Diplomat

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DESCRIPTION

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*Anger leads to hate.*

Diplomats project strong psychic shields over allies and cast energy bolts that briefly stun enemies. They can't prevent war, but they can certainly save the lives of their allies.

* No armor
* Stuns enemies
* Casts shields over allies

**Special:** Each orb stuns for 2 seconds. Every 4 seconds casts shield over allies for 9 seconds (shield health 500hp)

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STRATEGY

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* Diplomats possess unparalleled defensive and support abilities. Alone they are useless, with other units they are exceptional.
* Diplomats' primary ability is casting shields over allies in their medium range. The shields absorb all incoming damage, so shielded units are practically invulnerable until the shields are destroyed. When units are in the shield, the units counted as not taking damage, the heal rate start ticking inside the shield, which is incredibly helpful for reducing time for retreat and restore HP of damaged units.
* This is a god send to units vulnerable or prone to receiving damage, such as Snipers or Guardians. Diplomats also dramatically increase the durability of already tough units.
* The shields do wear off after 9 seconds, the game description is incorrect about Absolute defense where it said it increase duration but actually it increases Shields' HP, which drastically improve durability of the units even further.
* Diplomats cannot cast shields over structures. They also cannot cast shields while on the move, though their shields protect both stationary and moving units, which makes them good for protecting advances.
* Diplomats also occasionally cast ranged bolts at enemies, both aerial and ground. These bolts do very little damage, but instead disable the enemy for a short time, allowing other units to pour damage into it.
* Diplomats' major weakness is that they deal very little damage by themselves. They should only be used in a support role. Their slow speed is actually a benefit in this regard as it ensures they don't get caught in the fray.
* Tulpa Sentries give Diplomats a way of dealing more damage, but the Sentries only do weak to decent damage and are also immobile. Tulpa Sentries' main strength actually lies in distracting enemies from units with their fast cooldown, deployment away from other units, and disposable nature.
* Shields gone, Diplomats are vulnerable to all forms of damage due to their lack of armor, but especially area damage. Let other units take the damage unless the Diplomats' shields are up.

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UPGRADES

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Absolute Defense (Tier 8, Passive)

* Increased duration of Diplomats' psychic shields. (150 Techpoints)
* Doubles the extra duration of Diplomats' psychic shields. (300)
* Further increases the extra duration of Diplomats' psychic shields. (600)

Tulpa Sentry (Tier 11, Cool down = Fast)

* Diplomats cast a psychic defensive ward that attacks nearby enemies. (200 Techpoints)
* Increases damage dealt by Tulpa Sentries. (400)

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QUOTES

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*- We're here to help. (Squad deployed)*

*- Honored.*

*- Shret 'me thoga!*

*- Convenient.*

*- Adequate.*

*- Clever.*

*- Wise.*

*- Would it help?*

*- We're needed elsewhere. (Squad dissolved)*

- *The Ether must flow. (Absolute defense upgrade)*

- *Mind over Matter! (Tulpa sentry upgrade)*