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Marksman: Difference between revisions

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==Abilities==
==Abilities==
The second ability can be unlocked at the [[Witch]] for {{ItemLink|Coins|quantity=100}}.
The second ability can be unlocked at the [[Witch]] for {{ItemLink|Shards|quantity=100}}.
{{abilities
{{abilities
|name1=Shoot {{ItemLink|Physical Damage|}}|cd1=2.75s|ra1=120m|desc1=Shoots at the furthest target.
|name1=Shoot {{ItemLink|Physical Damage|}}|cd1=2.75s|ra1=120m|desc1=Shoots at the furthest target.

Revision as of 18:18, 25 October 2023


Template:Tamed monster introduction The Marksman's attacks do Physical Damage and have no element. He shoots at the furthest monster in his long range for high damage. Using it's passive unlocked by the Witch the Marksman boosts Electric damage for units above who attack with that element, such as his Dwarven companion the Runescribe.

The Marksman is a unit which can be placed on the Walls upgrade slots.

Stats

The Marksman gains XP and will level up when eating at the Tavern.

Base stats

5
12
0
0%
0%

0%

Abilities

The second ability can be unlocked at the Witch for 100 ×  Shards.

Shoots at the furthest target.
 2.75s
 120m
Prey on the weak
+30% Electric for the unit above

Upgrades

The upgrade can be unlocked directly on the unit.

Upgrade Effect Costs
Shoot Decreases  to 2s 2 ×  Ingot*
Shoot Decreases  to 1.25s 6 ×  Ingot*
Shoot Decreases  to 0.5s
Prey on the weak Increase effect to 40% Electric
11 ×  Ingot*

*Each time an upgrade is bought the costs of all upgrades is increased by 1 ×  Ingot for that cycle.

Relics

The Marksman is required for the following Relics:

The Marksman benefits from the following Relics: