Twilight Heretic

Twilight Heretics (Heretics on mobile version) are Twilight Elf Warlocks that fight with mysterious magic capable of dispatching soldiers quickly.
==Overview==
Warlocks corrupted by evil, they command forces beyond comprehension.
With their unearthly power, Twilight Heretics are very powerful enemies capable of dishing out heavy damage, as well as soaking up quite a lot of hits, thanks to their high HP and magic resistance.
Twilight Heretics, in addition to having a ranged attack, also possess two special spells: Grip of Darkness and Soul Consumption. The first one renders up to two barracks units and reinforcements immobile while dealing 135 physical damage with the shadowy grip, with a coolddown of 20 seconds (13 seconds on Impossible). The men become target practice for enemies capable of dealing damage from afar, while those without a ranged attack will simply ignore them; however, these soldiers are not considered dead yet and thus will not respawn, essentially removing the men from play for a little while and allowing most enemies to walk past soldiers. The second ability instantly kills up to three units by draining their soul, boosting the Heretic's speed by 90% for 3 seconds. This has a coolown of only 5 seconds (4 seconds on Impossible). Both of their abilities can target units from afar, and usually activate faster than most soldiers can react, much reducing the effectiveness of Barracks against them.
==Strategy==
*Due to their high magic resistance, mages won't make anything more than a scratch to this enemy. However, their resistance can be reduced by Arcane Archers, and the decent physical damage output of this tower also allow it to harm Heretics fairly well.
*Golden Longbows can kill them efficiently with some luck with their Crimson Sentence ability upgraded. Make sure the Heretic is not shielded by other enemies.
* Using any of the following methods on Twilight Heretic will greatly expose them to damage from other towers:
** Arcane Archers' Slumber Arrow.
** Golden Longbows' Hunter's Mark.
** Wild Magus' Ward of Disruption
** Weirdwood's Clobber, or stun from any skills from heroes.
*Soldiers shouldn't be sent against them unless it is an emergency. Heretics will either immobilize them, or move dangerously fast after draining their soldier's souls. Instead, a powerful melee Hero can be sent in to block them, as they are immune to both of the Heretics' spells. However, even in melee, Heretics will continue to use their spells, so Barracks will still be not very useful.
*Heretics use Grip of Darkness first, Soul Consumption next. The former deals damage over 10 seconds, and the latter has a short cooldown of just 7 seconds. Soul Consumption can be used to the player's advantage, as the speed boost will very likely separate the heretic from a group of enemies.
== Bugs ==
* On Steam, Heretics can use Soul Consumption on soldiers already affected by Grip of Darkness. This does not kill them, but still provides a speed boost for the Heretic.
==Appearances==
* Arcane Quarters
* Mactans' Retreat
* Shrine of Elynie
* Duskwood Outpost
* Duredhel Outskirts
* Twilight Invasion
==Gallery==
Category:Kingdom Rush: Origins
Category:Enemies
Category:Magic Resistant Enemies
Category:Ranged Enemy