Unchained dragons are unleashed!

Unchained & Onslaught Unleashed

Unchained Season Promo

In the time of Frozen Chaos, the elements spiraled out of control, before falling into a new order under the rulership of the new Mantle bearers. But in this time in which Atlas looks ahead to a new era, it seems that some have forgotten to look back…

The Ancient Prison off the shores of the Fire Fields has been nothing more than an unsightly sea-stranded rock for centuries now. There are no wardens, no guards, and certainly no visitors. But there are still inmates. There have always been inmates.

Abandoned to their eternal sentence, the dragons of the Ancient Prison have had nothing but cold iron and memories of a long-gone world to keep them company. Yet they still feel the turning of the seasons, and the thrumming promise of something having changed around them. Many times has hope sparked in the hearts of these dragons, and then petered out in a feeble cycle. But this time, it will take hold - this time, they will get to see the new world.

The chains that have held strong for centuries are about to become unbound, and with it a flock of dragons arrive to seize a new life for themselves. Is there room for them in a world that was content to forget their existence? Or will they continue to be punished for scarcely remembered crimes? These questions will only be answered when the dragons of the prison are Unchained at last.

Unchained Season Updates

Season Updates

The Unchained season introduces a new structure that will allow players to choose their preferred dragon branch and “Ascend’’ any of the three Ascending dragons from Legendary to Mythic. Here’s the TL;DR so you know what you’re about to get into this season.

Key Highlights

  • 3 dragons that start out as Legendary can be Ascended to Mythic tier
    Players can choose which Ascending dragon branch (Avernic, Krygant, or Barbend) they want to be 50% off. The 50% off will be in the form of sigil rebates found in the dragon lines, and will last for the first two weeks of the season.
  • Players can also choose a half-cost dragon branch (Tiallos) that is light on resources, keys, and ascension tokens but provides players with evolution stones required to obtain a maxed legendary.

Dragons, Branches, and Prize Updates

The first big update for this season is that Wave 1 will consist of three Ascending dragons and one traditional legendary dragon. The three Ascending dragons start out as Legendary and can be ascended to mythic. The costs to ascend a dragon to Mythic will be the same as acquiring a Mythic before: acquire 20 season keys to unlock the dragon’s Mythic branch. However, you will now claim a node with an “Ascension Stone”, then use that on the dragon while in the roster screen to ascend to Mythic and unlock more power, unique spells, and upgraded artwork. We really wanted to help you strengthen your dragon army this season, especially after these dragons have finally broken free!

In addition, since we know that everyone has a preferred dragon class, we are now allowing you to choose any one of three ascending dragon branches as your own 50%-off discount branch for the first two weeks of the season. This is done by using “rebate” nodes in the branch that give you back half of the sigils you spent. There will be a rebate node after every evolution stone node. Once you claim one of the discounts in one branch, you will not be able to claim it in the other two branches. In this way, you can effectively choose which branch is discounted. Start the Unchained season right by earning the dragon you want right away!

Here’s how it works:

The major branches will contain 6 season keys each, while the Mission Boost branch will contain 1 season key and the Tiallos branch will contain 2 season keys. The Cosmic Orrery branch will contain 2 season keys. The Festive Dragon branch will contain 3 season keys. 20 total keys are required to unlock your choice of either Mythic Dragon.

  • This Season, the Ascending Dragon branches (Avernic, Krygant, Barbend) will require 39.0k Sigils to complete each line.

  • The Base Boost branch will require 39.0k total Sigils to complete (50% discount for the first two weeks).

  • The Cosmic Orrery branch will require 15k total Sigils to complete and contain 2 season keys

  • The resurrection branch will require 39k Sigils to complete and contain 6 season keys

  • The champion riders branch will require 39k sigils and contain 6 season keys

  • The Tiallos legendary dragon branch will require 19.5k sigils and contain 2 season keys

Branches

Wave 1

  • Women’s History month free portraits giveaway [Going live on 3/3/22]
  • Avernic Branch (Ascending Dragon) [Going live on 3/3/22]
  • Krygant Branch (Ascending Dragon) [Going live on 3/3/22]
  • Barbend Branch (Ascending Dragon) [Going live on 3/3/22]
  • Tiallos Branch (Legendary Dragon) [Going live on 3/3/22]
  • Base Boost Branch (50% off in Sigil for the first 2 weeks) [Going live on 3/3/22]
  • Mission Boost Branch [Going live on 3/3/22]
  • Frozen Chaos Redemption Branch [Going live on 3/3/22]
  • Frozen Chaos Leaderboard Branch [Going live on 3/3/22]
  • Cosmic Orrery Branch [Going live on 3/3/22]

Wave 1.5

  • Spell Rider Branch [Going live on 3/16/22]
  • Tower levels 138-140 [Going live on 3/16/22]
  • Electrum Tower Branch (20% boosted values) [Going live on 3/16/22]

Wave 2

  • Resurrection Branch [Going live on 3/30/22]
  • Trading Post [Going live on 4/6/22]

Wave 2.5

  • Oculus Tower Branch [Going live on 4/13/22]
  • Champion Riders [Going live on 4/20/22]
  • Monarch Tier mythics [Going live on 4/27/22]
  • Limited Time Branch (Dragon skins) [Going live on 4/27/22]

Wave 3

  • Festive Dragon Branch [Going live on 5/4/22]
  • Limited Time Rune / Glyph Branch [Going live on 5/25/22]

Tiallos - Tremor Beneath the Sea

Even shackled in the deepest trenches, Tiallos shakes the earth with its thrashing.

Legendary Earth Invoker

Spells

  • INVOKE: Abyss - Passive | Yellow | 0 Rage

Deals 2500% of dragon’s attack power as damage to all towers in a small target area.

  • CURRENT - Active | Blue | 1 Rage

Dragon cloaks and slows down to 25% of its flying speed. Duration: 2.5s, Cooldown: 1s.

  • ISLANDMAKER PARENT

Cycles between 1 use of Islandmaker and 1 use of Islandmaker: Unchained.

  • ISLANDMAKER - Active | White | 1 Rage

Freezes nearby towers for 4 seconds and makes tower take 100% more damage from all sources. After one use, enables a cast of Unchained version. Duration: 0, Cooldown: 3s.

  • ISLANDMAKER: UNCHAINED - Active | White | 1 Rage

Afflicts all nearby towers with a damage over time effect for 6% of the dragon’s HP dealt each second for 6 seconds. Cooldown: 3s.

  • TSUNAMI - Active | Red | 1 Rage

Grants 2 rage on casting. The dragon deals 15% of its maximum HP in damage to nearby towers and restores 15% of its maximum HP. Grants 0.5 seconds of invincibility. Cooldown: 5s

Runes and Glyphs

rune1

Design Intent and Strategy:

Much like how an unexpected earthquake can cause a chain reaction of natural disasters, Tiallos patiently leaves many towers intact until knocking them down like dominoes.

A majority of Tiallos’s power lies in widespread Area of Effect attacks that can debilitate entire islands at a time. The most straightforward of these is Tsunami, which will both damage all towers around Tiallos and heal the dragon. On top of that, Tsunami provides a net gain in rage, helping to fuel the rest of Tiallos’s spell sequence.

The climax of this sequence is Islandmaker. Each cast of this spell alternates between Islandmaker’s chained and Unchained form. On its first cast, Islandmaker will freeze all nearby towers on the island for a short duration. This helps protect Tiallos from aggression that it would otherwise have a difficult time recovering from. Towers affected will also become more vulnerable to damage from all sources. This is particularly important on the following cast of Islandmaker: Unchained. This empowered version of Islandmaker will deal massive damage over time to all nearby towers in addition to making them more vulnerable to damage. If triggered successfully, the damage from Islandmaker: Unchained can take out several towers at once.

While the overall damage potential of this combo is high, Tiallos needs the help of its other spells to pull it off. The most important of these is its invoker ability, Invoke: Abyss. This will let it immediately destroy towers in a small area. This is Tiallos’s only reliable form of single target damage, so it is absolutely necessary to prioritize targets that can interfere with Tiallos’s other spells, like Mage Towers and shielding towers. Like most Invokers, Tiallos is most vulnerable while reloading, so its final spell, Current, will allow it to bide its time until it can take out another target.

The best thing one can do to fly Tiallos well is find ways to maximize its damage output - between Current and the freezing effect of Islandmaker, Tiallos’s defenses are difficult to break. But if Tsunami or Islandmaker: Unchained fails to land, then Tiallos may not be able to destroy towers fast enough to prevent itself from being overwhelmed.

Even compared to the other inmates of the Ancient Prison, Tiallos has endured a particularly isolating imprisonment. Chained to the ocean floor, Tiallos writhed and roared begging for release, but though its pleas shook the earth, no one would descend to free it.

Portrait:


Avernic - Cursed Conduit
Feared not for what it has done, but what might emerge from it.

Mythic Fire Sorcerer

Spells

  • ARCANIST PARENT - After 1 use of Arcanist, permanently switches to Arcanist: Unchained.

  • ARCANIST - Active | White | 3 Rage

The dragon flies at 25% speed, dodges all projectiles, and deals 10% of its maximum HP in damage to nearby towers each second for 3 seconds. Duration: 3s, Cooldown: 1s.

  • ARCANIST: UNCHAINED - Active | White | 0 Rage

The dragon flies at 25% speed, dodges all projectiles, and deals 8% of its maximum HP in damage to nearby towers each second for 3 seconds. Duration: 3s, Cooldown: 1s.

  • INFERNAL BURST - Active | White | 1 Rage

The dragon deals 500 times its attack power in damage to the target. Cooldown: 4s.

  • HELLISH PORTAL - Active | Blue | .5/s Rage

The dragon loses 0.5 rage per second, but receives 100% damage reduction.

  • INFERNAL ABSORPTION - Active | White | 1 Rage

The dragon gains 2 rage immediately and heals for 20% of its max HP upon destroying towers during the spell’s duration. Duration: 5s, Cooldown: 6s.

rune2

Legendary Fire Sorcerer

Spells

  • ANOMALY PARENT - After 1 use of Anomaly, permanently switches to Anomaly: Unchained.

  • ANOMALY - Active | White | 5 Rage

The dragon flies at 25% speed, dodges all projectiles, and deals 12% of its maximum HP in damage to nearby towers each second for 2 seconds. Duration: 2s, Cooldown: 3s.

  • ANOMALY: UNCHAINED- Active | White | 1 Rage

The dragon flies at 25% speed, dodges all projectiles, and deals 4% of its maximum HP in damage to nearby towers each second for 2 seconds. Duration: 2s, Cooldown: 3s.

  • CHAOS BURST - Active | Red | 1 Rage

Shoots 1 shot at 1 target. The projectile chooses one of the available towers at the same chance and deals 99% Dragon HP as damage. Duration: .5s, Cooldown: 4s.

  • EERIE PORTAL - Active | Blue | .5/s Rage

The dragon loses 0.5 rage per second, but receives 100% damage reduction…

  • CHAOS ABSORPTION - Active | White | 1 Rage

The dragon gains 2 rage immediately and heals for 20% of its max HP upon destroying towers during the spell’s duration. Duration: 5s, Cooldown: 6s.

Runes and Glyphs

rune3

Design Intent and Strategy:

This dragon summons its power from an ominous and chaotic dimension, and its playstyle reflects its volatile potential. A kit of rage intensive but explosive spells makes Avernic the perfect dragon for fliers who like to have climactic clashes against their foes.

Avernic’s signature spell, Arcanist, is both its greatest strength and its greatest weakness. On its first cast, it comes with a steep rage cost, but allows Avernic to dodge projectiles while dealing enough damage to decimate an island. After this first cast, the spell becomes Arcanist: Unchained - this upgraded form has less destructive power and shorter duration, but costs less rage and can be cast frequently.

To cover the gaps in its defenses when Arcanist is on cooldown, Avernic can protect itself with Hellish Portal. The spell can be toggled on and off to negate damage at will, but it will swiftly drain rage while active. To ensure that Hellish Portal never depletes Avernic’s rage too much, the spell Infernal Absorption can grant an immediate boost to rage. Furthermore, it grants Avernic healing for any towers destroyed while Infernal Absorption is active. Through careful balance of these abilities, Avernic will be able to keep itself healthy throughout tough bases.

Other than the waves of damage dealt by Arcanist, Avernic’s primary offensive tool is its projectile, Infernal Burst. This is a fast and reliable way to take out high priority targets that might debilitate Avernic.

The key to successful battles with Avernic is to be active in managing its rage and health. Be swift to turn off Hellish Portal when you don’t need it, and when you go on the offensive, time your Infernal Absorptions with your finishing blows to maximize the healing received.

Avernic was once an ordinary dragon, but after being tricked by an alchemist into taking a strange concoction, a mysterious portal opened up on Avernic’s body. Avernic tried its best to control the strange forces spewing from it, but the fear of the dragon lords was so great that they locked Avernic in the Ancient Prison.

Portrait:


Krygant - Horrific Experiment
The ghastly result of granting life to ice sculpted by a magician’s ego.

Mythic Ice Warrior

Spells

  • BEHEMOTH/BEHEMOTH: UNCHAINED - Active | White | O Rage

When activated it starts with its chained effect - the dragon’s attack is increased by 100%, and it heals 1% of its modified max HP each second. Then, when the dragon has been hit by 5 projectiles, the spell becomes Unchained: the dragon will heal an additional 1% of its max HP every second for the rest of the battle. Passive: restores 0.2 rage on destroying buildings. Duration: Infinite.

Perch attacks count towards the projectile count. Beam attacks (like from Pylons, fire/ice turrets, and storm towers) do not.

This spell cannot be disrupted by Ice Flaks.

  • PERMAFROST - Active | White | 1 Rage

The dragon slows down by 50% and cannot be hit by tower attacks for the duration of the spell. May still attack and cast spells. Duration: 3s, Cooldown: 1.

  • GLACIAL SHEETING - Active | White | 1 Rage

The dragon gains 40% of its modified attack for the rest of battle with each use. All stacks are removed when hit by Ice Flak supershots. Duration: 0s, Cooldown: 4s.

  • VANISHING ICE SPIRE - Active | White | 1 Rage

The dragon deals 500 times its modified attack power in damage to the selected area. Can only be used 7 times in a battle. Duration: 0s, Cooldown: 3s.

Legendary Ice Warrior

Spells

  • GIANT/GIANT: UNCHAINED - Active | White | O Rage

When activated it starts with its chained effect - the dragon’s attack is increased by 100%. Then, when the dragon has been hit by 20 projectiles, the spell becomes Unchained: the dragon’s attack returns to normal and the dragon will heal 1% of its max HP every second for the rest of the battle. Passive: restores 0.2 rage on destroying buildings. Duration: Infinite.

Perch attacks count towards the projectile count. Beam attacks (like from Pylons, fire/ice turrets, and storm towers) do not.

This spell cannot be disrupted by Ice Flaks.

  • THICK ICE - Active | White | 1 Rage

The dragon becomes invincible for the duration of the spell. Duration: 3s, Cooldown: 1.

  • ICE SHEETING - Active | White | 1 Rage

The dragon gains 40% of its modified attack for the rest of battle with each use. Ice Flak supershots remove all stacks. Duration: 0s, Cooldown: 4s.

  • VANISHING ICICLE - Active | White | 1 Rage

The dragon deals 500 times its modified attack power in damage to the selected area. Can only be used 7 times in a battle. Duration: 0s, Cooldown: 3s.

Runes and Glyphs

rune5

Design Intent and Strategy:

Krygant is an artificial golem made of ice which lets nothing stop it from its purpose: the certain destruction of its foes. This Warrior dragon starts out battles weak, but if it flies for long enough it will accumulate power that can tear through the most formidable of bases.

This continual growth of Krygant’s power is made possible through its unique ability, Behemoth. It can be activated at no cost at the beginning of a flight, and remains active for the rest of battle. In addition to granting rage upon destroying buildings, it gives a significant temporary attack boost as soon as it is used. However, the power of Behemoth is only Unchained after Krygant has been hit by a certain number of projectiles. At that point, Behemoth will gradually heal Krygant for the rest of the battle, greatly increasing its survivability.

To meet its offensive needs, Krygant increments its attack power using Glacial Sheeting. This spell will permanently increase Krygant’s damage by a significant amount with each use. With sufficient stacks of Glacial Sheeting, Krygant can destroy towers quickly and easily. Between Behemoth supplementing its defenses and Glacial Sheeting providing scaling offense, Krygant can be a true monster when given enough time to prepare.

To help it achieve this massive power spike, Krygant’s remaining spells offer it tools that let it survive when it is weakest. Permafrost is a defensive spell that will protect Krygant from damage while allowing it to still cast spells and attack. This damage mitigation is particularly crucial while Behemoth’s healing is still unavailable. Vanishing Ice Spire is a low cooldown projectile strong enough to destroy almost any tower, but has a limited number of uses in a single battle. Use it to instantly eliminate dangerous towers until Krygant’s breath becomes powerful enough to destroy towers quickly.

To get the most out of Krygant, you must use your resources wisely over the course of battle. Early on, this means retaining as much rage as possible to enable frequent casting of Glacial Sheeting. It also means judging when it is safe to take hits from projectiles to get closer to activating Behemoth. In this early stage of the battle Mage Towers are very dangerous - they can set back Krygant’s momentum, leaving it unable to clear islands further on in the base. Other towers to watch out for are the Oculus Tower and Ice Flaks - the former will render the healing from Behemoth far less effective, and the latter can completely remove stacks of Glacial Sheeting. It is critical to either remove these towers with Ice Spires or use Permafrost to avoid their super shots.

Krygant is known to have been a mere tool of the mage who created it, but even though its master is long gone, the golem dragon still ambles about as though it is waiting for something. It was kept in the Ancient Prison in case it tried to assist its wicked creator, but it’s shown no signs of violence or even concern. If Krygant has thoughts or desires of its own, its mask-like face has never betrayed them.

Portrait:


Barbend - Companion to Pain

Its muzzle keeps it from speaking - but its eyes make no secret of its dark designs.

Mythic Dark Hunter

Spells

  • SAVAGERY PARENT - Active| White | 0 Rage

Cycles between one use of Savagery and one use of Savagery: Unchained.

  • SAVAGERY - Active| White | 1 Rage

Cast upon a target area. Disables targets in area for duration until it is damaged. Duration: 12s, Cooldown: 0.

  • SAVAGERY: UNCHAINED - Active| White | 0 Rage

Increases breath damage by 200% of modified attack. Duration: 4s, Cooldown: 2s.

  • MADDENING ARMOR - Active | White | 1 Rage

Dragon slows down by 50% and cannot be hit by tower attacks for 4 seconds. Ammo generation rate increased by 150%. Duration: 4s, Cooldown: 0.

  • CHANNELED FEROCITY - Active | White | 1 Rage

The dragon’s breath attack uses 75% less ammo. Duration: 5s, Cooldown: 4s.

  • DETERMINED RESOLVE - Active | White | 0 Rage

Gains 2 rage on cast. The dragon heals for 30% of its modified max HP upon destroying towers while spell is active. Duration: 4s, Cooldown: 5s.

rune6

Legendary Dark Hunter

Spells

  • AGGRESSION PARENT - Active| White | 0 Rage

Cycles between one use of Aggression and one use of Aggression: Unchained

  • AGGRESSION - Active| White | 1 Rage

Cast upon a target area. Disables targets in area for duration until it is damaged. Duration: 12s, Cooldown: 0.

  • AGGRESSION: UNCHAINED - Active | 0 Rage

Increases breath damage by 200% of modified attack Duration: 4s, Cooldown: 2s.

  • TORMENTING ARMOR - Active | Blue | 1 Rage

Dragon slows down by 50% and cannot be hit by tower attacks for 4 seconds. Ammo generation rate increased by 150%. Duration: 4s, Cooldown: 0.

  • FERAL INSTINCTS - Active| White | 1 Rage

The dragon’s breath attack uses (75)% less ammo. Duration: 5s, Cooldown: 4s.

  • DESPERATE RESOLVE - Active | White | 0 Rage

The dragon gains (2) rage immediately and heals for 30% of its modified max HP upon destroying towers during the spell’s duration. Duration: 4s, Cooldown: 5s.

Runes and Glyphs

rune7

Design Intent and Strategy:

Barbend is a vicious creature that eviscerates towers in a flurry of attacks. There is no time for hesitation if you are flying Barbend - you either overwhelm your opponents with violence, or you take serious damage from acting too slowly.

Barbend’s typical attack sequence begins with its signature spell, Savagery. On the first cast, Savagery will disable towers in the target area for a moderate duration. The spell then transforms into its Unchained version; on the next cast, Savagery: Unchained drastically increases Barbend’s attack power. The spell will continue alternating between the Chained disabling effect and the Unchained boosting effect.

To maximize its damage output, Barbend can activate Channeled Ferocity to reduce its consumption of ammo. This lets it launch a sustained barrage of empowered attacks without wasting time to reload.

When empowered by Savagery: Unchained and Channeled Ferocity, Barbend is a massive threat, but like other Hunters, it is fragile. To find opportunities to launch its assault, Barbend must use its cloaking spell, Maddening Armor, to evade dangerous super shot attacks from towers. Furthermore, while under its effects, Barbend will regenerate ammo more quickly.

Barbend’s spells are rounded out with Determined Resolve, which immediately gives Barbend two rage and will heal it for any towers destroyed during its duration. Frequent casting of Maddening Armor will take a toll on rage, and while Barbend is on the offensive it is defenseless, so correctly timing Determined Resolve is critical to make sure that Barbend always has sufficient rage and health to complete its combo.

Flights with Barbend will be most successful when the flier is decisive and uses their spells in quick succession to maximize the duration for which they overlap. Determined Resolve is particularly crucial to the dragon’s long term success- if it is not active when Barbend finishes towers, Barbend’s survivability greatly decreases. It is also important to try and cast Savagery: Unchained as soon as possible after it is available, so that Barbend is ready to disable towers once again with the Chained form of Savagery.

Even though Barbend has finally escaped the Ancient Prison, it could not escape its welded iron muzzle, or its painful barbed armor. Centuries of suffering have left nothing behind this dragon’s eyes but profound anger and a thirst for retribution.

Portrait:

36 Likes

BEST. SEASON. EVER!!! :partying_face::raised_hands:t2::fire::dragon:

Also, I love love love the Tiallos portrait! :heart_eyes:

image

18 Likes

While I’m still digesting this new information, overall-- it seems like really neat changes!

Pros:
-I like how the Tiallos branch can still be utilized at 50% off for players who may not be as active enough to get a full mythic.
-I like how we could technically get multiple dragons to help with our roster and then whichever we like the most we could upgrade to mythic (kinda allows us to test first (but would be extremely costly if I understand correctly).
-Allows everyone to be excited for their dragon choice (mythic) every season. (Except for invoker lovers, I suppose.)
-Really appreciate the season overview so planners can plan! :nerd_face::blue_heart:
-Women’s day portrait! Yay! You guys are listening for those real world opportunities to make more portraits! :hugs:

Cons:
-I won’t be using the portraits (but the Krygant portrait is awesome artistically!! :heart_eyes:)
-Selecting your mythic in the first two weeks sucks when there is really no great examples/info/reviews yet. This is a big con.

13 Likes

lets-go-the-rock

Btw Avernic is mine :face_in_clouds::heart_eyes:

9 Likes

Exactly how I feel! :laughing::raised_hands:t2::tada:

5 Likes

Really great season this :raised_hands:t2:

10 Likes

Like the change up. Lets see how viable the dragons are though.

3 Likes

Very excited to see how this goes, thanks for the fresh ideas!

3 Likes

:partying_face::partying_face::partying_face::partying_face:This spring will be very Interesting.

2 Likes

The lines went to 39k sigils last season, so for those going for mythic in the first two weeks, they are still spending the same but can now test both for which they would prefer as the mythic.

Overall, I am excited for the new content! Will hold criticism for later! Let’s get excited about some fresh ideas!

6 Likes

Hey all, this thread was closed out so that you can all discuss the new season here. Let us know what you think!

9 Likes