What awaits us in the Abyss?
Next in line of the Abyssal Tier will be three all-new Dragons that are prepared to wreak havoc across the seas. Introducing Bilge, Marlis, and Daegon - the water-attuned Dragons as dangerous as they are deft in the deep oceans. When they emerge from the water and prepare to battle in the sky, commoners take shelter as they pray for their destructive power to spare them.
This week, Crisis will fly the newest Legendary Abyssal Dragons on stream! Catch the show on Twitch this Wednesday, October 15th at 3pm PT to see these new Dragons in action.
Please Note: While these 3 Legendary Abyssal Dragons will be releasing today, you can breed them for points in the Breeding event that begins tomorrow, October 16th.
For more information on the release of the Abyssal Tier, please see the first announcement.
Lurks in a deep, icy sea. Harbors an intense rivalry with Marianas over territory.
In the taverns and ale-dens along the coast of the Windblown Shroud, the most popular songs are about the endless struggle between Bilge and Marianas for food and territory deep in the depths. The sailors sing these songs in the hope that both dragons, especially Bilge, stay in the depths below, but dragons of the deep ocean do as they please.
Legendary Ice Warrior
Breeding Pair: Lusian and Modrian
Synaptic Wave - Active | White | 1 Rage
Deals 5% of the Dragon’s Modified HP as damage and freezes all towers within range for 1 second. Towers take an additional 50% damage from all sources after being frozen.
Spell Flux - Active | White | 2 Rage
Destroys target tower, focusing first on Mage Towers, and deals 3.8% of the Dragon’s Modified HP to nearby buildings of the target tower. Spell has a 1 second cooldown.
Overcharge - Active | Blue | 0 Rage
During the spell’s 5 second duration, the Dragon has 100% increased breath damage, 100% increased Rage generation, and heals for 12% of its modified HP whenever a tower is destroyed. Spell has a 7 second cooldown.
Fire Flak Resist - Passive | Yellow
Reduces damage from Fire Flak towers by 70%.
Bilge is a disable-oriented Warrior that depends on quick reaction time to succeed in battle. Bilge’s main spell is Synaptic Wave. When cast, Bilge damages and briefly freezes all nearby towers. In addition, any mid-air tower projectiles are also disrupted. Mage Tower Supershots and damaging tower attacks can be destroyed if players cast Synaptic Wave at precisely the right moment. Bilge relies on frequently casting Synaptic Wave to survive combat and take down a base.
Players need to carefully manage Bilge’s Rage resources to always ensure they have one cast of Synaptic Wave available. To help fuel the Dragon’s electrical onslaught, Bilge has Overcharge. When cast, Bilge gains increased Rage generation and breath damage, and the dragon will heal whenever it destroys a tower. Overcharge will generate a generous amount of Rage if the spell remains active for its full duration. Bilge fliers must avoid Mage Tower Supershots and Blue Mage auras to make the most of the spell. Spell Flux can be used to snipe Blue Mage towers from long range, removing their disruptive auras well before Bilge is affected.
The sharp fins of Sail-Drakes slice through water, giving them an incredible speed.
Saildrakes were long considered untamable and unruly. In recent times, however, as the wars of the dragon nobility have waged on, more creative dragon breeders have begun to raise these quick and fierce drakes.
Legendary Wind Hunter
Breeding Pair: Seraph and Evakhet
Desiccating Sand - Active | White | 1 Rage
Deals 10% of the Dragon’s modified HP as damage to all towers in a target area and prevents them from attacking or using Supershots. The disabling effect is removed when the affected towers take damage.
Ferocious Dive - Active | White | 2 Rage
Dragon cloaks briefly and rushes forward. The spell restores 20% of the Dragon’s modified HP on cast. Spell has a 5.5 second cooldown.
Ravage - Active | Blue | 0 Rage
Dragon deals 100% increased breath damage and heals the Dragon for 12% of its modified HP whenever a tower is destroyed. Spell has a 6 second cooldown.
Adaptive Flak Resist - Active | Yellow | 0 Rage
Change Flak Resist type on use and gain a small amount of Rage. Cycles through Dark, Fire, Ice, and Electro Flak Resist. Resists by 70%.
Marlis is a well-rounded Hunter that focuses more on disabling an opponent’s defenses than swooping in for the kill. Marlis wants to set up a base for any following dragons, allowing them to more liberally use their powerful spells without fear of Mage Towers and burst damage.
Marlis’s main spell is Desiccating Sand. When cast in a target area, any tower hit will be disabled and unable to attack or use Supershots. This disabling effect lasts between rounds, and is only removed if the affected tower takes damage. If any Mage Tower is hit by Desiccating Sand, its spell-blocking powers will also be disabled.
Marlis doesn’t possess the spell kit to brawl through multiple islands. Instead, they want to disable as many towers as possible and skip ahead before a real fight can break out. To accomplish this, Marlis has Ferocious Dive. When cast, Marlis will cloak and rush forward a fixed distance. While cloaked, Marlis is unable to take any actions, and cannot cancel the cloak before reaching the end destination.
Marlis wants to repeatedly loop Desiccating Sand and Ferocious Dive, disabling towers and then moving ahead to their next target. Should Marlis need access to some enhanced firepower, they can cast Ravage. When used, Ravage increases Marlis’s breath damage and causes them to heal whenever they destroy a tower. When flown well, Marlis can completely cripple an opponent’s base, leaving it vulnerable to your second dragon or a following teammate. Carefully choose your Sand targets that will most strongly impact the follow-up attack.
A scavenging dragon that hides in wetland reeds using its natural camouflage.
Briefly, amongst a noble court in Atlas, the most popular fashions utilized Daegons’ kelp-like feathers in their designs. Hunting parties were dispatched to the Wailing Marshes and began returning with more casualties as the malice of the Marsh Prowlers grew with each slain dragon carted back to court. As the death toll rose within the court, the fashions began to fade from favor, hopefully to never return.
Legendary Dark Sorcerer
Breeding Pair: Archon and Valens
Flash - Active | Blue | 1 Rage
While active, the Dragon dodges all non-beam tower attacks and flies 50% slower for the spell’s 4.25 second duration. Spell has a 3 second cooldown.
Marsh Bolt - Active | White | 1 Rage
Deals 2,500% of the Dragon’s attack power as damage to a small target area. Spell has a 2 second cooldown.
Prowl - Active | Blue | 1 Rage
When activated, immediately restores 3 Rage on cast. Dragon heals for 12% of its modified HP whenever a tower is destroyed in the spell’s 5 second duration. Spell has a 5 second cooldown.
Dark Flak Resist - Passive | Yellow
Reduces damage from Dark Flak towers by 70%.
Daegon’s spell kit lends itself more towards surgical destruction and precise target selection rather than the big, bombastic spell-slinging of other Sorcerers. Daegon wants to plan out its attack and choose which towers it will destroy in what order before precisely executing on that plan.
Daegon’s only destructive spell is Marsh Bolt. When cast, Marsh Bolt will heavily damage all towers in the small target area. Daegon can virtually destroy any tower at will. The challenge lies in keeping the Dragon alive long enough to take down the entire base.
Daegon’s main defensive spell is Flash. When cast, Daegon will dodge all incoming non-beam attacks, including Mage Tower Supershots. In order to enable Flash, Daegon should target any Blue Mage towers first.
To keep the Marsh Bolts flying, Daegon demands a lot of Rage. To meet this demand, Daegon has access to Prowl. When cast, Daegon immediately restores a large amount of Rage and the Dragon will heal whenever they destroy a tower. It is of the utmost importance to destroy any Blue Mage Tower on-sight. Daegon will simply not survive an island’s attacks if they cannot cast Flash or Prowl. Plan ahead, and always be aware of upcoming Blue Mage auras.