Magical fliers with some delusions of grandeur, these men serve as close range air support — closer than most helicopters can get in. Their wings can keep them aloft through magic, and can also project massive winds — strong enough to knock AA fire off course. They carry longknives, blades that extend when swung.
Phys. Def — 40%
Mag. Def — 60%
Willpower — 5
Movement Speed — 1/1
Attack 1: Wind Gust
Blows a heavy wind in front of the Angel.
Casting time — 0.1 seconds
Cooldown Time — 0.4 seconds
Duration — N/A
Affected Radius — A cone area ahead of the angel out to 20 ft.
Damage — 20 physical
Secondary Effects — Knockback proportional to actual damage dealt—20 px per point of damage
Notes
Projectiles struck by Gust drop out of the air. Ones with secondary impact effects cause their effects where they land.
Attack 2: Slash
Swings the longknife.
Casting Time — .1 seconds
Cooldown Time — .25 seconds
Duration — Instantaneous
Affected Radius — 4 ft 180 degree arc in front of the Angelic.
Damage — 40 physical
Secondary Effects — N/A
Notes
Special: Flight
The angel can fly out of melee range.
Casting Time — 0.1 seconds (jump into the air)
Cooldown time — 6 seconds
Duration — 10 seconds
Affected Radius — Self
Damage — N/A
Secondary Effects — N/A
Notes
Unit Notes
This aerial unit attacks periodically in the early part of the mountains, and later is led by the Winged General.