Vortex
The Wind’s special. For 10 s it deflects enemy arcing shots and extends your Gusts.
How to use it
You cast the Vortex on itself: one tap on its button in the specials column and it goes, without choosing an area. For 10 s it covers a circle with a radius of 5.25 cells. An enemy arcing shot that aims inside the circle, or that passes over its center halfway, misses. Your Gust Towers inside the circle shoot 1.5 cells farther. It recharges in 50 s. Like every special it needs two Wind lights that cross: see Steles and light.
Strengths and weaknesses
Strong
- It cancels a siege of Mortars the moment it arrives.
- In skies that help the Wind it recharges twice as fast.
Weak
- It doesn’t last long: cast it when the shots are already in the air.
- It doesn’t stop direct shots or lightning.
Counter
Wait for it to end. If your opponent has just cast their Vortex, you have 50 s before the next one. Specials aren’t deflected.
Relations
Generated from the game’s tables and from how the computer plays.
- Deflects: Hail Mortar.
- Extends: Gust Tower.
With the weather
See also
- Protects from
- Hail Mortar
- Acts on
- Hail Mortar
- Helps
- Gust Tower
- Element
- Wind (element)
- Takes light from
- Stele of Wind
- Mentioned here or mentioning this page
- Against every element · Specials · Steles and light · The opponent · Towers and targets
What’s new
- v24 Four great miracles, one per God: Cloud Tide, Night of Bolts, Joining Vortex, Long Noon. You get only one per match, from the fifteenth minute, with the temple at the third stage. Everyone sees them coming 20 seconds early. They are in the miracles panel, under the others.
- v16.1 Above a tower shortened by the sky, or stretched by one of your Vortexes, a sign with two circles appears.