|“||The Stun is best used when your opponent is stronger than you. Use it when you're at a disadvantage.||„|
The Stun spell applies the stun effect to all enemy troops and structures within range. Unless the spell is broken or prevented by a howl (e. g. from a werewolf), affected units and towers will stop moving and attacking.
Initially, the spell itself deals no damage. Through forging, it is possible to add a blunt damage effect.
Overall, Stun is among the least used spells in the game.
Tight spots: Stun is most effective at critical points during a raid. This is especially true for U-turns with many towers. Stopping enemy units and towers can provide enough time to make it through.
Lane-to-lane combat: The Stun spell can be used to stop enemy units in a neighbouring lane. This can enable an army to slip through or provide enough time for the player's ranged units to gain the upper hand.
Taking a break: Using Stun, a hero may prevent receiving damage for a little time. This can be long enough to start regeneration.
Duration: The spell's stun power is usually high enough to make a difference. At higher levels, the added duration isn't always useful since enemies may already have been overcome after a few seconds.
Howl/Battlecry: A howl or Battlecry neutralizes all stun effects, thus negating the spell entirely. The main source of howls is of course the werewolf (especially the boosted version, Raging Wolf), but Yetis and some special boosts also provide howling or battlecry abilities for units and even towers.
Localized effect: When cast, Stun affects all enemies in an area around the hero. Outside of this area, the spell has no effect.
Enemy reinforcements: Since the spell's effect is only applied instantaneously, units from enemy waves that enter the area a little later are unaffected. This is especially problematic if a Raging Wolf arrives and threatens to howl.
Surprise Mummies: While mummies may be affected by the Stun spell, knights that spawn after a Surprise Mummy's death are not.
Cooldown: Stun's cooldown is rather long, making it a spell that shouldn't be used lightly.
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
|+3||188||1d 3h 54m||44.4%||1|
|+4||250||1d 13h 12m||33.3%||1|
|+5||250||2d 7h 48m||33.3%||1|
|+6||250||3d 11h 42m||33.3%||1|
|+∞||250||6d 23h 24m||33.3%||1|