Spirit Wardens - Guide
Spirit Wardens – Dev Notes
Looking for a new way to keep your Castle safe? Good news - Spirit Wardens are new defense-only Units that protect your Castle and Units from attacks, including Sorcery Spells.
Spirit Wardens are your Castle's first line of defense. They engage enemy Units and Sorcery Spells before they reach your Castle, reducing the power of the incoming attack and preventing it from destroying your other Units.
Training Spirit Wardens
Spirit Wardens are available to players who have reached Level 15.
Training Spirit Wardens requires Gold, Iron, and Food. To start training them, go to the Town Hall and open the “Spirit Wardens” tab. You can also speed up the training process with Sapphires or Boosts.
Keep in mind that you are limited to how many Spirit Wardens can be at your Castle (including Training Queues) at any one time. To increase this limit, you must upgrade the relevant Spirit Warden Art.
Spirit Wardens - The Advantages
Spirit Wardens are cheaper and faster to hire than other Unit types, which means they are the most economical way of defending your Castle from attack. They are also a useful way from protecting your Castle against Sorcery Spells.
Spirit Wardens have a separate training queue, meaning that they will not disrupt the training of other Units.
Spirit Wardens are not displayed in Spy Reports, giving you the element of surprise over your enemies.
Spirit Warden Types
There are 5 types of Spirit Wardens, and each type has 2 Tiers.
- Divine Spirit Wardens (Tier I and Tier II). These defend against all Unit types and Sorcery Spells sent to attack your Castle.
- Infantry Spirit Wardens (Tier I and Tier II). These defend against Infantry Units and Sorcery Spells sent to attack your Castle.
- Cavalry Spirit Wardens (Tier I and Tier II). These defend against Cavalry Units and Sorcery Spells sent to attack your Castle.
- Occult Spirit Wardens (Tier I and Tier II). These defend against Occult Units and Sorcery Spells sent to attack your Castle.
- Bestiary Spirit Wardens (Tier I and Tier II). These defend against Bestiary Units and Sorcery Spells sent to attack your Castle.
Spirit Wardens will only defend their counterpart Units. For example, if you have Infantry Spirit Wardens and an enemy attacked you with only Occult Units, the Infantry Spirit Wardens will not take part in your Castle defense.
Tier II Spirit Wardens have identical base statistics to their counterparts. They can be upgraded further by discovering and upgrading Tier II Spirit Warden Lost Arts.
Fully upgrading the "Spirit Limit" Lost Arts for your Tier I and II Spirit Wardens will double the amount of Spirit Wardens you can station at your Castle.
In order to start training Tier II Spirit Wardens, you must first discover the relevant Tier II Spirit Warden Lost Art.
Each Spirit Warden has 3 main stats. These can be improved by discovering the respective Spirit Warden Arts:
Spirit Warden Defense
Spirit Warden Limit (the number of Spirits you can have at your Castle including Training Queues)
Spirit Warden Training Time
Spirit Wardens in Battle
Spirit Wardens will automatically defend your Castle during an attack. Only the required number of Spirit Wardens will take part in the defense, but those that do take part cannot be used again – a Spirit Warden can only engage an enemy once before being lost.
When you lose a Spirit Warden, you will have to train a new one to replace it, as they will not be sent to the Infirmary.
Spirit Wardens cannot be moved to your Catacombs, or sent as Reinforcements to other locations.
If you have both Spirit Wardens and Defensive Units stationed at your Castle, the defensive process will be split into two stages.
Stage 1: Your Spirit Wardens will defend against their counterpart Unit type(s) in an attack on your Castle. Any Spirit Warden used to defend against an attack will be lost.
Stage 2: The remaining enemy Units will fight against the other Units you have stationed at your Castle.
Bonuses that increase the defensive stats of other Units will not apply to Spirit Wardens.
During an attack, Unit-specific Spirit Wardens will defend before your Divine Spirit Wardens. For example, your Castle has both Divine and Bestiary Spirit Wardens, and an incoming enemy attack includes both Bestiary Units and Occult Units. The Bestiary Spirit Wardens will defend first and inflict damage on the enemy Bestiary Units. After that, the Divine Spirits will begin inflicting damage on the rest.
Spirit Wardens and Sorcery Spells (Wrath of Weor)
All Spirit Wardens can defend against Sorcery Spells.
If a Sorcery Spell’s power exceeds the combined power of Spirit Wardens active at the Castle, then all of the Spirit Wardens will be lost. The remaining power of the Sorcery Spell will be inflicted on your other Units.
If the Sorcery Spell’s power is less than the combined power of the Spirit Wardens, the Sorcery Spell will inflict some damage to the Spirit Wardens (some will be lost). The Sorcery Attack is then classified as “unsuccessful”.
Remember to upgrade your Spirit Wardens by upgrading Spirit Warden Arts to get the best results. Share this knowledge with your League to better defend against your enemies.
Good luck!