![]() Because of this, the Holy and Dark enchants are technically the best enchants, as they always either have their damage increased or remain neutral, never reduced.Should they encounter each other, damage output will remain neutral. Fire, Water, Nature, and Electric have no relation to, and do not interact with Holy and Dark.If your units has the Holy enchant and happens to hit an enemy troop with Dark enchant, your damage will also increase. If your units have the Dark enchant and happen to hit an enemy troop with Holy enchant, your damage will increase. Because of this, having Holy or Dark enchants will always increase your damage against the opposing element. Holy (White) is the counter of Dark (Black), but Dark (Black) is also the counter of Holy (White).Water (Blue) is the counter of Fire (Red), then Fire (Red) counters Nature (Green), then counter Electric (Yellow), and then counters Water (Blue) which the wheel starts over again.Here's a few example to make it easier to understand: Holy and Dark are special cases, if the 2 enchants encounter one another other, unit damage will always be increased. If the unit and an enemy troop have the same enchant, if their enchants do not interact, or if an enemy has no enchant, no changes occur in damage. A good example of this would be Alien Boss, who is water despite not showing any use of water abilities in the series. It is to be noted that most of the time, enchants are given based on the unit's color palette instead of actual abilities. water attacking electric), it'll do 1/4 of the unit's damage. fire attacking nature), it'll do 3x the unit's damage but, if the unit hits an enemy that their enchant is weak against (ex. If a unit hits an enemy that their enchant is strong against (ex. ![]()
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