Witch Doctors are savage shamans, encountered in the jungle in Kingdom Rush: Frontiers, who possess the ability to heal their allies.
Overview[]
Aboriginal healers that use a secret mojo to heal their tribal brothers.
Unlike other healers (Shamans, Sand Wraiths, and Twilight Evokers), Witch Doctors are very competent at their job: they don't need to do anything to heal nearby enemies, while mostly still keeping the same healing rate. They are even capable of healing while engaged in combat, meaning that the simple blocking strategy will not be as effective against them as it is against other healers who lack this advantage. As such, they can drastically boost the survivability of other savages, especially Savage Warriors, who can raise their own maximum HP through cannibalizing soldiers.
They can heal themselves and nearby allies by 50 hit points every 4 seconds.
Strategy[]
Witch Doctors are high priority targets: taking one down early can save a lot of firepower for other enemies. There are multiple ways to effectively counter them:
- The first way is to kill them first and foremost. Due to their usual position in front of other enemies, this can be done easily with a burst of power from Archmages or Barrage.
- The Tribal Axethrowers can be used to temporarily disable the healing aura.
- In reverse, you can kill other enemies quickly, so they cannot benefit from the healing of Witch Doctors.
Appearances[]
“ | The spirits guide me. | ” |
Description[]
Having seen their traditions tainted by the cult's influence, the Witch Doctors decided to renounce their tribes and offer their healing services to whomever seeks to stop the treacherous Unblinded.
Stats[]
Level | HP | Armor | Attack | Speed | Range |
---|---|---|---|---|---|
1 | 3 | 0 | 3 | 2 | 3 |
2 | 4 | 0 | 4 | 2 | 5 |
3 | 5 | 0 | 6 | 2 | 6 |
Traits[]
Shamanic Focus : Gains +1 damage for 1 turn if ends turn without moving.
Preparation : Reduces all refreshing cooldowns (-1) if ending turn without skill use.
Skills[]
Tier 1 Skills[]
Name | Cooldown | Type | Range | Effect | Epic | |
---|---|---|---|---|---|---|
Wild Blast | 0 | Regular | Basic | Deals [Attack]-1 . | Heals 1 if target is killed. | |
Shamanic Heal | 3 | Regular | Basic | Heals ally within range by [Attack]/2 +1 . | None |
Tier 2 Skills[]
Name | Cooldown | Type | Range | Effect | Epic | |
---|---|---|---|---|---|---|
Force of Nature | 0 | Regular | Basic | Deals 2/3/4 and pulls target 1 hex toward current position. If target is adjacent, it is pushed 2 hexes away instead. This skill can target allies but will not damage them. | None | |
Tainted Healing | 4 | Full action | Basic -1 | Deals [Attack] and heals half of the damage done to target | None |
Tier 3 Skills[]
Name | Cooldown | Type | Range | Effect | Epic | |
---|---|---|---|---|---|---|
Ring of Healing | 3 | Full action | Self | Heals allies within a 2 hex radius for [Attack]/3. | None | |
Healing Totem | 4 | Full action | Basic | Places a healing totem that heals any ally adjacent to it on the start of their turn for 1 . | None |
Quotes[]
- "The spirits guide me" - Upon select
- "Wickedly wiser!" - Upon upgrade
- "Patience, patient." - During combat
- "Magic herbs and verbs." - During combat
- "This may sting a little." - During combat
- "Eek!" - When hurt
- "" - When hurt
- "" - When hurt
- "Spirits.. embrace me" - When killed