Figlings › Coral
Coral
Duelist ·
3 mana mini · Damage
Coral fights up close, likes the front line, charges a Super with 6 energy (starts with 1).
Power
Super: 5 quick slashes for 4 each at the enemies around her.
In action
Poses straight from the game. A gameplay clip for every figling is on the way.
Stats
| Stars | HP | Damage | Hits / s | DPS |
|---|---|---|---|---|
| No star | 22 | 2 | 0.65 | 1.3 |
| 1 star | 32 | 2 | 0.8 | 1.6 |
| 2 stars | 42 | 2 | 0.95 | 1.9 |
| 3 stars | 52 | 2 | 1.1 | 2.2 |
Each star costs the same mana as placing the mini and adds one of the upgrades below.
- Reach
- Melee
- Favourite spot
- Front line
- Super
- 6 energy, starts with 1
Star upgrades (one per star)
- ★Eight CutsThe Super slashes 8 times.
- ★★Catch BreathOn kill: heals 30% HP.
- ★★★Once MoreOn kill: full energy.
Words on this card
- Super
- Fires when the energy bar fills. Energy comes from hitting (and, for melee units, from being hit).
- On kill
- Fires each time this unit takes an enemy down.
Class bonuses
Sea
2 Sea: Units with a Super start each round with +2 energy.
4 Sea: Also gain 1 energy every 3s.
Rogue
2 Rogue: Rogues have a 50% chance to deal +2 damage on each hit.
4 Rogue: Rogues have a 60% chance to deal +3 damage.
Counted by distinct figlings on your side when the fight starts, hero included.