Implosion

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School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Implosion
School:  earth magic
Level:  5th
Cost:  30
Duration:  instant
 Basic effect
Target, enemy troop receives (100 + (power × 75)) damage.
 Advanced effect
Target, enemy troop receives (200 + (power × 75)) damage.
 Expert effect
Target, enemy troop receives (300 + (power × 75)) damage.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Implosion is a 5th level spell in the School of earth magic. From the direct damage spells with a damage dealing capability of 300 + (power × 75), it is the most destructive spell for a single creature stack. From the spells that can cause collaretal damage, Armageddon is the most destructive.

Implosion also has the highest slope value of 75, which means that for every point power increases Implosion does 75 points more damage. In comparison, Armageddon has 50, Chain Lightning has 40 and Magic Arrow has 10.

Discussion

Its damage scaling is vicious (75 damage per power point is quite nice, Armageddon has 50 damage per power point, Chain Lightning has 40 damage per power point, Lightning Bolt has 25 damage per power point, Magic Arrow has 10 damage per power point), and it can easily annihilate even the most resilient of enemies (excluding the higher-level Golems, even if you had Power 99 (*) and Orb of Silt).

Damage at 10 spell power:

Bonus points: 75*1.25 being 100@Basic, 8/3*75 being 200@Advanced, 4*75 being 300 at Expert.

Effective Damage before Bonus: 750 damage.

Damage thusly: 850@Basic, 950@Advanced, 1050@Expert.

Using the Orb of Silt, which adds 50% on top of that it would be:

1275@Basic, 1425@Advanced, 1575@Expert.


Black Dragons save for having Orb of Vulnerability, just like Magic Elementals are totally immune to Implosion as a spell.

So the most damage resistant golem only takes 5% of the damage done.

At Power level 99 and Expert Level Earth Magic (300 bonus damage being 4 times the spell power effective being added as bonus, same multiplicator (75 effective damage each power point), and a mana price reduction of 5 points at expert) the resulting damage would be 7725 damage points the resulting damage would be worth health points equal to a 25 creature stack of Titans with 300 hp each, 5% of which(7725*0,05 =386.25) would be 386.25, a stack of about 6 Diamond Golems in terms of health points.

With an Orb of Silt (+50% earth magic damage) the spell power 99 damage would be half the damage added to a new 100% damage of 11588 damage points, and the 5% effective golem damage would result in 578 damage points, shredding no less than and about 9 Diamond Golems with 60 health points each.

Maybe diamond gathering via golem destruction is a spending a nice time relaxing from getting rid off 46 units of gold dragon creatures, and at the time one has reached 99 spell power points (via buildings like School of Magic (+1 to either Knowledge or Spell Points, once) or Library of Enlightenment (+2 to Attack/Defense/Spellpower/Knowledge each once after having visited the building and having reached Hero level 10 or by using Diplomacy to get in) the wasted mana on the spell may not be a scarce ressource in terms of knowledge points either.

Of course using Summon Earth Elemental (also a 5th level spell) would be a little bit brutish as it would work without having to cirumvent or consider magic resistance and the Orb of Silt would not be usable.

And then there are times when an Orb of Vulnerability becomes rather useful, so one would not have to consider magic resistance at all.

You can reach 1000 damage with implosion relatively easily so it is great when defending against a siege. If the attacking player has mostly walker units, just destroy the catapult and leave the rest of the work to arrow towers.