Medivac 2.0

Tank Picture: Medivac
Skill: Superthrust
Skill: Life Converter
Skill: Decoy
Skill: Support Systems
Skill: Tank-Cannon
cost hp type speed armor requirements
1500 1300 Air 305 0 0

The Medivac is one of the three starter air tanks and has a skill combination between damage dealing and support. His ‘Life Converter’/Healing and the ultimate ‘Support System’, which protects himself and allied tanks temporarily against enemy weapon damage, make it a viable defensive and supportive tank.

‘Superthrust’ helps to keep up in farm, while increasing the movement speed and is especially important in early side lane skirmishes.


Superthrust [ Q ]

Active – Instant
Accelerates with a sudden outburst by 25 % for 8 seconds. Also launches an image the way the tank is facing, which deals damage to all near enemied tanks upon impact.

Level Mana Cooldown Range Area Effect
1 7 16 sec. 1100* 400** Deals 150 damage upon impact
2 14 14 sec. 1100* 400** Deals 300 damage upon impact
3 21 12 sec. 1100* 400** Deals 450 damage upon impact
4 28 10 sec. 1100* 400** Deals 600 damage upon impact
5 35 8 sec. 1100* 400** Deals 750 damage upon impact

Notes:

  • * The max range the image will travel, before it disappears
  • ** The area in which the image will deal damage
  • The image only collides with enemy tanks


Life Converter [ W ]

Active – Area Target (Enemy, Creeps)
Absorbs a part of all targeted creeps max hitpoints and transfers these hitpoints completely to all allied tanks in 700 range. Fully absorbs allied Decoy Flares.

Level Mana Cooldown Range Area Effect
1 10 25 sec. 1000 225 Absorbs 8% of each creeps max hp
2 20 25 sec. 1000 225 Absorbs 16% of each creeps max hp
3 30 25 sec. 1000 225 Absorbs 24% of each creeps max hp
4 40 25 sec. 1000 225 Absorbs 32% of each creeps max hp
5 50 25 sec. 1000 225 Absorbs 40% of each creeps max hp

Notes:

  • none


Decoy [ E ]

Passive
When killing an enemy. there is a certain chance to create a stationary flare to distract enemy fire.

Level Mana Cooldown Range Area Effect
1 - - - - 30% chance to create a decoy with 100 hp
2 - - - - 35% chance to create a decoy with 200 hp
3 - - - - 40% chance to create a decoy with 300 hp
4 - - - - 45% chance to create a decoy with 400 hp
5 - - - - 50% chance to create a decoy with 500 hp

Notes:

  • none


Support Systems [ R ]

Active – Instant (Self, Ally, Tanks)
Makes every allied tank in range and yourself immune against enemy weapons. Additionally increases your mana permanently.

Level Mana Cooldown Range Area Effect
1 24 40 sec. - 900 Buff lasts 2.0s and mana is increased by 24
2 30 40 sec. - 900 Buff lasts 2.5s and mana is increased by 30
3 36 40 sec. - 900 Buff lasts 3.0s and mana is increased by 36
4 42 40 sec. - 900 Buff lasts 3.5s and mana is increased by 42
5 48 40 sec. - 900 Buff lasts 4.0s and mana is increased by 48

Notes:

  • none


Skill: Tank Cannon Tank Cannon [ T ]

Passive – Unit Target (Enemy)
Primary tank weapon.

Level Mana Cooldown Range Area Effect
1 - 1 sec. 900 - Deals 60 damage to a random target
2 - 1 sec. 900 - Deals 120 damage to a random target
3 - 1 sec. 900 - Deals 180 damage to a random target
4 - 1 sec. 900 - Deals 240 damage to a random target
5 - 1 sec. 900 - Deals 300 damage to a random target

Notes:

  • Like any other weapon in the game, this skill is based on phoenix fire
  • If it would be sold as a regular weapon, it would be worth 4050 gold on level 5

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