Arminius
Contents
Abilities
Ability | Ability's picture | Description | Statistics of the stock ability | Statistics at T10 |
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Momentum | Gather Momentum by moving, increasing your mobility and your Impact Damage. The ability's effects increase as long as you move to reach the maximum stats, but the effects stop when you stop. Can't be used when standing still. Available at T1 | Cooldown: 40s Duration: Toggle Movement speed: +10% Turn Speed: +10%
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Cooldown: 24s Duration: Toggle Movement speed: +19% Turn Speed: +20% Impact damage: +20% Negative Ground Effect Modifier: -60%
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Frenzy | Enter a rage that will make you thirsty for blood. Increases your Melee Attack at the cost of Melee Defence. Available at T3 | Cooldown: 70s Duration: 15s Melee Defence : -85% Melee Attack: +50% Melee Weapon Damage: +4% Melee Attack: +25%
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Cooldown 40s: Duration: 20s | |
Infiltration | Sneak up behind the enemy lines by disguising yourself as the enemy. Disbaled by taking damage. Available at T5 | Cooldown : 180s Duration : Toggle |
Cooldown: 130s Duration: Toggle |
With which units can he be played ?
Every barbarian unit can be played successfully with Arminius, but he is mainly designed for Cavalry. Infantry works pretty well with him too, although he is less sustainable in melee than Vercingetorix, for example.
What is his playstyle ?/how to play with him ?
Arminius relies a lot on Mobility to deal with his opponents. Frenzy allows you to deal a lot of damage in a short amount of time, so you can use Arminius for short engagements and flanking.
Some tips
Infiltration makes your enemy see you as an ally (you become blue for him). You can use that to attack vulnerable skirmishers. It also gives you view range, which makes this ability good for scouting, but be aware that a single arrow can cancel it !
Momentum stops when you stop moving. So keep your unit moving to keep as much Momentum as possible.
Historical context
TBD