(Actual Cost: 9/10/11/12)
The MageTower is a Champion unit from the Arcane Box. It is Immune to status inflicting attacks (petrify, freeze, and poison)
Quick Stat: MageTower Edit
|Tier 1||Tier 2||Tier 3||Tier 4|
Tier 2: MageTower+ Edit
To Upgrade from MageTower to MageTower+, you need 4 MageTower and 75 Dragon Coins.
Tier 3: MageTower++ Edit
To Upgrade from MageTower to MageTower++, you need 4 MageTower+ and 300 Dragon Coins.
Tier 4: MageTower+++ Edit
To Upgrade from MageTower to MageTower+++, you need 4 MageTower++ and 1500 Dragon Coins.
Strategy: MageTower Edit
Strength: MageTower Edit
Although it can't reach across the whole board, the MageTower still easily outranges the vast majority of champions. It also solves a key weakness of the Rook in that it can immediately teleport into the 3rd rank without having to move minions out of the way (or using intangible minions, opening your own back rank to attack.) Notably, as soon as you jump over your own front line, the MageTower can reach the very back of the enemy formation. To top it all off, the MageTower is a couple morale cheaper than the Rook, letting you squeeze a little more into your setup elsewhere--and as an added bonus it's status immune, letting it threaten certain magical units without worrying about their special attacks. At +++, it can knight-like teleport, allowing it to escape tricky situations or set up unexpected forks.
Weakness: MageTower Edit
The biggest weakness of the MageTower is the blind spot that its teleport creates. Because it can't attack exactly 2 spaces away, pieces it threatens can often escape into the safe spots where the MageTower can only teleport. Worse, the MageTower has no way to deal with opposing pieces attacking from its blind spots--if an enemy Rook slides into attacking position 2 spaces away, the MageTower has no way to safely counterattack. Be sure to keep those spots guarded if you're going to rely on the MageTower to defend.