Defense Pierce

Defense Pierce is a unit stat of the attacker that acts in opposition to the defender's Block Value (also sometimes referred to as Shield Value).

It is unclear at this point whether values greater than the defense unit's Block Value make a greater impact, as it is also unclear if units have a native Block Value or just receive it from various bonuses.

# Self Increase

## Unit Skills

Dark Elemental gains **100 + (20 x level)** Critical Hit, **100 + (20 x level)** **Defense Pierce** and **5% + (1% x level)** Unit Defense.
Every 30s (10s initial cooldown), a random enemy non-melee unit is restrained for 15s:
* Dark Elemental deals **20% + (2% x level)** damage to it every 1s
* Can't attack, move or use skills

Blade Dancer gains **250 + (10 x level)** Critical Hit and **15% + (1% x level)** Attack Speed.
After landing a critical hit, Blade Dancer attacks the target for an additional **50% + (10% x level)** damage.
Blade Dancer gains **25 + (5 x level)** **Defense Pierce** when their attack is blocked. If their attack is dodged, gains **25 + (5 x level)** Accuracy. Stacks up to 10 times.
When Blade Dancer successfully blocks, gains 10% Max HP Shield (stacks up to 3 times). When Blade Dancer is hit by a critical hit, gains **25 + (5 x level)** Tenacity. Stacks up to 15 times.

Abyss Lord gains **200 + (20 x level)** Critical Hit and **15% + (1% x level)** Critical Damage.
At the beginning of battle, if Abyss Lord and Devil are both on the battlefield they gain 500 Defense Penetration and **Defense Pierce**.
**Reign of Inferno**: Whenever Abyss Lord has 3 or more Seeds of Hatred, enemy non-Inferno units both take damage and heal 66% less for the next 10s (25s cooldown)
* Abyss Lord: **15% + (1% x level)** Max HP Damage
* Devil: **150% + (10% x level)** damage

Arcane Archer gains 300 **Defense Pierce** and 30% Attack Speed.
Whenever Arcane Archer is enhanced by a friendly hero's support spell it gains 5% Unit Damage and Attack Speed until end of battle (up to 7 stacks) and fires a *Magic Bolt* at target unit which has a different effect depending on the element of the support spell that triggered it
* Air: Deals 200% damage to target unit and causes it to lose 20% Unit Damage Reduction for 7s
* Fire: Causes target unit to lose 20% Unit Defense and 200 Tenacity for 7s (doubled if that unit is affected by Silence)
* Water: Causes target unit to receive 30% less healing for 7s

Whenever a Neutral (Rampart, Stronghold, Conflux, Fortress, Dungeon, Cove and Neutral) unit is deployed, Forest Guard gains **1% + (0.4% x level)** Attack Speed and **10 + (4 x level)** **Defense Pierce**.
Every 10s, Forest Guard deals damage equal to **60% + (4% x level)** of own Attack to all enemy units in large area in front of her and effected units lose **200 + (20 x level)** Block Value and **20% + (2% x level)** Unit Damage. These effected units also lose **20 + (2 x level)** Block Value and **2% + (0.2% x level)** Unit DMG per second for **4s + (0.4s x level)**.
Whenever Forest Guard receives High Morale she casts Resolved Slash one more time with double damage and she becomes immune to Stun, Freeze, Petrify and Silence for 8s, 4s cooldown.

## Star Soul Skills

 Wizard Artillery | Star Soul II
* **Great Sword Weapon Soul**: Wizard Artillery gains 20% Unit Damage.
* **Rapier Weapon Soul**: Wizard Artillery gains 400 Defense Penetration.
* **Shield Weapon Soul**: Wizard Artillery gains 20% Unit Damage Reduction.
* **Spear Weapon Soul**: Wizard Artillery gains 400 **Defense Pierce**.

## Altered Unit Skills

Whenever a Lost Land unit enters the battlefield, Eagle Guardian gains 7% Unit Damage Reduction and Unit Defense.
Whenever a Stronghold unit enters the battlefield, Eagle Guardian gains 7% Unit Damage Reduction and Critical Damage Reduction.
Whenever a Defense unit enters the battlefield, Eagle Guardian gains 50 Block Value and 5% Unit Defense.
Whenever Eagle Guardian takes a hit, it has a 20% chance of dealing damage equal to 10% of target`s max HP, generating a Shield equal to 12% of its max HP and gaining a <Infuriate> for 3s.
Eagle Guardian gains 15% Unit Damage Reduction and Unit Defense for each <Infuriate> stacks. Upon reaching 3 stacks, all <Infuriate> effects are dispelled and Eagle Guardian gains 50% Unit Damage, 1000 Critical Hit and 500 **Defense Pierce** for 4s, also Eagle Guardian becomes immune to all damage for 1,5s, 2s cooldown. All friendly Barbarian and Lost Land units gain half of these effects.

# Bestow

## Unit Skills

While three or more Cove units are deployed, Regnan Seer gains **15% + (1% x level)** Attack Speed and Unit Damage Reduction.
At the beginning of battle, if there is an enemy Troll on the battlefield, friendly Cove units gain 30% Unit Damage and Unit Damage Reduction.
Whenever Regnan Seer casts Deep Fear, it conjures an "Ocean's" Domain for 15s (30s cooldown).
* When conjured, enemy non-Cove units take **6.5% + (0.5% x level)** Max HP Damage (25% more for Stronghold units).
* Friendly non-Stronghold units gain **50 + (10 x level)** Defense Penetration and **15% + (1% x level)** Critical Damage. Doubles for Cove units.
* Friendly non-Stronghold units gain 500 **Defense Pierce**
* Friendly Cove units are immune to all non-control debuffs (Bleed, Burn, Disease, Slow, Silence, Blind, Plague, Deterrence, Low Morale, Poison).
* Enemy non-Cove units lose **5% + (1% x level)** Attack Speed (deterred units get double the penalty and are also emaciated).

Whenever a Cove unit is deployed, Shark Trainer gains 8% Unit Damage Reduction and 4% Unit Damage.
Summoned Sharks negates all damage that exceeds 12% of their Max HP. Whenever their HP reaches 66% and 33% for the first time in battle, they become immune to any damage for 3s.

Forest Guard gains **10% + (2% x level)** Unit Damage and **100 + (20 x level)** Critical Hit.
Shooting Rock-Piercing Arrow causes an aftershock that deals damage equal to **50% + (10% x level)** of own Attack to all enemy units in certain range of units hit by Rock-Piercing Arrow. Enemy Defensive units lose **5% + (1% x level)** Unit Damage Reduction and enemy Offensive units lose **5% + (1% x level)** Unit Damage for **1s + (0.2s x level)**, up to 4 stacks.
Whenever Aftershock is triggered, Forest Guard has a 25% chance of casting one instance of <Attack Command> on all friendly units, they gain **50 + (10 x level)** **Defense Pierce** for **4s + (0.4s x level)**, this effect can not be dispelled.

## Altered Unit Skills

Whenever a Vortex Ocean God unit enters the battlefield, Ocean God's Kin gains 7% Unit Damage Reduction and Critical Damage Reduction.
Whenever a Cove unit enters the battlefield, Ocean God's Kin gains 7% Unit Damage Reduction and 5% Unit Defense.
Whenever a Defense unit enters the battlefield, Ocean God's Kin gains 70 Tenacity and 10% Block Value.
Upon losing all Sanity, Ocean God's Kin and a random friendly Ranged unit simultaneously enter the Frenzy state for 8s, they become immune to any damage and gain 40% Attack Speed and 400 **Defense Pierce**. If Ocean God's Kin's Hp is below 50% at the end of Frenzy, it restores 40% of its max HP. If Ocean God's Kin's Hp is above 50% at the end of Frenzy, it gains 40% Unit Damage Reduction until end of the battle.

## Artifact

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Friendly units gain 200 **Defense Pierce** and 300 Tenacity.