Enemy Information
(Enemy pictured: Easy difficulty tier.)
Appearances
The Dark Elf Archer is a uncommon enemy and a basic ranged attacker and necromancer.
Dark Elf Mage
The Dark Elf Mage is an enemy spellcaster with multiple abilities.
It summon Skeletons of which the mage can revive if they go down. These Skeletons will not be truly defeated until their master is killed. The mage's revival spell is also a healing spell. This heals itself and other surrounding enemies for a percentage of their max health.
Dark Elf Mages can also cast high-damage fireballs at short range. If a hero gets too close, the mage will back off to stay outside of melee range.
Between their Skeletons and healing spell, Dark Elf Mages can be dangerous if not killed before they group up.
Dark Elf Mages can only summon 3 Skeletons at the same time.
In Rift Mode, rifted mages heal enemies in a larger radius. Their Skeletons explode on death.
Elemental Alignment
If a Dark Elf Mage has an Elemental Alignment he hits twice with each attack 1 hit physical the second hit his element effectivly doubling his damage output.
When Dark Elf Mage spawn with an Elemental alignment, towers of the same element become unable to target or damage them. If a player attacks these Dark Elf Mage with a weapon of the same element, they will only receive 25% damage. Furthermore, effects with the same elemental nature no longer apply to them.
However, the elemental resistance of these dark elf mages can be temporarily or permanently removed using the Strength Drain Aura or the Chance to Nullify passive for a duration of up to 10 seconds.
Rifted enemies have -100% fusion armor, making them vulnerable to fusion damage. Additionally, once enemies become rifted, they can't gain the resistance of another element.
Tips
Targeting Priorities From Towers
Main article - Targeting Priority
Gallery
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Extra