Oxymora
Details
In-game description: SUMMONS A STATUE WITH TWO REVOLVING FACES THAT FIRE DAMAGING OR HEALING PROJECTILES AT ANYONE THEY SEE. EACH HEALING PROJECTILE RESTORES 2 HP.
Icon | Spell Type | Damage | Heling | Cost | Rotation Time | Projectile Speed | Duration |
---|---|---|---|---|---|---|---|
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Summon | 10 per green shot | 2 per yellow shot | 40 | 14s | 12.5m/s | 100 HP |
- Oxymora loses 5 HP every time it fires a projectile, so if it doesn't take damage from any other source, it can fire a maximum of 20 projectiles
- Each player can only have one Oxymora active at a time. Casting Oxymora on a new tile when one is already active destroys the previous one and creates a new Oxymora with full HP
- Since Oxymora attacks all players and summons indiscriminately, it requires more strategy than most spells to use effectively
- Oxymore occasionally fires back-to-back projectiles at the same tile
- If there are multiple targets in its line of sight at the same time, Oxymora will sometimes fail to attack one of them
Trivia
- The spell probably gets its name from the word "Oxymoron", which dictionary.com defines as "a figure of speech by which a locution produces an incongruous, seemingly self-contradictory effect, as in 'cruel kindness'"
- The amount of HP healed by the yellow projectiles has been nerfed substantially because of how much of an advantage it gave when used with Curse of the Undead
History
- PATCH 1.2.0 - Oxymora was added to the game with a cost of 40, projectiles that did 8 damage or healed 8 HP, and 150 HP
- PATCH 1.3.0 - Nerf: Oxymora loses 16 HP per healing shot fired instead of 8
- PATCH 1.3.2 - Nerf: HP healed reduced from 8 to 5; Nerf: Oxymora's HP reduced from 150 to 100; Buff: Damage from green projectiles increased from 8 to 10
- PATCH 1.3.4 - Nerf: HP healed reduced from 5 to 2;