Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.

Marksman: Difference between revisions

From Super Fantasy Kingdom Official Wiki
wgg>Emilyba
updated targeting reference in blurb
wgg>Emilyba
transfer upgrades to ability template; added tower info
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| attackStyle = Ranged
| attackStyle = Ranged
| role = Damage
| role = Damage
| onTower = yes
| preferredFood = {{ItemLink|bear}}
| preferredFood = {{ItemLink|bear}}
}}
}}
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{{Tamed monster introduction}} The Marksman's attacks do {{ItemLink|Physical Damage}} and have no element. He shoots at the monster with the most {{stat|hp}} in his range for high damage. Using it's passive unlocked by the {{ItemLink|Witch}} the Marksman boosts {{ItemLink|Electric}} damage for units above who attack with that element, such as his {{ItemLink|Dwarven}} companion the {{ItemLink|Runescribe}}.
{{Tamed monster introduction}} The Marksman's attacks do {{ItemLink|Physical Damage}} and have no element. He shoots at the monster with the most {{stat|hp}} in his range for high damage. Using it's passive unlocked by the {{ItemLink|Witch}} the Marksman boosts {{ItemLink|Electric}} damage for units above who attack with that element, such as his {{ItemLink|Dwarven}} companion the {{ItemLink|Runescribe}}.


The Marksman is a unit which can be placed on the [[Walls]] upgrade slots.
The Marksman can be placed on [[file:Stone Tower.png|16px|link=[[walls]]]]Towers


== Stats ==
== Stats ==
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The second ability can be unlocked at the [[Witch]] for {{ItemLink|Shards|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  
|name2=Prey on the weak|desc2=+30% {{ItemLink|Electric|}}{{stat|dm|}} for the unit above
|abilityType1 =Physical
}}
|dm1 = 2x
 
|cd1=2.75s
== Upgrades ==
|ra1=120m
{{UpgradesTamedMonsters
|desc1=Shoots at the furthest target.
|upgrade1='''Shoot''' Decreases {{stat|cd|to 2s}}
|upgrade1.1= Decreases {{stat|cd|to 2s}}
|upgrade2='''Shoot''' Decreases {{stat|cd|to 1.25s}}
|upgrade1.2= Decreases {{stat|cd|to 1.25s}}
|upgrade3='''Shoot''' Decreases {{stat|cd|to 0.5s}}<br/> '''Prey on the weak''' Increase effect to 40% {{ItemLink|Electric|}}{{stat|dm|}}
|upgrade1.3= Decreases {{stat|cd|to 0.5s}}
|name2=Prey on the weak
|abilityType2 = damage boost
|desc2=+30% {{ItemLink|Electric|}}{{stat|dm|}} for the unit above
|upgrade2.3 = Increase effect to 40% {{ItemLink|Electric|}}{{stat|dm|}}
}}
}}



Revision as of 19:10, 30 October 2023


Template:Tamed monster introduction The Marksman's attacks do Physical Damage and have no element. He shoots at the monster with the most in his 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 can be placed on Towers

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.

Shoot
Physical damage
Shoots at the furthest target.
Decreases  to 2s
Decreases  to 1.25s
Decreases  to 0.5s
 2x
 2.75s
 120m
Prey on the weak
damage boost
+30% Electric for the unit above
Increase effect to 40% Electric

Relics

The Marksman is required for the following Relics:

The Marksman benefits from the following Relics: