Alexander Great
Contents
Abilities
Ability | Ability's picture | Description | Statistics of the stock ability | Statistics at T10 |
---|---|---|---|---|
Hammer | A charge ability that will knock down every enemy who dares to stay in your way. Best used in combination with Anvil. Can't be used in melee. Available at T1 | Cooldown : 45s Duration : 4s Movement speed : +10 % Acceleration : +20% |
Cooldown : 25s Duration : 4s Movement speed : +22% Acceleration : +30% Impact damage : +36% Charge Impact : +6% Silenced
| |
Anvil | Pins your enemy down and makes him more vulnerable to charges. Affects the enemy. Can only be used when in melee and when attacking. Available at T3 | Cooldown : 100s Duration : 10s Melee Defence : -15% Charge Deflect : -20% Movement Speed : -80% Silenced
|
Cooldown : 40s Duration : 25s | |
Wedge | A formation designed for maximum impact and damage. Toggle ability. Available at T5 | Cooldown : 20s Wind up time : 3s |
Cooldown : 11s Wind up time : 1s |
With which units can he be played ?
Alexander can be played with spears only, spears and cavalry combined or cavalry only, the last two compostions being the best for him when playing alone.
What is his playstyle ?/how to play with him ?
Alexander relies on his charge and the combination of Hammer and Anvil to win his engagements. The best tactic is to use one unit to hold the enemy and Anvil it while the other(s) flank and charge.
Some tips
Wedge is very powerful but reduces the impact zone of your unit. Therefore, when charging a unit that is spread wide, use your normal formation to hit as many men as you can.
Wedge can be used to outcharge a unit that has more base charge impact than you.
Disable Wedge when you enter a melee fight as it will otherwise decrease your melee defence significantly
Historical context
TBD