Changes

Mutators

328 bytes added, 23:14, 13 December 2018
Added images. Proximity icon is missing, additional counters needed
| Headstrong || [[File:Headstrong.png]] || Enemies cannot be stunned. || Floor 3
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| Pile it on || Example [[File:Pileiton.png]] || Enemies take increased damage per condition they are under || Floor 3
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| Power Block || Example [[File:Powerblock.png]] || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3
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| Unstoppable || Example [[File:Unstoppable.png]] || Enemies are immune to slow effects || Floor 3
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| Abominable || Example [[File:Abominable.png]] || Enemies inflict slow with their attacks || Floor 3
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| Soft Spot || Example [[File:Softspot.png]] || Enemies have increased resistance, but take extra weakpoint damage || Floor 3
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| Armored || Example [[File:Armored.png]] || Enemies take reduced Physical damage, and increased Magical damage || Floor 3
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| Lethargic || Example [[File:Lethargic.png]] || Enemies start stronger, but get weaker the longer they live. || Floor 9 || Keep your defenses towards the end of the lane.
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| Brittle || Example [[File:Brittle.png]] || Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities || Floor 9 || Use your cheap hero abilities to weaken enemies.
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| Wall Leech || Example [[File:Wall leech.png]] || Enemies heal when damaging towers || Floor 10 || Slow and stun enemies so they don't reach your blockades.
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| Maximum Effort || Example [[File:Maximum Effort.png]] || Enemies have more health, but get weaker with each unique source of damage that hits them || Floor 10 || Stack many different defenses.
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| Phased || Example [[File:Phased.png]] || Enemies move slower, but they can phase through blockades || Floor 10 || Slow and stun enemies to make up for a lack of viable blockades.
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| Proximity || Example [[File:Proximity.png]] || The closer a source of damage is to an enemy the more damage it deals || Floor 10 || Use traps and auras for close damage.
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| Long Shot || Example || The farther a source of damage is to an enemy the more damage it deals || Floor 10 || Use projectile defenses from far away.
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| Enraged || Example [[File:Enraged.png]] || Enemies start weaker, but get stronger the longer they live || Floor 10 || Place defenses at the beginning of lanes to kill quickly.
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| Controlled Burn || Example [[File:Controlled Burn.png]] || Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned || Floor 20
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| Detonator || Example [[File:Detonator.png]] || Enemies explode when killed || Floor 20
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| Bullet Sponge || Example [[File:Bullet Sponge.png]] || Enemies have a small anti projectile shield || Floor 20 || Use traps, auras, and anything else that doesn't shoot projectiles.
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| Pain Aura || Example [[File:Pain Aura.png]] || Enemies deal damage around them || Floor 20 || Keep defenses out of lanes so they don't take damage.
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| Spellbreaker || Example [[File:Spell Breaker.png]] || Enemies take reduced Magical damage, and increased Physical damage || Floor 20
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| Cursi-Kaze || Example [[File:Cursi-Kaze.png]] || When Kobolds die, they will leave an area that debuff towers and defenses || Floor 13 || Slow and stun kobolds so they don't make it to your last line of defenses.
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| Vampiric || Example [[File:Vampiric.png]] || Enemies heal when dealing damage || Floor 20 || Rely on defenses to take out enemies; keep them away from blockades.
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| Toxi-kaze || Example [[File:Toxi-Kaze.png]] || When Kobolds die, they will leave an area that deals damage to players inside || Floor 6 || Rely on defenses to handle the lane.
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