Summary
- Second Wind is one of Dr. Kavan's hero abilities.
- It revives troops that have been previously defeated in battle. However, the ability does not revive Seekers and flying troops (namely Rocket Choppas and Heavy Choppas).
- Revived troops will glow purple, and do not register as additional troops. They persist until the battle ends, or if they are destroyed, being lost permanently upon the attack's conclusion, their deaths do not count toward casualties. The original troops that survive the battle will still be retained.
- Priority of revived troops follow the order of their defeat. The most recently destroyed troops will be revived. For example, if two Heavies and two Zookas are defeated in that order and the ability is used at level 1, Dr. Kavan will revive two Zookas and one Heavy.
- If a large troop is unable to be revived (Scorcher, Tank, etc), or if not enough troops were defeated to begin with, Dr. Kavan will create Riflemen of the level that you can train to fill up the remaining space. For example, if a Grenadier and two Zookas are defeated in that order and the ability is used at level 1, Dr. Kavan will revive two Zookas and create four Riflemen.
- Revived troops behave similar to the original - They carry the same stats & behavior (Scorchers, for example, will still run around erratically and skim over targets, blowing up if destroyed), will obey Flares, and can even be healed. Much like Critters, revived troops will stand still during retreats.
- Each use costs 10 more Energy than the previous one, with a starting cost of 8 Energy.
Offensive Strategy
- Using the Second Wind ability to start a battle with extra Riflemen can bolster your army for the entirety of the attack, especially if your army already includes Riflemen and the ability was sufficiently upgraded.
- In the event of a retreat, Second Wind could be used to revive fallen troops who will stand around distracting turrets while your main forces escape.
- In the event you lose an important troop in your attack, such as a Medic, you should activate the ability as soon as possible before others could take its place. This matters more the larger it is, such as Scorchers, Tanks, Grenadiers and the aforementioned Medic.
Statistics
Number of Shots |
Energy Cost |
Cumulative Energy Cost |
---|---|---|
1 | 8 | 8 |
2 | 18 | 26 |
3 | 28 | 54 |
4 | 38 | 92 |
5 | 48 | 140 |