Chainer:
Chaos/Light
HP: 100
Damage: 45(+15L)
Range: spearton with pike upgrade
Aspeed: 3 seconds (the actual attack takes 1 second, the time between attacks takes 2 seconds, 15/20 DPS)
Mspeed: 2% faster than normal
Cost: ggg
Pop: ggg
Training time: ggg
Abilities:
Poison pull: the next attack has 25% more range and applies 4 poison, the attacked unit will get pulled towards the assassin, cooldown 45 seconds, during UC the player can choose which unit to pull like casting a spellcaster spell in SE (this should also be a feature for Marrowkai)
Chainer general:
Chaos/Light/General
HP: 200
Damage: 60(+20L)
Bonus effects: 2 poison
Range: 10% more than chainers
Aspeed: 3 (just like the chainer's attacks, 20/26.66 DPS)
Mspeed: same as chainer
Cost: ggg
Pop: ggg
Training time: ggg
Abilities:
Toxic grasp of steel: next attack has 50% more range and applies 6 poison, cooldown 20 seconds, during UC the player can choose which unit to pull
Dance of death: the general will do 3 slash attacks in the correct order, all attacks apply 2 poison, cooldown 40 seconds
Attack 1:
Has an arched shape
5% less range than normal
20(+10L) damage
5 AOE
Lasts for 2 seconds
Attack 2:
Same line of attack as normal attack
10% more range than normal attack
30(+15H) damage
2 AOE
Applies "broken armor" effect for 3 seconds
Broken armor: can only be applied on heavy units, units with the broken armor effect take +L damage along with the +H damage
Lasts for 1 second
Attack 3:
Same range as normal attack
Same line of attack as normal attack
Pulls the enemy unit towards the general (player has no control over which unit is pulled)
The pulled unit will be instakilled by the general (giants can't be pulled and generals only lose 50% of their max HP)
Lasts for 3 seconds
Passive:
Chainers gain +1 poison damage
You decide the costs, training time and pop
