|“||The Bladestorm is the longest lasting spell and is best used against encampments of defensive buildings.||„|
General Assessment Edit
Much like Firestorm catches enemies on fire, this spell catches enemies on blades. Any enemy unit, trap, or tower that enters the spell's radius will take damage continuously for the remainder of the spell's duration, even if the hero moves away.
Barriers: Both barricades and blockades fall quickly when caught in a Bladestorm.
Gargoyles: With an active Bladestorm surrounding the hero, Gargoyles can be killed before they get a chance to strike, effectively neutralizing them altogether. This way, it can be used to protect both the hero and friendly troops, even for a head-on attack on a Gargoyle Tower.
Lightning Towers: Even when maxed out and boosted, Lightning Towers are vulnerable to Bladestorm – if the hero can get close enough.
Touch & Go: When a unit or structure is caught in a Bladestorm, the effect stays with it for the remainder of the spell's duration. This allows the player to move away and further distribute the effect.
Duration: With five seconds, Bladestorm lasts very long, often allowing the hero to break down several barriers and use it on many enemy units.
Cooldown: Even though a twelve second cooldown isn't exactly short, considering the duration of five seconds leaves only seven seconds until the spell is ready again.
Easy to upgrade: Considering how late the spell becomes available, it's rather cheap and quick to upgrade. Especially level 2 is easy to reach right away.
Towers: Bladestorm is much less effective against towers – but still helps.
Range: The limited range makes it necessary to get close to units and structures for a moment. Even though the spell works well against all ranged units, it's still necessary to deliver the spell, which can mean taking a lot of damage while getting close.
When available, the highly effective Bladestorm quickly becomes a standard spell for most players. It's the main weapon against barriers and troops.
Since barriers fall quickly to the spell, it's possible to take out several with one cast. To do this, the hero should move on to the next, once a barrier falls. Speedboots can help when barriers are spread out farther.
To get the most out of the spell it's helpful to move close to lane borders, to catch barriers in neighbouring lanes as well. On occasion, this can also be done to troops in a neighbouring lane. To do this, luring ranged units closer to the lane border can be helpful.
Although Bladestorm is weaker against towers, it's still considerably better than nothing. It can be especially helpful with damaged firebolt towers. It also allows the hero to move away from a tower a moment early, leaving the storm to finish it off.
Contradictory Damage Calculation Edit
The effects of Bladestorm are contradictory to how damage in Royal Revolt 2 usually works. As hinted in the description, barricades and blockades are weak against Bladestorm(12X) – a single cast has the potential to take out several at once, even at spell level 1. In fact, the spell will destroy a blockade much faster than it will a paladin(1X), which has less health and should be weak against the normal damage. This would suggest that Bladestorm actually deals blunt damage. Then, however, towers(1.25X) would also fall quickly against the spell, which they don't.
One explanation would be that Bladestorm deals blunt damage in some cases and normal damage in others. Also from the first Royal Revolt game, "This spell is best used against targets made of metal", please see 4 minutes 10 seconds into this [video].
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
|+3||263||1d 3h 54m||44.4%||1|
|+4||350||1d 13h 12m||33.3%||1|
|+5||350||2d 7h 48m||33.3%||1|
|+6||350||3d 11h 42m||33.3%||1|
|+∞||350||6d 23h 24m||33.3%||1|