This is the only state that I am aware of in which the target can achieve the state by traversing the map and without intervention on the part of the Defender. having been affected by the Huntress Geyser Trap). The target ceases forward movement.ĭrenched is a state in which a target has recently passed through water or has had the effect directly applied (e.g.It is most commonly applied via Defender abilities such as the Squire's Seismic Slam, defenses such as the Apprentice Frostbite Tower (with the appropriate sphere), and combinations of state and damage type as in drenched targets taking storm damage. Stunned is a state in which the target ceases all action, including attack and movement. Causes the target to be un-targetable by defenses that attack only airborne targets.Causes the target to be attacked by defenses that attack only grounded targets.Airborne targets can be placed in a pseudo-grounded state by some Defender abilities, and essentially render them in both airborne and grounded states, though whether this allows them to be targeted by defenses that only attack grounded targets is as of yet unknown to me. Grounded is the state in which the target is touching the ground. Causes the target to be un-targetable by defenses that attack only grounded targets.Causes the target to stop attacking (bounce only).Causes the target's forward movement to stop (bounce only).Two of the four defenders are able to bounce enemies, making this state somewhat easy to achieve.Causes the target to be attacked by defenses that attack only airborne targets.This state is in effect if the target is flying or has been "bounced" (my term), an effect that occurs when a defense of defender spell causes a target to become temporarily airborne. For the record, bosses are immune to many (if not all) of these effects:Īirborne is the state in which the target is not touching the ground. The following is a breakdown of critical states, their imp, and the advantages they create for the Defender. This effect causes the target to be stunned, which not only increases the time before they arrive at your defenses, but also keeps them in range of those defenses and taking damage that much longer. An example of this is the "Drenched" state, in which the target is electrocuted upon entering an electric aura. The reason these states are crucial is because being in one or more of them opens the target up to being affected by a specific (ideally additional) damage type. There are a lot of states that apply, but the ones worth mentioning for the purposes of this guide are: not official) term for the current movement circumstances affecting a target (e.g. While this is good in and of itself, a core game concept that neither of these methods addresses is the concept of "states".Ī state is my (i.e. You can also go to the forge and look at Character->Information to get additional info on what your towers do. Any information about a specific tower can easily be viewed in-game by looking at the tower and pressing 'E'.
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