Systems
This page will show some of the overarching systems of the map which apply regardless of game mode.
Armor and damage
The armor system is set up around unit roles. With individual exceptions, a heavy armor blunt damage unit will tend to be a melee tank, while a magic damage light armor unit will most often be a ranged unit focused on dealing damage.
Dmg type V | ||||||||||
Armor type -> | Heavy | Hides | Medium | Light | Ghostly | Fortified | Heroarmor | Impenetrable | ||
Blunt | 80 | 90 | 110 | 100 | 120 | 90 | 90 | 60 | ||
Cutting | 100 | 80 | 120 | 110 | 90 | 70 | 80 | 50 | ||
Piercing | 90 | 110 | 100 | 120 | 80 | 50 | 70 | 50 | ||
Magic | 120 | 100 | 90 | 80 | 110 | 50 | 60 | 50 | ||
Corrosive | 110 | 120 | 80 | 90 | 100 | 80 | 60 | 60 | ||
Spells (Elemental) | 100 | 100 | 100 | 100 | 100 | 80 | 80 | 70 | ||
Herodmg | 100 | 100 | 100 | 100 | 100 | 90 | 110 | 90 |
One point of armor corresponds to a 4.5% increase in life.
The principle for tier comparisons is for lower tiers to supply better stats per gold and per minute of spawns. Abilities, upgrades, concentration of power and unit levelups place the emphasis on higher tiers as the game goes longer.