Charger
Providing the highest melee-damage chargers are risky units, as they have to face strong counter-attacks and are defenseless against ranged units.
Still, if used carefully they can be very effective against units with ranged attacks or supporters, who have fallen out of the formation.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
Information
Advances from: | |
Advances to: | |
Cost: | 21 |
HP: | 35 |
Movement: | 7 |
XP: | 39 |
Level: | 1 |
Alignment: | lawful |
ID | ps_charger |
Abilities: |
Attacks (damage - count)
lance melee | 9 - 2 pierce | charge |
Resistances
blade | 20% | pierce | -20% | |||
---|---|---|---|---|---|---|
impact | 30% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 4 | 20% | |
Coastal Reef | 3 | 30% | |
Deep Water | - | 0% | |
Flat | 1 | 40% | |
Forest | 3 | 30% | |
Frozen | 2 | 30% | |
Hills | 2 | 40% | |
Mountains | - | 0% | |
Mushroom Grove | 4 | 20% | |
Sand | 2 | 30% | |
Shallow Water | 4 | 20% | |
Swamp | 4 | 20% | |
Unwalkable | - | 0% | |
Village | 1 | 40% |