The Ensnare Aura is the Monk and Initiate's starting defense.
It slows down all applicable enemies inside it, including their movement speed, attacks and other actions, by up to 85%. Since this aura is poison-based, foes immune to poison are unaffected by the ensnare, unless their element is nullified by the likes of a Strength Drain Aura or Darkness Trap. Bosses, Evil Heroes, Djinn and Harbingers are immune to ensnare regardless of elemental affinity.
Notes/Tips[]
- On PC, enemies totally immune do not make the aura's health deplete faster.
- Ogres do not attack or roar slower while inside an Ensnare Aura. Only their movement speed and death animation is affected.
- Enemies are subject to ensnare the moment they spawn. An Ensnare Aura overlapping a spawn door can be detrimental to the lifespan of it and other auras in its stack. Melee-only mobs will stay in the protective dark energy for much longer, where they cannot take damage.
- On PC, the aura's size can be downscaled during placement if necessary.
- On some maps, Dark Elf Warriors seem to ignore the effects of Ensnare Auras once they are close enough to their target.
- This is the only defense that can slow down Goblin Copters without getting distracted by flares.
- Ensnare Auras are less mandatory with Ruthless Mode enabled, since the enemy already moves slower by default. Defense Units are usually better spent on damage output to outpace the Dark Elf Mages' vastly improved healing efficiency.
Stat Scaling[]
*Stats taken without upgrades or extra buffs.
Health[]
*All auras have 15% shorter lifespans on Nightmare and Ascension.
Aura Lifespan | Max Health |
---|---|
0 | 165 (Base) |
1 | ??? |
2 | ??? |
Potency[]
Aura Effect Strength | Enemy Speed |
---|---|
0 | 70% (Base) |
1 | 59% |
2 | 54% |
3 | 50% |
4 | 48% |
5 | 46% |
6 | 44% |
7 | 43% |
8 | 42% |
9 | 41% |
10 | 40% |
11 | 39% |
12 | 38% |
14 | 37% |
16 | 36% |
18 | 35% |
20 | 34% |
22 | 33% |
25 | 32% |
29 | 31% |
33 | 30% |
38 | 29% |
43 | 28% |
50 | 27% |
58 | 26% |
67 | 25% |
78 | 24% |
92 | 23% |
109 | 22% |
130 | 21% |
156 | 20% |
189 | 19% |
231 | 18% |
285 | 17% |
360 | 16% |
>=450 | 15% (Cap) |
To counteract the Ensnare Aura's 0.75x potency factor on Nightmare and Ascension, more Aura Effect Strength is needed.
Aura Effect Strength | Enemy Speed |
---|---|
703 | 18% |
866 | 17% |
1080 | 16% |
>=1363 | 15% (Cap) |
Range[]
*All auras have 30% less range on Nightmare and Ascension.
Aura Radius | Range | ~Multiplier |
---|---|---|
0 | 3.77 (Base) | 1.0 |
Upgrade Table[]
Level | Health | Effective Range | Enemy Speed | Mana Cost |
---|---|---|---|---|
Base | 165 | 3.77 | 70% | 30 |
198 | 4.55 | 59% | 100 | |
222 | 5.07 | 53% | 200 | |
253 | 5.70 | 47% | 400 | |
281 | 6.22 | 44% | 700 | |
307 | 6.70 | 41% | 1220 |
- 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.
- In Redux, any defense not a Lightning or Deadly Striker Tower instead gains +20% damage per upgrade, for a total of +100% if maxed out.
- 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.
Version History[]
PC[]
- 7.10: Defense Unit cost increased from 2 to 3.