Rift Arbitrator

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Rift Arbitrator
Faction
Tier
VI
Cost
1900Gold
(Upgrade cost)
( 700Gold)
Base growth
+2
Squad value
2273
Stats
Health
75
Attack
26This stat is higher compared to the base unit.

Base: 20
Increase: +6
Defense
28This stat is higher compared to the base unit.

Base: 20
Increase: +8
Damage
18-22
Morale
0
Luck
0
Initiative
10This stat is higher compared to the base unit.

Base: 5
Increase: +5
Speed
5This stat is higher compared to the base unit.

Base: 4
Increase: +1
Other Info
Related Units
Base unit
Upgrade A
Rift Arbitrator
Internal ID
arbitrator_upg

Rift Arbitrators are upgraded tier-VI units of the Schism faction. They can be recruited from Bloated Mansion II.

They are one of the upgrades of the Arbitrator, the other being the Bloated Arbitrator.

Description

Barely recognizable from their former selves, these arbitrators serve as floating control relays, capable of directing countless shoth at once. The strain they endure surpasses the limits of any mortal mind or body.

Abilities

Creature Type
Living
A fully sentient inhabitant of Jadame.
–5 to 5Morale range
–3 to 3Luck range
YesFallen Living creatures can be raised as Undead after battle.
Attack Type
Ranged Attack
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Passive Ability
Paradoxical Shots
Ranged penalties are reversed for this creature.
Attacks deal +10% Damage per hex (up to a maximum of +50%) if the target is more than 3 hexes away.
If the target is adjacent, performs a Melee attack, dealing –50% Damage.
Passive Ability
Power of the Abyss
Increases the hero’s maximum mana by 20. This effect does not stack.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Command: Reposition
Special
Cost: 2 Focus ChargesCooldown: 2 roundsTier II
Moves a friendly creature to a free hex within 4 hexes of their initial position.
Does not end the turn.
Active Ability
Command: Fear
Special
Cost: 2 Focus ChargesCooldown: 2 roundsTier II
Moves an enemy to a free hex within 4 hexes of their initial position.
Does not end the turn.
Active Ability
Disgorge Storm
Negative effect
Cost: 3 Focus ChargesCooldown: 3 roundsTier III
Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative.
Duration: 2 rounds.

Laws

This unit is affected by the following Faction Laws:

Tier-6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IVCost: 2 Law Seals
Arbitrator growth in your cities increases by 1. They deal +4 Damage.
Tier IVCost: 3 Law Seals
Tier-6 creature growth in your cities increases by 1.
Tier IVCost: 2 Law Seals

Strategy

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Related pages