. +1 range
4. unlocks garrison that spawns unique troop on defence
5. cannon with same range for cavalry.
mortar
1. 20% health
2. 20% damage
3. +1 range
4: upon destruction or in certain radius deploys 3 mortar troops (determined by building level)
5. shots push back and scatter cavalry/tanks
towers and cannon
first 3 the same for tower and cannon tower
4. +1 range for cannon tower
5: critical strike for tower
garrisons
1. 20% health
2. garrison defender 20% damage
3. garrison defender 20% attack
4. +1 garrison defender a wave
5. deploys a combat medic ( alongside waves (5 troops and 1 medic)
stables
first 3 the same
4. +1 defender a wave
5. deploys a supply truck alongside tanks
bunker
first 4 are the same
5. bunker defender can do splash damage (splash is half its normal damage)
walls and bastions
the first 4 are just 5% health to walls and bastions for 10% more health for both walls and bastions
5. buildings in bastions get 15% health boost
sally forth
1. +2 defender from ambush trap
2. 50% more command post hitpoints
3. +2 defender from ambush trap
4. +4 defenders from armor ambush
5: command post continously spawn unique troops.
protector
1. all defensive tower health 10%
2: all defensive tower damage 10%
3. all traps deal 20% more damage
4: caltrops deal 5% dps of enemy troops hp that step on them (cavalry will get hurt the most).
5. all defensive tower attack speed 10%
blackout and disruptions. will be the same with 15% to all the debuffs there
capstone: all buildings get +1 range
1. 20% castle damage
2. 20% castle health
3. castle +1 range
4. castle gets sniper tower damage and range as well (sniper tower only so it has 2 ranges one for sniper and other for tower damage and general spawn).
5. critical strike (25% to do double damage for both tower and sniper damage types)
stronghold
1. 20% stronghold health
2. 20% stronghold damage
3. +1 range
4. unlocks garrison that spawns unique troop on defence
5. cannon with same range for cavalry.
mortar
1. 20% health
2. 20% damage
3. +1 range
4: upon destruction or in certain radius deploys 3 mortar troops (determined by building level)
5. shots push back and scatter cavalry/tanks
towers and cannon
first 3 the same for tower and cannon tower
4. +1 range for cannon tower
5: critical strike for tower
garrisons
1. 20% health
2. garrison defender 20% damage
3. garrison defender 20% attack
4. +1 garrison defender a wave
5. deploys a combat medic ( alongside waves (5 troops and 1 medic)
stables
first 3 the same
4. +1 defender a wave
5. deploys a supply truck alongside tanks
bunker
first 4 are the same
5. bunker defender can do splash damage (splash is half its normal damage)
walls and bastions
the first 4 are just 5% health to walls and bastions for 10% more health for both walls and bastions
5. buildings in bastions get 15% health boost
sally forth
1. +2 defender from ambush trap
2. 50% more command post hitpoints
3. +2 defender from ambush trap
4. +4 defenders from armor ambush
5: command post continously spawn unique troops.
protector
1. all defensive tower health 10%
2: all defensive tower damage 10%
3. all traps deal 20% more damage
4: caltrops deal 5% dps of enemy troops hp that step on them (cavalry will get hurt the most).
5. all defensive tower attack speed 10%
blackout and disruptions. will be the same with 15% to all the debuffs there
capstone: all buildings get +1 range
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