Electric Aura
Electric Aura
The Electric Aura is the Monk's only aura that directly damages enemies inside. It does not affect monsters with an electric elemental affinity. It costs 50 mana and 5 DU to place.

This aura should be placed at choke points for maximum effect and care should be taken to ensure the aura is positioned to cover as many lanes as possible. It should almost always be combined with an Ensnare Aura to maximize its damage output. Due to the change in 7.06b, Electric Aura no longer triggers on electric immune foes, significantly improving its lifespan.

Combining these two 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 Mana Invested
Base 180 3.86 30 1.50 N/A 50
TowerUpgraded 1 248 4.71 57 1.11 100 150
TowerUpgraded 2 304 5.37 86 0.93 200 350
TowerUpgraded 3 385 6.23 138 0.77 400 750
TowerUpgraded 4 461 6.98 198 0.66 700 1450
TowerUpgraded 5 537 7.68 268 0.58 1220 2670
  • Electric Aura uses 3 DU for consoles.
  • Upgrading a hero defense increases its damage by 10% each level, and its health, lifespan or detonation count by 20% (a level 5 defense will deal 50% more damage and have 100% more health than a defense with no upgrades).
  • 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 gets a bonus of +2 to all stats, while a level 5 turret gets +36.
  • While the hero who summoned the tower is active, its damage is increased by 33% (PC).

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