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There are seven types of damage in Royal Revolt 2.
AllDamage

Normal Damage[]

NormalDamage

This basic damage type is only dealt by the Hero, the Knight, the Werewolf,the Necromancer, and the Monk. Paladin and Cannon are the only Units affected by this type of damage. The spell Bladestorm also does Normal Damage which greatly affects Barricades and Blockades, even though they aren't particularly vulnerable to Normal Damage. It's also the main damage of Basilisk Tower.

Weapons and Gauntlets always deal Normal Damage as their primary damage type, but they can additionally do another type of damage as well.

Some Items can protect the Hero from Normal Damage. This can be useful against strong Werewolves. However, since only a few Units deal this type of damage to the Hero, the usefulness of such protection is questionable.

Blunt Damage[]

BluntDamage

Blunt damage is considered the best damage you can have in your arsenal because of the number of Towers that are weak to it. It's dealt by many Units such as Paladins, Ogres, Gargoyles, Cannons and Vikings. For Towers just Bomb Towers and Skull Towers have this kind of damage. Strikes from Ogre deal Blunt Damage over a small area of effect (AoE damage). Spells that do Blunt Damage include Hammerstrike, Sonic Blast, and Earthquake.

All structures are vulnerable to Blunt Damage, which makes Paladins and especially Cannons great addition to any offensive strategies. Paladins, Frosters, Cannons, and Ogres have some resistance against this damage type.

Some Weapons and Gauntlets have Blunt Damage as a secondary attribute.

Piercing Damage[]

PiercingDamage

Dealt in the form of arrows, piercing damage comes from Archers, Arblasters, Arrow Towers, and the Castle Gate. Paladins are protected from Piercing Damage as well. Additionally, the Swordrain spell also does Piercing Damage. Since structures have a high resistance to Piercing Damage, Swordrain is ineffective against them.

Items such as Yeren, Chatter Pads, Killer Karrot, and some others have Piercing Damage as an attribute.

Only the Festival Pauldron Nuk-luk and Classic Crown have Piercing Resistance as an attribute.

Ice Damage[]

IceDamage

Frosters, Frost Towers, Frenzy Frost Blasters, and the Blizzard spell deal Ice Damage. While the damage itself is often negligible, Ice Damage slows down affected Units and Towers, hindering their movement and reducing their Attack Rate for a while. The effect is especially strong in Werewolves and weaker Units.

Except for the Blizzard spell, Ice Damage usually comes in small amounts. However, the amount of damage is secondary to the slowing effect. Multiple sources of Ice Damage, like several Frosters, can increase the amount of damage, but won’t enhance the slowing effect. This is why one Froster or Frost Tower is usually sufficient.

With Ice Damage coming in small doses anyway, weaknesses or protections against this damage type are usually irrelevant.

The Hero can benefit from the slowing effect through Gauntlets and Weapons with Ice Damage as well. This can be especially helpful against Towers since one hit will slow their firing speed down considerably.

There are also protective items available to reduce the Ice Damage dealt to the Hero. However, this won't protect the Hero from the slowing effect. Since Ice Damage against the Hero usually only comes in negligible quantities, such gear is a questionable investment. By using a Firebolt Tower: Suppression Rune at level 6 on a Firebolt Tower, it can slow down very strongly the Hero and any other type of Unit used in the offense side. The same effect can be achieved also by the Bomb Tower: Payload Rune at level 6.

To contrast both slowdown effects, Ogre: Vacuum Rune at level 6 comes handy to use since it doesn't suffer from such problems.

Fire Damage[]

FireDamage

Fire damage is dealt by Pyromancers, Gargoyle Towers, Firebolt Towers, and Firestorm Spell. Being hit by Fire causes Units and structures to burn and take additional damage for a while. In the case of the Firestorm spell, the burning only continues for the remainder of the spell (usually 3 seconds).

Upon being lit on fire, some units have a chance to panic (i.e. unboosted Knight). While panicking, they will run around mindlessly for a few seconds.

Fire is especially harmful to wooden structures like Arrow Towers and Barricades. Firebolt Towers are also extremely weak against Fire Damage. Frosters, Cannons, and Mortars are very vulnerable as well.

There are some Weapons and Gauntlets with secondary Fire Damage available for the Hero. There are also protective items against Fire Damage, which can be very helpful against Pyromancers (mid-game) or Firebolt Towers (late game).

Poison Damage[]

PoisonDamage

Mummies, Mortars, Snake Towers and the Toxic Cloud spell deal Poison Damage. Poison lingers a while, dealing damage for a few additional seconds. In the case of the Toxic Cloud spell, this continues for the remainder of the spell.

Poison is especially harmful to Paladins, making Toxic Cloud a recommended choice against defenses that rely heavily on Paladin waves. Later, Mortars can be used to combat Paladins as well as Arblasters, which are also vulnerable to Poison.

Structures are virtually unaffected by Poison.

For the Hero, there are some poisoned Weapons and Gauntlets as well as protective gear against Poison available.

Lightning Damage[]

LightningDamage

Lightning Damage is dealt only by Lightning Tower, the special ability of Necromancers, and Eris. It's very powerful against any type of Unit and Hero too, especially if the tower is boosted as Tempest Tower. It also stuns units for a short amount of time, making it even more useful. The only way to feel less damage is by using Shield or by healing the units or the Hero after its attack.

The fact that there is no protection for the Hero's equipment makes lightning damage a valid reason to place Lightning Towers in your base.

Aion's Trident is the only weapon with Lightning Damage and it's quite effective to stop continuously incoming waves with its stun effect.

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