Mage

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Mage
Unit Type
Mage
A powerful unit built to combat air threats. Critical hit when defence is 3 or above. Able to heal allied targets by 20%.
Information
Recruited at Barracks
Cost: 400
Movement: 5
Range: 1
Sight: 2
Effective:
Vulnerable:
Capture: Yes

Mages are fast-moving, high-powered ground units specialised in anti-air attacks, but vulnerable to most attacks. They are the most mobile unit capable of capturing a building, and can enter all transport units.

Mages can also cast a unique Heal spell, to heal allied units by 20% health.

They're available to recruit from a Barracks for 400.

Mage Units[edit]

Unit Name Faction Description
Alchemist Cherrystone Kingdom Alchemists are relatively new to the Cherrystone army, having originally operated as doctors, concocting elixirs and combining them with elemental power in order to cure all manner of maladies. While they still practice medicine on the battlefield, they also use that same magical talent to call down thunder and lightning on their foes.[1]
Warlock Felheim Legion Summoned from catacombs beneath the Shrieking Wall, it draws its power from the residual necrotic energy in the bones of vanquished allies. The Warlock can often be seen scouring the battlefield after a conflict, snatching up particularly choice skulls and vertebrae with glee. once the necrotic magic is siphoned from them, they can be ground up and mixed with herbs and oils to form a healing 'Bone Balm.'[1]
Thunderbear Heavensong Empire In order to wield their lightning rods, they require great strength and swift reflexes. As such, a Thunderbear's regimen consists of a combination of upper body training, balance training, and meditation. Only once they reach peak condition can they hope to redirect lightning. They are also able to use their rods to subtly adjust the electrical fields of the body, a process that can heal the injured. The Thunderbear wear the mask of their animal namesake as a mark of their great strength and inner tranquility.[1]
Shaman Floran Tribes When it comes to wisdom, the Floran Shaman is considered second only to a tribe's Greenfinger. The Shaman are not only healing herbalists, but are also practiced with lightning sorcery, a powerful offensive magic generated by the enchanted red flowers they carry. These flowers grow deep within the Gloomwoods, and their location is a secret known only to the Shaman.[1]

Critical Hit[edit]

Critical Hit ratio: ×1.5

When a Mage performs an attack while their defence is 3 or above, they'll perform a Critical Hit.

This defence is achieved in Forest and Mountain terrain

This condition can also be achieved using Emeric's Elder Shield, allowing Road, Plains, and Flagstone to meet the Critical Hit condition.

Heal[edit]

The Mage can perform a special action called a Heal. In using this action, you select a space within a 2-tile radius of the Mage. Any allied unit in the selected tile or adjacent tiles recovers 20% of its health.

Outside of Grooves and a Commander's automatically regenerating health, the only other means a unit can restore health is through reinforcement. When using Heal on several units at once, or on particularly expensive units, it is often more economically efficient than reinforcement.

Strategy[edit]

“The Mage is a well-rounded unit with above-average movement and a devastating anti-air attack. A Mage grows more powerful at three or more shields of defence, which makes it a very powerful unit when placed on a mountain, or when used in conjunction with Emeric's Groove.”

Mages are the most economically efficient means of dealing with enemy air units, and often a great means of healing your units. Even when air units are not in play and healing isn't a necessity, a Mage's high offence and high movement can be formidable against other ground units. Despite all their strengths, Mages are very fragile. Even though Mages are often considered a "hard counter" to air units, Dragons can still do immense damage to a Mage if they manage to get the first attack.

Damage Matrix[edit]

See also: Damage Matrix
Villager Soldier Spearman Dog Mage Archer Giant Cavalry Wagon Ballista Trebuchet Balloon Aeronaut Sky Rider Dragon Barge Turtle Harpoon Warship Amphibian Commander Building Stronghold
Attacks 105
158
90
135
80
120
85
128
40
60
90
135
25
38
35
53
60
90
35
53
50
75
105
158
145
217
135
202
85
128
-- -- -- -- 60
90
25
38
40
60
22
34
Defends -- 60
90
70
105
60
90
40
60
80
108
115
288
115
173
-- 45
68
95
142
-- 30
38
-- 70
140
-- -- -- 85
128
50
100
80 ? ?

References[edit]

  1. 1.0 1.1 1.2 1.3 In-Game Codex Entry