“ | Black Magic sucks out the souls of your enemies and summons them to fight at your side. | „ |
Description[]
The Black Magic spell can steal the souls of the enemy and summon their ghosts to fight for the other side. Those ghosts have fewer health points than the Units they are drawn from.
It also deals with some damage with its dark energy when it sucks out the enemy's life.
When the spell is cast, enemy units receive some damage from it. Shortly afterward, ghosts of some of those units appear beside or behind the hero.
Which and how many units can be summoned this way depends on the spell's level and the Shadow Morale that comes with it. The summoned units' morale cannot be greater than their regular morale cost. For example, with a Shadow Morale of 15, one Ogre and one Froster (morale cost: 12 + 3 = 15) could be summoned. Units closer to the hero get summoned first.
It is not necessary to kill enemy units to summon ghosts. Ghosts start with reduced health and can be healed or shielded just like any other unit. They cannot be stunned by the Lightning Tower.
It is worth noting that ghosts are not exact copies of enemy units, as they have nothing in common except for the basic unit type. Unit levels and forgings are taken from the attacking player. For example, using Black Magic on an enemy level 1 Knight might result in a heavily forged level 14 Knight if that's what the attacker has.
The same goes for boosts. For example, using Black Magic on a Raging Wolf would result in a regular Werewolf if the attacker doesn't have the same boost activated. Vice versa, it is possible to get boosted ghosts from regular enemy units.
Assessment[]
Strengths[]
In general, Black Magic is strong when there are defending units that make a valuable addition to the attacking force. With regards to boosted units, the attacker must have the boost, but irrelevant if the defender has it.
Ogres and Cannons: The enormous blunt damage dealt by Ogres or Cannons can be very helpful with Towers or at the Castle Gate.
Stunning Ogres: Their ability to stun can be helpful in many situations.
Raging Wolves: Because of their howl, Raging Wolves are often prime targets for Black Magic. When the spell is used on a wolf right in front of the hero, the summoned wolf encounters the original one right away, resulting in a quick howl and a boost for the attacking troops.
Monks: A fresh Monk summoned close to the hero can provide healing power that would otherwise be hard to come by. Their healing ability is also helpful since ghosts start with reduced health and benefit from healing immediately.
Lightning Towers: Since ghosts are ignored by Lightning Tower strikes, they can be helpful to fight them while everything else is immobilized.
Weaknesses[]
In the absence of valuable enemy troops, Black Magic can be weak or even useless. Therefore, it is advised to check what units a defender uses and, if necessary, refrain from using Black Magic if there are no opportunities to summon anything useful.
No targets: If no enemy units are approaching, Black Magic is virtually useless. Situations like this can arise if defenders are occupied with ranged combat at a chokepoint. It can also be unfortunate if the attacker's troops kill approaching defenders across lanes.
Gargoyles: Gargoyles, both as regular defenders or from a Gargoyle Tower, usually make bad targets for Black Magic. Since they can't be controlled, they usually just go for the closest target right away.
Ninjas and Zombies: Neither Ninjas, Zombies, nor Yetis can be summoned through Black Magic.
Level | Requirement | Damage | Cooldown | Shadow Morale | Upgrade Cost | Upgrade Time | |
---|---|---|---|---|---|---|---|
1 | Wizard's Tower lvl 11 | 338 | 25.0s | 15 | Unlock with Wizard's Tower lvl 11 | ||
2 | Wizard's Tower lvl 11 | 372 | 25.0s | 20 | 5M | 5d 12h | |
3 | Wizard's Tower lvl 11 | 410 | 25.0s | 25 | 7M | 6d | |
4 | Wizard's Tower lvl 11 | 450 | 25.0s | 30 | 9M | 6d 6h | |
5 | Wizard's Tower lvl 11 | 495 | 25.0s | 35 | 11M | 6d 12h | |
6 | Wizard's Tower lvl 11 | 545 | 25.0s | 40 | 13M | 6d 18h | |
7 | Wizard's Tower lvl 12 | 600 | 25.0s | 45 | 14M | 7d | |
8 | Wizard's Tower lvl 14 Treasure Chamber lvl 16 |
660 | 24.0s | 50 | 18M | 7d | |
+1 | Only During Seasons | ||||||
MORE COMING SOON |