Kairos

Total Cost
 Slow Effect
 Shots per Second
 Range

## Overview

* Kairos is the first assistive (support) tower a player can acquire - at player rank 7.
* It slows the enemies in an area by throwing a small orb at them, which generates a time-warping field.
* The field can slow not only the movement speed, but also the attack rate and more.

## Trivia

* *“**Kairos** (καιρός) is an ancient Greek word meaning the right or opportune moment (the supreme moment). The ancient Greeks had two words for time - **chronos** and **kairos**.* ― From Wikipedia

## Notes & tactics

* The tower can send orbs even higher, sometimes slowing flying enemies as well.
* The orbs' field slows only enemies, unlike the fields, generated from Slow Field Dispenser, which slows the player(s) as well. This can randomly help for better kiting than the fields.
* One should be wary that, if there are random/other slowing effects acting in a zone, only the strongest one applies to the affected lumes, **without any stacking or multiplication**. This technically means that putting a **Kairos** and slow fields in proximity would randomly result in lesser tower utility and that the perks Slowing presence & Slowing rounds would lose their use in the slowed zones if the slow fields are stronger.
* The slowing orbs from the **Kairos** are not as effective as the fields from the Slow field Dispenser - the difference is 1 to 5,3 % less slow effect (which means ~ 7,14 to 13,22 % lower slow strength) depending on the tower level. At the same time the fields, generated by the **Kairos** are bigger, but cannot be enlarged via a Range spire or overcharging.
* Overcharging a Kairos only increases the maximum range at which it can fire its orbs, not the size of the slowing sphere or the slow effect. The same applies if a Range spire buffs the **Kairos**.
	+ *The overcharge range gain is ~0,26 blocks per 100 resources (~ a block per 385 resources)*
* Like all projectile-using towers, the **Kairos** suffers from some sight obstructions like walls & rocks, so it is good to place the tower carefully. In this particular case towers usually aren't much of a problem, since the **Kairos** appears to throw its orbs above them and even over smaller obstacles, being somewhat similar to the Rocket tower in this relation. If there are high solid wall/rock obstructions, the tower would not throw slows.
	+ *Projectile-towers are the Scatter lasers & the ones with targeting system.*
* One (usually little) drawback of the Kairos over the Slow fields is that it easily can serve as a blocking structure to some other Projectile-using towers and should be positioned carefully, while the Slow field dispenser has close to no such issues and would be likely no problem, regardless of positioning.
* Usually just one **Kairos** is needed, especially if there is a Range spire. Of course, overcharging the Kairos has lower efficiency and if there comes such need, having a few more is an option, but as a support tower, designed for simplier scenarios, the Kairos is generally better off being there as just one level 3 tower and the rest of the resources to be spent for the damage towers or other support tower types.
* This tower generally can find random use in all maps & modes, but at a certain moment tends to fall behind the Slow fields, especially if there is a Range spire, although this is mostly visible in games with abundant resources. In Survival the Kairos hardly can show better than the Slow fields, since the Kairos' orbs cannot be enlarged.
* *The fire rate of the tower in-game is converted into shots per second this way: One in-game speed unit is 1/60 shots per second and therefore comes the calculation - The Kairos throws 15/60 = 0,25 orbs per second (= 1 slowing orb every 4 seconds = 15 per minute), which is a bit more than the fire rate of the Lightning.*