Elves

## INTRODUCTION

Elves feature excellent ranged troops and powerful spells.

Fairy Skills: Elf Touch, Fairy Hands, Nature Nourish.
Elf Touch: All attacked targets will deal 20%(+) less damage to you.

Fairy Hands: When attacking ranged units, damage is increased by 2.5(+) times the current number of Fairies.

Nature Nourish: Healing a nearby Mountain Giant, Unicorn, Ent, or Elf Elder also Heals self HP equal to 6(+) times the number of Fairies. Limit 3 times.

#### **Ent**

A slow but sturdy basic Elf unit.

Ent Skills: Entangle, Root, Tree Life.
Entangle: Summons a root to entangle the target for 2.5(+) seconds, rendering the target unable to move.

Root: Chance to become Rooted when attacked. When Rooted, Movement Speed is decreased, but Defense is increased by 3(+).

Tree Life: Physical damage taken is reduced by -15%(+). Fire damage taken is increased by +15%(+).

### Tier 2

#### **Green Dragon (Range)**

Ranged unit. A fearsome flying unit from the forest.

Green Dragon Skills: Nature Grudge, Exhale, Jade Dream.
Nature Grudge: After targets are attacked by non-self Elf units, can deal 24%(+) more damage to them for a certain amount of time.

Exhale: Each time Green Dragon makes a Critical Hit, adds 2(+) Magic Attack to own Hero.

Jade Dream: Green Dragon grants a random ally unit Physical Defense +2(+), and makes all enemies take +15%(+) additional damage from Earth attacks (effect cannot be stacked).

#### **Elf Archer (Range)**

Ranged unit. A fearsome flying unit from the forest.

Elf Archer Skills: Nature Arrow, Elf Seal, Magic Arrow.
Nature Arrow: Has a chance to set off a chain attack, dealing 0.8(+) times normal attack damage. Limit 4 times.

Elf Seal: Targets that have been attacked by Elf Archers have a 6% higher chance of taking a Critical Hit from any Elf unit.

Magic Arrow: Critical Hits deal bonus 7(+) damage for every Elf Archer.

### Tier 3

#### **Druid (Range)**

Ranged unit (damage dealt is halved at close range). Controls the forces of nature.

Druid Skills: Nature Gift, Resonance, Nature Answer.
Nature Gift: Every attack has a chance to restore 1(+) Energy to own Hero. Limit 5 times.

Resonance: If own Hero has less than 3 Energy when Nature Gift is cast, Hero will gain 1(+) bonus Energy.

Nature Answer: When affected by own Hero’s Spell, there’s a chance to grant own Hero 1(+) Energy. Limit 5 times.

#### **Blade Dancer**

An agile physical melee unit, able to deal damage even against a hoard of enemies.

Blade Dancer Skills: Sword Dance, Natural Conviction, Elf Enemies.
Sword Dance: Attack surrounding enemies dealing 2(+) times normal attack damage. Every target attacked increases Blade Dancer’s Attack by 2(+) for the duration of the battle. Limit 2 times.

Natural Conviction: Luck -5, but Critical Hit bonus raised by 20%(+).

Elf Enemies: Critical Hit rate is raised by 15% against all Mortal Enemies of Elves.

### Tier 4

#### **Unicorn**

A special forest creature, said to possess many mysterious powers.

Unicorn Skills: Blind, Anti-Magic Aura, Lucky Aura.
Blind: Attack has a chance to Blind target. For the next 5 seconds, target has a 40%(+) chance of being unable to hit.

Anti-Magic Aura: Surrounding allies’ Magic Defense is increased by 2(+).

Lucky Aura: Surrounding allies’ Luck is increased by +8(+).

#### **Eagle Rider**

Rides a special eagle of the forest, attacking enemies from the sky.

Eagle Rider Skills: Air Yoke, Air Force, Eagle Rage.
Air Yoke: Eagle will lock a flying target, reducing its Speed and increasing its damage received from ranged attacks on your side by 30%(+).

Air Force: Eagle Rider reduces all allies’ damage received from flying units by 10%(+).

Eagle Rage: When Eagle Riders activate special skills, all attacks on flying units will carry an additional Earth attack that deals 0.5 times normal attack damage. Lasts until attacked by enemy Hero.

### Tier 5 (Legendary)

#### **Mountain Giant**

Strong Physical damage tank.

Mountain Giant Skills: Earth Shield,  Nature Child, Take a Stand, Tiny.
Earth Shield: Damage from the first 7 attacks on the Mountain Giant are all calculated as if the Defense was 8 points higher.

Nature Child: When standing beside Fairy, Green Dragon, Unicorn or Ent, their Defense is increased by 6.

Take a Stand: All attacks from enemy Tier 2 troops or lower hit as if Defense was 8 points higher, and restore 300 HP to every unit.

Tiny: Upon attacking Mountain Giant for the first time, enemies will be Unconscious for 5 seconds.

#### **Elf Elder (Range)**

Strong Magic damage tank.

Elf Elder Skills: Magic Suppression, Nature Rage, Magic Repression, Nature Wisdom.
Magic Suppression: First attack Silences the target, making them unable to activate special skills, and increases damage from Magic Attacks on target by 15%. Duration 9.5 seconds.

Nature Rage: Attacking an Orc or Undead troop makes that target take 20% more damage from ranged attacks.

Magic Repression: Makes an enemy back line troop fail to cast normal attacks, limited to 4 times. Lasts 5 seconds.

Nature Wisdom: When leading Hero casts a buff Spell, there’s a chance to make a random ally unit regenerate 1500 health per second. If the leading Hero casts a damage spell, there’s a chance to hit a random enemy unit with a Magic Arrow dealing 0.6 of normal Attack Damage.

## HEROES

(Heroes focus on dealing a ton of damage and freezing enemies)

## STRATEGIES

Since elves are ranged focus, their melee troops are weak. A hero set-up which focuses on freezing, slowing and stunning enemy troops before they can reach the ranged troops is best.