Happy Halloween all!
As an undead Felheim soldier may or may not have once said, if you’ve got it – haunt it. That’s why we’re going to quickly talk about all things hexing and healing in Wargroove!
Our two magical units, Mages and Witches, now both have a new action they can take on their individual turns, which you may have spotted in use during our livestream over at the Nintendo Stage during EGX last month. Quick caveat before we get into the nitty, gritty details – keep in mind, final stats may be subject to change before release!
The Mage’s ‘Heal‘ spell costs 300 Gold and allows the Mage to cast a nearby AOE (area of effect) spell that heals units within its small range, for 20% of their own health. This move is handy if you happen to have accumulated some excess funds, and need to support injured units on the front-line.
On the other hand, the Witch’s ‘Hex‘ spell damages all enemy units by 10% within 4 tiles of itself, but also costs 300 Gold. Previously the Witch has exclusively been an ‘anti-air’ unit, handy for chasing down those pesky Dragons, so hexing gives them an extra use if you happen to wipe out all flying units, but still have your Witch gliding about the battlefield.
We’re excited to see how you can use hexing and healing to turn the battle in your favour when Wargroove arrives Q1 next year! In the meanwhile, come join us on the Wargroove Discord channel to chat to the Chucklefish team, or check in at the forums, Wargroove Twitter or the subreddit to keep up to date with the latest news.