The Croupier
Special
A living wild card that spawns with a random armor and attack type and one random spell, so no two are ever alike. It self-casts Bloodlust, Blinks away when struck or mid-attack, Purifies allied debuffs, and restlessly switches targets - and its second attack mode can strike flying units.
The house always deals itself the strangest hand.
Stats
- HP
- 1600
- Mana
- 350
- Mana Regen
- 2
- Shield
- 100
- Shield Regen
- 1.5
- Damage
- 22
- Attack Speed
- 1.00
- Range
- 215
- Armor
- 5
- Move Speed
- 380
- Bounty
- 10
- DPS
- 22
Abilities
The Shaman enrages a nearby ally for 45s: +40% attack speed and +20% movement speed, with a visible swell in size and glowing hands. Only cast once the army is in combat. Costs 50 mana, 7s cooldown.
Passive - each basic attack dispels one buff from the target, stripping enemy enchantments as your line trades blows.
Triggered passive - when the Arch Mage takes damage, instantly teleports 600 units backward away from the attacker. 15-second cooldown. Survival reflex - no mana cost, no activation.
Rolls one of these at spawn
Channeled for 3 seconds. Every 0.5s, deals Fire damage in a 350 radius at the densest enemy cluster. Fire-immune creatures take nothing. Ogre Mage is immobile and vulnerable while channeling. Costs 75 mana, 20s cooldown.
Burst AOE on the densest enemy cluster within 700 range. Deals damage in a 350 radius and applies Chilled (slow + reduced attack speed) for 4 seconds. Costs 70 mana, 10s cooldown.
The Shaman's bolt arcs between enemies, striking up to 7 targets for 20% less each jump. Counts as both Spell and Electric damage - it hits +25% on Shocked targets and does nothing to the electric-immune. Never strikes the same enemy twice. Costs 60 mana, 12s cooldown.
Inflicts an enemy with Contagion for 15 seconds. Every 3 seconds the contagion spreads Poison to a nearby uninfected enemy. When Contagion expires, if the host is still alive it hops to a fresh enemy within 400 range. Costs 50 mana, 12s cooldown. Dispelable.
Channeled control of an enemy unit - while channeling, the target fights for you as if you owned it. Lasts up to 20s; returns to its owner if the channel breaks, the target dies, or it is dispelled. Costs 5 mana/second, 10s cooldown.
Curses a nearby enemy with Confused for 10 seconds - it attacks the nearest unit, friend or foe, turning on its own allies. Cannot target siege or special-formation units. Costs 50 mana, 45s cooldown. Dispellable.
Channeled for 5 seconds on the densest enemy cluster. Every 0.5s deals AOE magic damage in a 400-radius and refreshes Chilled (slow + reduced attack speed) on each unit hit. Ice Mage is immobile and vulnerable while channeling. Costs 80 mana, 14s cooldown.
Hurls a slow homing fireball that explodes on impact, dealing magic damage in a 350-radius AOE with falloff to the edges. Cast time means Fire Mage is vulnerable during the windup. Costs 60 mana, 10s cooldown.
Reduces a nearby enemy's movement speed by 40% and attack speed by 30% for 30 seconds. Does not stack — multiple Mages will pick different targets instead of doubling up. Costs 30 mana, 10s cooldown. Dispelable.
Channeled for 6 seconds. Every 0.5s, deals damage in a 500 radius at the chosen point. Total damage scales with full duration. Lich is immobile and vulnerable while channeling. Costs 100 mana, 30s cooldown.
Shields an ally below 40% health, making them invulnerable (immune to all damage) for 5 seconds. Costs 50 mana, 40s cooldown.
Terrifies a nearby enemy for 8 seconds — they flee from combat, can't attack, and ignore your front line. Hard crowd control on a single high-priority target. Costs 50 mana, 10s cooldown. Dispelable.
Summons a random forest creature near the Lifebinder that fights for 45 seconds, then fades. Costs 50 mana, 60s cooldown. Reinforcements to screen the Lifebinder while it channels its heals.
Summons a random forest creature near the caster that fights for 45 seconds, then fades. Costs 50 mana, 60s cooldown. Free reinforcements on demand.
Channels a healing beam onto the most-wounded nearby ally, restoring 30 HP per second for 5 seconds while draining 5 mana per second. Breaks if the target dies, leaves range, or reaches full health. 12s cooldown.
Traits
On spawn, this unit rolls a random armor type and a random attack type. Individual matchups vary - over a full wave the variety covers more of the matrix than a fixed roster would.