Mechanics Reference, Final
Combo system:
Each enemy hero has its own combo count, which resets at the end of every turn.
The first time a Shaolin unit attacks an enemy unit in the current turn:
1. A combo point (or two, if the Shaolin unit is affected by the potion buff) is added to the enemy unit (they are represented by swirly teal balls of energy around the unit).
2. The damage inflicted is multiplied by this new combo point total.
Every additional time that unit attacks that enemy during the turn, damage is dealt normally.
EDIT: Scratch that, this is wrong. :)
The Shadow can resurrect KO'd units. Pretty useful at times.
Also, the train on the TF2 map cannot be used to KO your own units. It will do up to 400 damage but not take your unit below 100 health. If the unit is below 100 health it will not do any damage. In any case, the unit will be affected by the knockback effect.
However, if your unit is affected by Jarate, the train will killstomp your unit as it does to enemy units.
Dragon is not impacted by combo points, and my recollection is that it doesnt contribute one either.
The super unit can rez friendly units just like a healer can, without the damage penalty when you rez enemy units.
The description of the combo potion is confusing. I believe what it does is allow the attacking unit to attack as though the enemy unit had two combo points -- so +400 damage. I am not sure, but assume that the target then has 3 combo points on it if attacked by a different unit.
Your Bamboo can take damage from your dragon -- can your own units? I'm guessing yes.
If you place bamboo on an assault tile, your team gets the tile bonus when attacking crystals.
The super unit can rez friendly units just like a healer can, without the damage penalty when you rez enemy units.
Probably obvious but friendly units rezed by the shadow lose all their equipment
The super unit can rez friendly units just like a healer can, without the damage penalty when you rez enemy units.
You keep on referencing a "damage penalty"... Care to explain? I've seen no penalty whatsoever, aside from the previously mentioned loss of equipment.
Dragon breath can't harm friendly units. Using the Combo Potion does indeed add 2 combo points (so a target at 1 combo point would jump to 3 after being attacked by a unit who'd used the Potion).
Edit: this was supposed to have quoted a post by ArtNJ, but apparently I suck at forum-ing. Oh well.
The super unit can rez friendly units just like a healer can, without the damage penalty when you rez enemy units.
The description of the combo potion is confusing. I believe what it does is allow the attacking unit to attack as though the enemy unit had two combo points -- so +400 damage. I am not sure, but assume that the target then has 3 combo points on it if attacked by a different unit.
Your Bamboo can take damage from your dragon -- can your own units? I'm guessing yes.
Your bamboo takes damage from every damage dealing thing in the game, including your own healers. The dragon doesn't damage your own units though.
I still don't get where these penalties for rezzing enemy units are coming from. Other than a lack of equipment, I've never seen a penatly for rezzing an enemy unit.
The super unit can rez friendly units just like a healer can, without the damage penalty when you rez enemy units.
You keep on referencing a "damage penalty"... Care to explain? I've seen no penalty whatsoever, aside from the previously mentioned loss of equipment.
I think he's referring to how Healers normally heal equal to their Attack, while they revive at 1/2 their Attack.
The Shadow does not revive enemy units with the same damage modifier. In fact, it's not modified by Attack at all. You can try this in one of the Challenges by equipping the Shadow with a Runemetal - he'll still only revive enemy units with 100 HP instead of 150.
Hmm, maybe I only revived something with gear? Does the revived unit keep the gear?
Hmm, maybe I only revived something with gear? Does the revived unit keep the gear?
No, revived units lose their gear, but there's no inherent debuff to base power or HP that I can see.
Potion buff on a taoist is not consumed by healing.
A unit stolen by the shadow can be stolen back by the other team's shadow.
The shadow's resurrection removes all armor and weapons (I'm guessing any buffs as well, though I'm not certain).
Not sure if this is a surprise to anyone other than me, but Bamboo can be used to trigger the train switch on the TF2 map.
I'm hating that the windblade's aoe feels so arbitrary. If you hit 2 below, why should 1 and 3 take different damage? Rather than 50%, 25%, I'd rather see 38% for both. This is NOT analogous to chain lighting...there, the chain direction is hard to understand, but the damage fall off doesnt feel arbitrary at all.
W
1 2 3
In the meantime, we'll just have to figure out the rules for which takes the 50% and which takes the 25%. Hopefully its a simple principle and not full of inconsistencies and exceptions.
Most people would have guessed it anyway, but multiple debuffs from different monks do not stack.
I also hate that awkward distribution. :-/ does not seem intuitive. Anyone, feel free to open a game with me (challenge Suntear) to shed light on some mechanics. Just text me what scenario you want to assemble.
When attacking bamboo, tribal axethrower always gets 400 damage no matter what the health of the bamboo, and warrior gets no special KO effect.
When attacking bamboo, tribal axethrower always gets 400 damage no matter what the health of the bamboo, and warrior gets no special KO effect.
Hmm, I wonder if this is an oversight or by design. I think it should behave like everything else does.
Fuuuuuuu!!!
Again, this is pretty obvious, but it didn't ocurr to me until after I submitted my turn. Range rezzing with the Shadow on your own unit will make you lose your own equipment too. I lost a sword and shield and sent my turn before realising ....
Thankfully this game's going pretty well in my favour, but still.
Regarding converted TF2 units to Shaolin units, pre-existing engineer buffs are lost upon conversion, but if you convert a TF2 engineer you can then buff your own team. However, runemetal and engineer buffs do not stack; the runemetal supersedes the engineer buff, at least that is the case if you try to engineer buff a unit with a sword (nothing happens). So, those 1440-HP Heavies with 20%/20% resistance can only have a 150 base attack (unless for some reason the order you buff matters).
After some testing with Redexobyte, here's a few things, mainly about the Taoist and the Shadow:
Taoist: His "buff-removing" ability can get rid of scrolls and combo potions on pre-scrolled units. It also lets him attack "through" beer, as he removes the 50% resistances, then attacks for his full 200 (+/- factors) attack power, but not through Engineer's bubbles. Against DE, he removes Mana Vial, but in way similar to how the Pulverizer handles Shields. He destroys the Vial, but that 50 Health doesn't just disappear. So attacking a necromancer who has nothing but a Mana Vial, he'll do 200 damage, taking him to 650, but the Necro can only be healed back to 800. DE units that have bonus health from a Soul Harvest are unaffected, the Taoist cannot get rid of that bonus health. He also can't "shrink" or "revert" a Wraith that has consumed a KOed unit.
Shadow: He can convert an enemy Shadow (which makes complete sense, but is confirmed). He cannot rez KOed units on enemy Deploy tiles (This could be what led to the current Wraith bug). When he takes DE units that have been buffed by Soul Harvest, they do not keep their extra health. When he takes a Wraith that has been fed, it reverts to a puny little 650 hp Wraith. If he manages to convert a unit that had a scroll, the scroll is lost, not carried over.
Poisoner and Annihilator can stack their debuffs. Unlike the Annihilator, Poisoners cannot debuff Crystals or Bamboo. (Funny note, Redexobyte used my converted Annihilator to hit a Bamboo, and my Pally used the debuff for extra damage.)
Not sure about all situations, but the Windblade has some logic to her AOE attack. The second hit wants to hit the unit directly behind the target, and the third wants to hit someone in the same column (vertically) as the target. The third hit wants to hit a unit above the target, but will go below if nothing is above the target. I'm not sure how diagonals play out, other than that they will be ignored if there are 2 units directly adjacent.
I think that's it, but I'll post more if I remember.
After some testing with Redexobyte, here's a few things, mainly about the Taoist and the Shadow:
Taoist: His "buff-removing" ability can get rid of scrolls and combo potions on pre-scrolled units. It also lets him attack "through" beer, as he removes the 50% resistances, then attacks for his full 200 (+/- factors) attack power, but not through Engineer's bubbles. Against DE, he removes Mana Vial, but in way similar to how the Pulverizer handles Shields. He destroys the Vial, but that 50 Health doesn't just disappear. So attacking a necromancer who has nothing but a Mana Vial, he'll do 200 damage, taking him to 650, but the Necro can only be healed back to 800. DE units that have bonus health from a Soul Harvest are unaffected, the Taoist cannot get rid of that bonus health. He also can't "shrink" or "revert" a Wraith that has consumed a KOed unit.
Shadow: He can convert an enemy Shadow (which makes complete sense, but is confirmed). He cannot rez KOed units on enemy Deploy tiles (This could be what led to the current Wraith bug). When he takes DE units that have been buffed by Soul Harvest, they do not keep their extra health. When he takes a Wraith that has been fed, it reverts to a puny little 650 hp Wraith. If he manages to convert a unit that had a scroll, the scroll is lost, not carried over.
Poisoner and Annihilator can stack their debuffs. Unlike the Annihilator, Poisoners cannot debuff Crystals or Bamboo. (Funny note, Redexobyte used my converted Annihilator to hit a Bamboo, and my Pally used the debuff for extra damage.)
Not sure about all situations, but the Windblade has some logic to her AOE attack. The second hit wants to hit the unit directly behind the target, and the third wants to hit someone in the same column (vertically) as the target. The third hit wants to hit a unit above the target, but will go below if nothing is above the target. I'm not sure how diagonals play out, other than that they will be ignored if there are 2 units directly adjacent.
I think that's it, but I'll post more if I remember.
i used the potion on a freindly converted unit but not had a chance to attack, will the converted unit add 2 combo points?
If shaolin, yes if anyone else then. No (with regards to potions)
Here is a new mechanic for the Dwarven drill I discovered (unrelated to the Shaolin update, I think):
If you drop a drill on a crystal being protected by a bubble, even though the crystal does not incur any damage, it still deals normal AOE damage to any surrounding units as if the bubble had not been there.
I just crushed someone's last stance by standing on two assuault tiles and dropping a drill on a bubbled-crystal, wiping out the surrounding army in the process.
Thanks for making this guide! It's been a big help in learning the game.
Potion causes current attack to behave as though target had +1 CP on it beforehand. i.e. if target has 0 CP, the potioned attack will deal damage as though the target had 1, and will leave the target with 2.
Potioned attack into shielded target does no damage, but does add a CP.
So is the windblade's attack 2 chains each off of the initial target, but one is 50% and one is 25%?
dwarfs get 3 movement extra when using speed boost tile.







- the dragon's coeff is 25% reduction from their respective value (600->450->335->255) (600, 600*0.75, (600*0.75)*0.75, ... ) (rounded to nearest 5 as usual)
Oh yeah, of course it is. For some reason I thought 450 was 66% of 600 and I was gettting confused by the changing percentages! *facepalm*