Wizard | |
---|---|
Merc Information | |
ID (Camp) | MercDefenderRangedOgre |
Base Health (Camp) | 1500 |
Base Damage (Camp) | 50 |
ID (Captured) | MercLanerRangedOgre |
Base Health (Captured) | 1500 |
Base Damage (Captured) | 50 |
Attack Speed | 0.8 |
Attack Range | 8 |
Abilites | 20 Spell Armor Aura; Shoots a missile every 0.75 seconds |
Capture XP | 450 + 9 * (Minutes Elapsed) XP |
Maps | Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart's Bay, Sky Temple, Tomb of the Spider Queen |
Spawns after | 1:00 minutes |
Respawn delay | 4:00 minutes |
Knight | |
---|---|
Merc Information | |
ID (Camp) | MercDefenderMeleeOgre |
Base Health (Camp) | 3000 |
Base Damage (Camp) | 45 |
ID (Captured) | MercLanerMeleeOgre |
Base Health (Captured) | 3300 |
Base Damage (Captured) | 60 |
Attack Speed | 0.8 |
Attack Range | 1.25 |
Maps | Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart's Bay, Sky Temple, Tomb of the Spider Queen |
Spawns after | 1:00 minutes |
Respawn delay | 4:00 minutes |
Knights are mercenaries found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart's Bay, Sky Temple and Tomb of the Spider Queen. They first spawn 1:00 minute into the game and respawn after 4:00 minutes.
Background[]
Knights have a different appearance based on the battleground:
- On Dragon Shire and Garden of Terror, they're knights in shining, flower-lined armor.
- On Cursed Hollow, they have a set of impressive antlers.
- On Blackheart's Bay, they're barnacle-encrusted with a face of tentacles resembling Cthulhu.
- On Sky Temple they're Arabian-themed warriors wielding scimitars. In the Tomb of the Spider Queen, they also look like this, but wrapped in bandages.
Gameplay[]
Knights are tanky mercenaries that are excellent at fortifying minion waves. They're difficult to fight alone and often require multiple heroes to capture. Although individually they do not provide much damage, their health/tankyness make them a strong addition to any push.
A Knight camp consisting of three knights and one Wizard. The knights attack up-close with their polearms, while the Wizard hangs back to attack with a Magical Barrage, firing multiple bolts that deal minor damage. Additionally, the Wizard provides a 20 Spell Armor aura to each ally around him. This Aura is destroyed when the Wizard is killed.
Once on captured and on a lane, the Wizard grants all nearby Allies (Minions, Mercenaries, and Heroes) 20 Spell Armor. The spell armor aura on the captured camp extends in a 7.5 radius from the Wizard Knight and represents a boost against spell damage. The Spell Armor is immediately removed upon leaving the aura area and the aura is destroyed when the Wizard is killed. This greatly diminishes the effectiveness of waveclear against teams pushing with the Knight Camp, to the point that strategies based around protecting the Wizard Knight should be considered.
Common Camp Capture Timings[]
- Cursed Hollow: Capture Knights in between the first and second tribute spawns.
- Dragon Shire: Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.
- Garden of Terror: Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror.
- Sky Temple: Capture Giants and Knights before first Temple phase.
- Tomb of the Spider Queen: Capture Knights before or during turn-in phase.