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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% per level and its health, lifespan or detonation count by 20%. A fully upgraded defense will have +50% damage and +100% health/lifespan/detonation count.
  • On the other hand, upgrading a defense treats as if the builder's Range and Defense Rate stats were higher. A level 1 turret receives a +2 bonus, while a level 5 turret gets +36.


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