Lethal Strike (cooldown: 15 seconds): Mirage backstabs her target for 120/240/360 damage with a chance of slaying it outright.Shadow Dance (cooldown: 7 seconds): summons 2/4/6 copies of herself that run and attack nearby enemies, dealing 32 damage each, and then vanish.Swiftness (passive): increases movement speed by 10/20/30 percent.Shadow Dodge (passive): grants a dodge chance of 40/50/60 percent and when dodging, leaves a copy of herself to fight for 1 second.Precision (passive): improves ranged attack damage by 2/6/10 points.Alric has a 20 percent chance of stealing some gold on every attack.Ī legendary assassin of the order, Mirage has sworn her daggers and her unorthodox but effective tactics to the protection of Hammerhold and the forces of good.Sand Warriors (cooldown: 10 seconds): summons 1/2/3 sand warriors with 50/75/100 life to aid him in battle for 8 seconds.Flurry (cooldown: 8/7/6 seconds): special maneuver that strikes its opponent 4/6/8 times in quick succession.Toughness (passive): increases hero life by 30/60/90 points.Better Armor (passive): increases base armor by 10/25/50 percent.Swordsmanship (passive): improves attack damage by 3/9/18 points.His discipline and training allows him to strike with lightning speed while also calling upon warrior spirits from the desert to aid him. One of the best warriors in Hammerhold, Alric makes fighting a form of art. Here’s a preview of three of the new characters, along with their new skills and powers, straight from the developer: Unlike in the original game, however, these new unique units have persistent stats, meaning you can slowly upgrade them over time (similar to the skill/tech tree that contained long-term bonuses that you can unlock in the first KR). ![]() Like in Kingdom Rush, you’ll get a few hero characters for free in Frontiers, but the rest will be paid downloadable content. A special drill attack that is a one-hit kill.The Drilling Weaponized Auto-Attack Rumble Platform (DWAARP) creates localized earthquakes to damage enemies marching next to it. The mech lays down oil that will slow anyone passing through.This building is actually a launch pad for a mobile mech that shoots explosive artillery. A tornado that can run down the parade of enemies.Slain enemies explode, damaging others around them.If any kill an enemy, the remaining bolts will track and go after other nearby foes. They can also summon a Death Rider that will attack enemies and boost the strength of allied undead troops.Īrchmages can store up their power when idle and then release up to three deadly bolts at once.Necromancers can create a cloud of pestilence that will slowly damage enemies.Necromancers can take downed enemies and raise them as undead that fight on your side. Dispels magic in the area and prevents enemy mages from casting spells.Hits can cause enemies to take extra damage from all attacks.These don’t travel as fast or as far as crossbow bolts, but they have a chance to stun enemies. The second possible Archers building contains tribesmen who throw axes. A falcon that increases the range of this and other nearby towers.Crossbowmen shoot a steady stream of bolts. ![]() Instead of the rangers and musketeers from Kingdom Rush, Frontiers offers up crossbow-wielding snipers that offer a balance of speed and range. A special critical hit that cuts a vital artery, causing the foe to bleed and drain health for a bit.A chance to automatically revive when killed.The alternate barracks upgrade to the Assassin’s Guild is the Knights Templar, which produces high-defense foot soldiers similar to the knights from the original game’s Holy Order castle. A special attack that does extra damage.A dodge maneuver that includes a counterstrike.The ability for assassins to rob enemies of gold that you can spend on your own fortifications.They can wait in ambush, invisible until they’re ready to strike. The Assassin’s Guild produces - what else? - assassins. ![]() Strangely, the developers decided to stick to the same four base buildings from the original game: Barracks (pumps out foot soldiers to fight and block enemies on the ground), Archers (houses ranged bowmen), Wizard (has mages that cast spells from a distance), and Artillery (fires explosives that do area-of-effect splash damage).Īfter you upgrade these towers a few times, however, you’ll see the new structures that are specific to Kingdom Rush: Frontiers.
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