Rend Blackhand
Tier S Cost 6
Level: 1
Rend Health
const MINIhp = 1200; const mini_hp = document.getElementById('mini'); const minidata = document.getElementById('minidata'); mini_hp.addEventListener('input', updateMinidata); function updateMinidata(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentHP = Math.round(MINIhp * levelMultiplier); minidata.textContent = `${currentHP}`; } updateMinidata({ target: mini_hp });
Gyth Health
const MINIhp2 = 340; const mini_hp2 = document.getElementById('mini'); const minidata2 = document.getElementById('minidata2'); mini_hp2.addEventListener('input', updateMinidata2); function updateMinidata2(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentHP2 = Math.round(MINIhp2 * levelMultiplier); minidata2.textContent = `${currentHP2}`; } updateMinidata2({ target: mini_hp2 });
Rend DPS
const MINIdmg4 = 140; const MINIaspd4 = 1.7; const mini4 = document.getElementById('mini'); const dpsValue4 = document.getElementById('dpsValue4'); const levelValue4 = document.getElementById('mini-value'); mini4.addEventListener('input', updateDPS4); function updateDPS4(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentDamage = Math.round(MINIdmg4 * levelMultiplier); const currentDPS = (currentDamage / MINIaspd4).toFixed(1); dpsValue4.textContent = `${currentDPS}`; levelValue4.textContent = `${selectedLevel}`; } // Trigger updateDPS4 function initially updateDPS4({ target: mini4 });
Gyth DPS
const MINIdmg3 = 320; const MINIaspd3 = 2.4; const mini3 = document.getElementById('mini'); const dpsValue3 = document.getElementById('dpsValue3'); const levelValue3 = document.getElementById('mini-value'); mini3.addEventListener('input', updateDPS3); function updateDPS3(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentDamage2 = Math.round(MINIdmg3 * levelMultiplier); const currentDPS2 = (currentDamage2 / MINIaspd3).toFixed(1); dpsValue3.textContent = `${currentDPS2}`; levelValue3.textContent = `${selectedLevel}`; } // Trigger updateDPS3 function initially updateDPS3({ target: mini3 });
Rend Dmg
const MINIdmg = 140; const mini_dmg = document.getElementById('mini'); const damageValue = document.getElementById('damageValue'); mini_dmg.addEventListener('input', updateDamage); function updateDamage(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentDmg = Math.round(MINIdmg * levelMultiplier); damageValue.textContent = `${currentDmg}`; } updateDamage({ target: mini_dmg });
Gyth Dmg
const fandmg = 320; const fan_dmg = document.getElementById('mini'); const fandmgdata = document.getElementById('fandmgdata'); fan_dmg.addEventListener('input', updatefandmg); function updatefandmg(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentFANDMG = Math.round(fandmg * levelMultiplier); fandmgdata.textContent = `${currentFANDMG}`; } updatefandmg({ target: fan_dmg });
Rend Range
Melee
Gyth Range
4
Rend Attack Speed
1.7
Gyth Attack Speed
2.4
Riding dragons before it was coool
Blacken the Skies
Your other Flying troops cost 1 less Gold while Rend is in play (but no less than 2).
Flying
Strong vs Melee units.
AoE
Strong vs Squad units.
Dismounts
Dismounts the mount/vehicle after it's destroyed.
Elemental
Deals elemental damage. Strong vs Armored.
Flaming Soul
Cast Living Bomb upon dismounting, damaging nearby enemies.
Scale and Steel
Gain Resistant while flying and Armored while dismounted.
Legionnaire
Dismount when first taking damage. The Drake continues fighting.
This is a conventional Blackhand deck, featuring key advancing units such as Blackhand, paired with either Gryphon Rider or Necromancer for effective sieging.Harpies and Blackrock Pyromancer serve dual roles by supporting the attack and handling defense. The Quilboar and Whelp Eggs, in conjunction with the Blackhand team, function as distractions for the opponent’s defense towers or anti-air units, diverting their attention before engaging in combat.
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