Archer Ranged
Looses faster the longer the round runs.
- Cost
- 2 elixir
- Health
- 320
- Damage
- 30
- Range
- 4 tiles
- Speed
- 1.2 tiles/s
- Attacks every
- 0.85s
- Mana per hit
- 13 of 100
- Unlock
- Owned from the start
Attack speed climbs by 2.5% per second of battle, up to +90%; each star adds 30% to that rate.
260% of its damage · a corridor 6–9 tiles long and 1.2–1.8 wide (longer per star).
Cast at full mana — or as a dying breath if it never got to cast, unless it is stunned.
How to play it
Cheap ranged damage that gets better the longer a round runs: the Archer's draw speeds up every second of battle, and faster still per star, which is what turns a grinding round into a won one. It needs a body in front of it — a good opponent simply walks round a bare back line. Piercing Shot travels in a straight corridor, so stand it in the column where the enemy will bunch.
Stars
Merge a duplicate onto the Archer to star it up. Stars multiply health, damage and the ability's reach.
| Level | Health | Damage | Corridor | Elixir to reach | Step |
|---|---|---|---|---|---|
| Level 1 | 320 | 30 | 6 × 1.2 tiles | 2 | — |
| 528 | 50 | 7 × 1.4 tiles | 4 | 2 | |
| 736 | 69 | 8 × 1.6 tiles | 6 | 2 | |
| 1280 | 120 | 9 × 1.8 tiles | 12 | 6 |