Electric Aura
Electric Aura
The Electric Aura is the monk's only damage-causing aura. It will not affect monsters that have an electric elemental affinity. It costs 5 DU.

This aura should be placed in chokepoints for maximum effect and care should be taken to ensure the aura is positioned to cover as many lanes as possible. An Ensnare Aura should always be placed with this aura to inflict maximum damage. Due to the change in 7.06b, Electric Aura no longer triggers on electric immune foes, significantly improving its lifespan.

Combining these 2 Auras with an offensive ranged tower such as a Fireball Tower or a Harpoon Turret, or by including an offensive trap such as an Inferno Trap, electric immune enemies can also be killed. Alternatively, Magic Blockades and Darkness Traps can be used to remove the electric affinity, while Strength Drain Auras can disable the affinity while they are inside.

Upgrade Table

Level Health Effective Range Attack Damage Attack Rate (sec) Mana To Upgrade
Base 180 3.86 30 1.50 50
TowerUpgraded 1 248 4.71 57 1.11 100
TowerUpgraded 2 304 5.37 86 0.93 200
TowerUpgraded 3 385 6.23 138 0.77 400
TowerUpgraded 4 461 6.98 198 0.66 700
TowerUpgraded 5 537 7.68 268 0.58 1220
  • Electric Aura uses 3 DU for consoles.
  • Upgrading a hero defense increases its damage by 10% each level, and its health, aura lifespan or trap detonation charge number by 20% each level. (A level 5 defense will deal 50% more damage and have 100% more health than an un-upgraded defense).
  • On the other hand, upgrading a hero defense will mean that it acts as if the Hero has a higher Defense Area of Effect and Defense Attack Rate. A level 1 turret has a bonus of 2 to all stats, while a level 5 turret has a bonus of 36 to all stats.
  • While the hero who summoned the tower is active, damage is increased by 33% (PC).
  • Current as of PC version: 7.36c.

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