- Critical Damage
Takes 2X damage from sources.
Critical Damage is a keyword used in Mercenaries. Its internal name is CRITICALDAMAGE
.
Critical Damage is also an important mechanic when the weakness system is involved. In particular, when a Caster deal damages a Protector, the Protector takes double damage from it. The same cases occur with Protector dealing damage to Fighter, and Fighter dealing damage to Caster.
Critical Damage is generally only applied to such cases, unless some abilities or equipments' texts are specific to exclude those cases.
Notes[]
- Critical Damage only doubles damage after all calculations are resolved.
- For example: Your Mercenaries/Anduin Wrynn casts Mercenaries/Holy Word: Salvation 1, then opponent's Mercenaries/Diablo attacks Anduin with 9 Attack. Holy Word: Salvation 1 reduces the damage received by that attack by 2, making the result 7. Then, as a Fighter, Diablo's result damage is doubled, making it 14. In conclusion, Anduin will take 14 damage.
Cards with Critical Damage[]
Characters[]
Card not found.
Abilities[]
Card not found. Card not found.
Equipments[]
Card not found. Card not found.
Referenced cards[]
Characters[]
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Abilities[]
Name | Subtype[?] | Text | Used by | ||||
---|---|---|---|---|---|---|---|
Apocalypse 1 | 6 | 1 | {{{attack}}} | {{{health}}} | Fire | Choose an enemy to take Critical Damage from all Roles this turn. Deal 4 damage to them. | |
Arcane Rift 1 | 5 | {{{cooldown}}} | {{{attack}}} | {{{health}}} | Arcane | Deal 5 damage. Your next Arcane ability this turn deals Critical Damage. | |
Hot On The Case 1 | 9 | {{{cooldown}}} | {{{attack}}} | {{{health}}} | Fire | Gain +1 Attack and Attack an enemy. It takes Critical Damage after it acts next turn. | |
Reflex Shot 1 | 5 | 1 | {{{attack}}} | {{{health}}} | Fel | Deal 5 damage to all enemies. If they have already acted, deal Critical Damage. | |
Regrow Heads 1 | 4 | 1 | {{{attack}}} | {{{health}}} | This Merc takes Critical Damage this turn. At the end of next turn, restore 20 Health to this Merc. | ||
Saronite Armor {0} | {{{cost}}} | {{{cooldown}}} | {{{attack}}} | {{{health}}} | Holy | Passive: Cannot be Critically Damaged. | |
Summit Campfire 1 | 3 | {{{cooldown}}} | {{{attack}}} | {{{health}}} | Fire | Gain +1 Frost Resistance. This turn, enemies who have acted take Critical Damage. | |
Void Ministration | 4 | 1 | {{{attack}}} | {{{health}}} | Give all characters +10/+10. Their abilities deal Critical Damage this turn. |
Equipments[]
Name | Tier | Craft | Text | Used by | Unlocked |
---|---|---|---|---|---|
Demon Guard {0} | 4 | 175 | Passive: +4 Attack. This Merc always deals Critical Damage to Demons. | Kurtrus Ashfallen | Task 7 |
Demon Guard 1 | 1 | 0 | Passive: +1 Attack. This Merc always deals Critical Damage to Demons. | Kurtrus Ashfallen | Task 7 |
Demon Guard 2 | 2 | 100 | Passive: +2 Attack. This Merc always deals Critical Damage to Demons. | Kurtrus Ashfallen | Task 7 |
Demon Guard 3 | 3 | 150 | Passive: +3 Attack. This Merc always deals Critical Damage to Demons. | Kurtrus Ashfallen | Task 7 |
Fishy Cauldron {0} | 4 | 175 | Passive: +4 Attack. This Merc always deals Critical Damage to Murlocs. | Lord Slitherspear | Level 30 |
Fishy Cauldron 1 | 1 | 0 | Passive: +1 Attack. This Merc always deals Critical Damage to Murlocs. | Lord Slitherspear | Level 30 |
Fishy Cauldron 2 | 2 | 100 | Passive: +2 Attack. This Merc always deals Critical Damage to Murlocs. | Lord Slitherspear | Level 30 |
Fishy Cauldron 3 | 3 | 150 | Passive: +3 Attack. This Merc always deals Critical Damage to Murlocs. | Lord Slitherspear | Level 30 |
Iridescent Necklace {0} | 4 | 175 | Scaly Taunt makes this Merc take 3 less damage and is Immune to Critical Damage this turn. | Mutanus | Level 30 |
Iridescent Necklace 2 | 2 | 0 | Scaly Taunt makes this Merc take 1 less damage and is Immune to Critical Damage this turn. | Mutanus | Level 30 |
Iridescent Necklace 3 | 3 | 150 | Scaly Taunt makes this Merc take 2 less damage and is Immune to Critical Damage this turn. | Mutanus | Level 30 |
Scout's Spyglass {0} | 4 | 175 | Passive: After this Merc Attacks, deal 4 damage to all enemies. (Deals Critical Damage to Pirates.) | Sky Admiral Rogers | Task 2 |
Scout's Spyglass 1 | 1 | 0 | Passive: After this Merc Attacks, deal 1 damage to all enemies. (Deals Critical Damage to Pirates.) | Sky Admiral Rogers | Task 2 |
Scout's Spyglass 2 | 2 | 100 | Passive: After this Merc Attacks, deal 2 damage to all enemies. (Deals Critical Damage to Pirates.) | Sky Admiral Rogers | Task 2 |
Scout's Spyglass 3 | 3 | 150 | Passive: After this Merc Attacks, deal 3 damage to all enemies. (Deals Critical Damage to Pirates.) | Sky Admiral Rogers | Task 2 |
Spectral Spectacles {0} | 4 | 175 | Cursed Bullets always deals Critical Damage and gives +2 more Shadow Weakness. | Lord Godfrey | Task 2 |
Spectral Spectacles 3 | 3 | 0 | Cursed Bullets always deals Critical Damage and gives +1 more Shadow Weakness. | Lord Godfrey | Task 2 |
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