Medivac 2.0
The Medivac is one of the three starter air tanks and has a skill combination between damage dealing and support. His ‘Life Converter’/Healing and the ultimate ‘Support System’, which protects himself and allied tanks temporarily against enemy weapon damage, make it a viable defensive and supportive tank.
‘Superthrust’ helps to keep up in farm, while increasing the movement speed and is especially important in early side lane skirmishes.
Superthrust [ Q ]
Active – Instant
Accelerates with a sudden outburst by 25 % for 8 seconds. Also launches an image the way the tank is facing, which deals damage to all near enemied tanks upon impact.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,7,16 sec.,1100*,400**,Deals 150 damage upon impact
2,14,14 sec.,1100*,400**,Deals 300 damage upon impact
3,21,12 sec.,1100*,400**,Deals 450 damage upon impact
4,28,10 sec.,1100*,400**,Deals 600 damage upon impact
5,35,8 sec.,1100*,400**,Deals 750 damage upon impact
[/table]
Notes:
- * The max range the image will travel, before it disappears
- ** The area in which the image will deal damage
- The image only collides with enemy tanks
Life Converter [ W ]
Active – Area Target (Enemy, Creeps)
Absorbs a part of all targeted creeps max hitpoints and transfers these hitpoints completely to all allied tanks in 700 range. Fully absorbs allied Decoy Flares.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,10,25 sec.,1000,225,Absorbs 8% of each creeps max hp
2,20,25 sec.,1000,225,Absorbs 16% of each creeps max hp
3,30,25 sec.,1000,225,Absorbs 24% of each creeps max hp
4,40,25 sec.,1000,225,Absorbs 32% of each creeps max hp
5,50,25 sec.,1000,225,Absorbs 40% of each creeps max hp
[/table]
Notes:
- none
Decoy [ E ]
Passive
When killing an enemy. there is a certain chance to create a stationary flare to distract enemy fire.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,-,-,-,-,30% chance to create a decoy with 100 hp
2,-,-,-,-,35% chance to create a decoy with 200 hp
3,-,-,-,-,40% chance to create a decoy with 300 hp
4,-,-,-,-,45% chance to create a decoy with 400 hp
5,-,-,-,-,50% chance to create a decoy with 500 hp
[/table]
Notes:
- none
Support Systems [ R ]
Active – Instant (Self, Ally, Tanks)
Makes every allied tank in range and yourself immune against enemy weapons. Additionally increases your mana permanently.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,24,40 sec.,-,900,Buff lasts 2.0s and mana is increased by 24
2,30,40 sec.,-,900,Buff lasts 2.5s and mana is increased by 30
3,36,40 sec.,-,900,Buff lasts 3.0s and mana is increased by 36
4,42,40 sec.,-,900,Buff lasts 3.5s and mana is increased by 42
5,48,40 sec.,-,900,Buff lasts 4.0s and mana is increased by 48
[/table]
Notes:
- none
Tank Cannon [ T ]
Passive – Unit Target (Enemy)
Primary tank weapon.
[table]Level,Mana,Cooldown,Range,Area,Effect
1,-,1 sec.,900,-,Deals 60 damage to a random target
2,-,1 sec.,900,-,Deals 120 damage to a random target
3,-,1 sec.,900,-,Deals 180 damage to a random target
4,-,1 sec.,900,-,Deals 240 damage to a random target
5,-,1 sec.,900,-,Deals 300 damage to a random target[/table]
Notes:
- Like any other weapon in the game, this skill is based on phoenix fire
- If it would be sold as a regular weapon, it would be worth 4050 gold on level 5

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