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Auto Chess Level Rundown Season 28
Level rundown is a device that permits players to see which chess are performing great in the current meta.
Capacity:
Rebel Watchman: Arrangements half sprinkle actual harm to adversaries inside 2.5 matrices. Dynamic: All partner Evil presence pieces' assault increments by 150 for 60 seconds.
Khan: Cut a break ahead with the hatchet, pulling foe units close enough toward the break following 3 seconds and staggering them for 2 seconds while managing harm equivalents to their most extreme HP 10%+100 (half is otherworldly harm, half is actual harm).
Lord of Thunder: Request roar to rebuff no less than 1 foe piece, and has a half possibility managing 15% of the objective piece's excess HP +250 Enchanted harm equivalents to it.
Wave Stalker: Hammer the ground, making the limbs eject every which way and in at most 3 range, managing 100 otherworldly harms and dazzling adversary units for 2 seconds.
Dim soul: Arrangements unadulterated harm equivalents to 4% of the maximum HP each second for adversary pieces inside 3 networks. It goes on for 8 seconds.
Devastator: Plant a dangerous that will explode following 3 seconds and arrangement 500 actual harms to foe units in 4 range.
Helicopter: Call down 2 elevated rockets strike adversary units in 4 sweep. Every one of them bargains 200 supernatural harms
Bizarre Egg: Assuming you want 1 part of rank up your piece, drag the Odd Egg to the objective piece, and it'll be anything you desire it to be.
Frostblaze Mythical beast: Constructs an Icebound wall to your right side, managing 200 otherworldly harm to adversary going through the wall and decreasing their assault speed by 30% for 3 seconds. All pieces won't target adversaries on the opposite side of the wall.
The Scryer: Dynamic: Projects a capacity in light of the greatest actuated level Class/Race Collaboration of the adversary's setup (with no less than 3 chess pieces). Detached: Recovers 10 Mana each second. At the point when the primary adversary's Mana is full, Quietness it for 3 seconds. Mage/Shaman/Heavenliness: Electromagnetic Heartbeat, Hero/Cavern Tribe/Troll: Darkfeathered Workers, Mech/Warlock/Marine: Blood Flood, Tracker/Professional killer/Icy mass: Sonic Assault, Knight/Human/Egersis: Electrical jolt, Monster/Padded/Evil presence: Earth's Wrath, Druid/Soul/Winged serpent: Tornado Assault
Consecrated Lancer: Feeds her Spear with blood, forfeiting 15 HP at each base assault, and numerous assaults will stack extra 20 Enchantment harm each second to the objective, endures 8 seconds; for every deficiency of 10% HP, speeds up, 10% Wizardry opposition and 0.5% HP recovery each second.
Space Walker: Detached: Increments 1 degree of [Chi] each time managing harm to an adversary unit with base assault. While arriving at [Chi] level 4, Paradise stunning can be casted. Dynamic: (Paradise stunning): The following base assault bargains 200%/250%/350% harm to foe units in an orderly fashion and dazes them for 0.5/1/2 seconds.
Apparition Sovereign: Arrangements 200 mysterious harms to local foe units inside 3 lattices.
Sparkling Professional killer: Gain multiple times of aversion impacts and 40 reward to harm, keep going for 6 seconds.
Cannon Granny: Expands ATK reach and flames cannons at a foe, each cannon bargains Actual harm and lessens the objective's ATK speed. The impact could be stacked.
Redfox Fighter: Roll towards a radom foe unit and push 3/4/5 time(s) toward the objective. Each push is treated as would be expected assault with extra 30/40/50 actual harm.
Shadow Demon: After 1.7s delay, Shadow Fallen angel discharges 8 shockwaves around itself, each managing 200 mysterious harm. For each piece in the setup that enacts an Evil spirit Collaboration, the quantity of shockwaves +1.
Terrible Sign: Bring a few Magma Evil presences, which exist for a few seconds, managing unadulterated harm to foes inside a few networks and shocking them for a sure of seconds. In the event that foes bite the dust during Magma Evil spirit's presence, there is an opportunity to call more Magma Devils. A Magma devil has Singe and Magma Clench hand abilities. Sear: Arrangements mysterious harm to foes inside a few frameworks each second. Magma Clench hand: Arrangements extra unadulterated harm to foe units around a few lattices of the objective while going after.
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