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Battlefield V - Update 5.2
![]() | Hi folks, submitted by PartWelsh to BattlefieldV Our next update to Battlefield V delivers even more fixes, changes and improvements as our War in the Pacific continues - arriving on Wake Island later this month. We’re also pleased to confirm that Community Games will launch as part of Update 5.2. This feature launches later this month, where you’ll be able to create your own playlist of your favorite maps and modes, invite your friends and play Battlefield V your way. Below, we’ve detailed all of the changes that we’re making with this update, including insight on the new damage values affecting gunplay at long ranges. We’ve performed a large rebalance across the majority of weapons, ensuring that there’s now a better variety of options to help suit different styles of gameplay for each class. On behalf of the teams at EA DICE, we want to thank everyone for their support across 2019 and the thousands of hours of feedback that you’ve shared with us. We’re grateful for your support and look forward to seeing you on the Battlefield in the New Year. Freeman // PartWelsh Battlefield Community Manager What’s New?
Releasing later in December
https://preview.redd.it/hmcw1ulhim241.png?width=1920&format=png&auto=webp&s=efb39a9e36a8c26420ffd2c305e117a43de9f374 What’s Changed?Weapons, Gadgets, and Specialisations
Balance Changes With this update, we're continuing our work on weapon balancing across the game, and with this update we're focused on addressing the damage values of weapons over range. Note: Bolt Action Carbines, Sniper Rifles, and Anti-materiel Rifles have not been adjusted as part of this update. These have been addressed earlier in the year across previous updates, and we'll continue to review these Weapon Classes following these next set of changes. SMGs SMGs will primarily receive heavy damage reduction at long range. Close range damage is only reduced on some very fast-firing SMGs. This strengthens their general role as close range weapons. Some SMGs have seen revisions to their existing damage model in a way that allows them to favor long range damage over close range performance, giving medics more tools for ranged engagements. Close Range SMGs Weapons: Suomi KP/-31, M1928A1, MP28, ZK-383 when paired with its ROF Boost Specialisation Damage: 5-13 BTK Effective Range: 0-15 m Spawn ammo target: 150-180 Rather high rate of fire. Reduced damage per shot and fast damage dropoff. Balanced SMGs Weapons: ZK-383, MP40, STEN, EMP, Type 100 Damage: 4-11 and 5-12 BTK for the Type 100 Effective Range: 0-20 m Spawn ammo target: 150-180 SMGs with extended drop-off. Easy to use at the cost of lower ROF. Generally good handling that does not impact ranged performance. AR-SMGs Weapons: MP34, MAB38 Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 150-180 SMGs with reduced damage drop-off at the cost of lower damage output at close range. Allows Medics to get extra range on open maps. Assault Rifles Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs. The M1907 SF has been revised so that it’s now treated like an SMG in order to ensure that Assault keeps a good option for close range gunplay. Ribeyrolles Damage: 5-7 BTK Effective Range: 15-40 m Spawn ammo target: 150 AR with a low ROF and reduced magazine capacity. Improved damage at long range. StG 44 Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 150 AR with good damage per shot and accuracy. Increased ROF and magazine capacity help at shorter distances. Sturmgewehr 1-5 Damage: 6-9 BTK Effective Range: 10-30 m Spawn ammo target: 180 AR with higher ROF and reduced damage per shot. M1907 SF Damage: 5-13 BTK Effective Range: 0-15 m Spawn ammo target: 160 High ROF AR with increased damage up close and fast damage dropoff. Allows Assault to attain SMG style gameplay. Breda M1935 PG Damage: 5-6 BTK Effective Range: 20-50 m Spawn ammo target: 140 Hard hitting burstfire AR. ROF is rather low, as is damage drop-off. Best used at some distance. LMGs Changes affect both minimum and maximum damage roughly equally, reducing close range performance more than long range performance when compared to SMGs, The FG42 and LS26 are treated like SMGs so that Support maintain options for good close range weapons. Flat damage is applied for the Madsen in order to keep it as a good ranged LMG option, while being very weak at close range. Balanced LMGs Weapons: KE7, Bren Gun, Lewis Gun Damage: 5-8 BTK Effective Range: 10-30 m Spawn ammo target: 180 LMGs with low to medium ROF. Decent damage per bullet give it similar effective range as the High ROF LMGs. CQB LMGs Weapons: LS/26, FG-42 Damage: 4-11 (LS/26) and 5-13 BTK (FG-42) Effective Range: 0-15 m Spawn ammo target: 180 Medium to fast firing LMGs with good damage in close range. Fast damage dropoff limits effective range. Handling is not an issue for the distances the weapon is designed to be good at. Ranged LMGs Weapons: Madsen MG Damage: 6 BTK Effective Range: >20 m Spawn ammo target: 200 Highly accurate and controllable LMGs with a very low ROF. Constant damage per bullet has them unable to compete at close range, but very strong at longer ranges. MMGs Less recoil adjustments are expected here in order to keep on using it for range limiting, since damage alone won't do at 1200 rpm. Bullet changes put the focus on very short range or weakness at close range traded for better ranged capabilities. Close Range MMGs Weapons: MG 42, VGO Damage: 5-13 BTK Effective Range: 0-20 m Spawn ammo target: ~200 Very fast firing MMGs with good start damage, but fast drop off. Handling needs to limit range further, as the damage drop off alone is partially offset by the high ROF and large magazine capacities for MMGs. Balanced MMGs Weapons: MG 34, S2-200, M1922 MG Damage: 6-9 BTK Effective Range: 10-30 m Spawn ammo target: ~200 Medium to fast firing MMGs with lower start damage, but gentler dropoff. Ranged MMGs Weapons: M1919A6 Damage: 5-8 BTK Effective Range: 20-50 m Spawn ammo target: ~200 Medium ROF MMG with good damage per bullet and gentle dropoff. Not the best up close, but good handling and damage dropoff give it better range than other MMGs. Semi Auto Rifles Tweaks are heavily dependent on the specific weapon. Performance is generally reduced at all ranges, but ranged performance should remain above average for most SARs. M1A1 Carbine Damage: 4-6 BTK Effective Range: 10-50 m Spawn ammo target: 90 Good magazine capacity, fast reload, very high rate of fire and low recoil. Ag m/42 Damage: 4 BTK Effective Range: >15 m Spawn ammo target: 90 With its fixed, decent damage and medium ROF, it can take care of enemies at any range quickly if landing headshots. Recoil is low, but low magazine capacity and damage per bodyshot make it unattractive if not going for headshots. Gewehr 1-5 Damage: 3-6 BTK Effective Range: 0-30 m Spawn ammo target: 90 Medium ROF and good maximum damage make it very good for closer ranges when combined with its big detachable magazine. Turner SMLE Damage: 4-5 Effective Range: 15-50 m Spawn ammo target: 90 Fast firing SAR with medium damage per bullet. Not good at close or very long range, but the in between. MAS 44 Damage: 4-5 BTK Effective Range: 15-50 m Spawn ammo target: 90 Has a longer reload but slightly less recoil and faster bullets make it a bit easier to use. Heavy Hitting SARs Weapons: M1 Garand, Karabin 1938M, Gewehr 43, Selbstlader 1916 Damage: 3-4 BTK Effective Range: 20 m and beyond Spawn ammo target: 70 Rather slow firing SARs with good damage per hit and ranged capabilities. Recoil is balanced around magazine capacity and reload, with the M1 Garand coming in very low. Self-Loading Rifles Changing damage is not viable on SLRs. Adjustments made via reduced ROF. Aggressive SLRs Weapons: Model 8, RSC Damage: 2-3 BTK Effective Range: 10-50 m Spawn ammo target: 60 Slow firing semi automatic rifle with a very strong bullet. Damage drops off at long range.. At closer distances, they can keep up with regular SARs, but are less forgiving. Long Range SLRs Weapons: ZH29, Selbstlader 1906 Damage: 2-3 BTK Effective Range: 30 m and beyond Spawn ammo target: 50 Very slow firing semi automatic rifles with an extremely powerful bullet. They can keep up with or even beat the heavy hitting semi SARs, but are less forgiving to use due to their ROF. Shotguns Reduced one hit kill range for all ammo types. Around 2 meters less. 12g Automatic Effective Range: 8 m (base buckshot) Spawn ammo target: 35 Fast-firing semi automatic shotgun with a rather low effective range. M1897 Effective Range: 9 m (base buckshot) Spawn ammo target: 35 Slow firing pump-action shotgun with increased effective range. M30 Drilling Effective Range: 10 m (base buckshot) Spawn ammo target: 30/15 Triple barrel combination gun. The two buckshot barrels can be fired in quick succession and have the best effective range of all shotguns. The rifle barrel fires a unique bullet that is different from slugs in that it can always kill with a headshot. Pistol Carbines Mainly reduced damage with increased ROF. P08 Carbine Effective Range: 0-20 m Spawn ammo target: 160 Very fast firing carbine with a generous magazine. Trench Carbine Effective Range: 0-20 mSpawn ammo target: 160Very fast firing carbine with a massive magazine. Bolt Action Carbines Spawn ammo target: 50 No further changes have been made. Sniper Rifles Spawn ammo target: 40 No further changes have been made. Anti-materiel Rifles Spawn ammo target: 30 No further changes have been made. Soldier
Vehicle Damage Changes
General Vehicle Changes
Maps and Modes
Outpost Game Mode Improvements
UI & Others
Spotting changes:
Minimap readability:
PC Specific Improvements
Xbox Specific Improvements
PlayStation 4-Specific Improvements
Our Updates may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates https://preview.redd.it/9q7kgva1jm241.jpg?width=1280&format=pjpg&auto=webp&s=7975b41fd3dccbbb5c4193aecfc8e99320a474b2 Player feedbackAs always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord.Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum. You can also reach out to our Battlefield Community Managers on Twitter if you have any further topics that you would like us to write about in future blog posts. You can reach them on Twitter @PartWelsh and @Braddock512. Edit: Estimated Update Sizes are below! PC - 12GB PS4 - 6.7GB Xbox One - 7.3GB |
Clash Royale: 40 New Cards (Royal Queen, Digger, Wingmaiden, and More) + 5 New Arena Ideas (Queen’s Gambit, Elite Island, and More)
All arenas contain 8 Cards, which consist of 4 Troops, 2 Spells and 2 Buildings, as well as 2 of each rarity.
Feel free to comment below what your favourite card is if you want.
Queen’s Gambit - 3600 Trophies
Donations: 40/4/4Haste - 1 Elixir (Common)
Radius: 3.0
Duration: 6.3sec
Speed Increase: 25%
A weakened Rage Spell that only increases the speed of troops.
Jester - 2 Elixir (Common)
Hitpoints: 190
Movement Speed: Fast
Troop Type: Ground
Deploy Time: 1sec
An unarmed lunatic thats sole purpose is to run away from enemy troops as a distraction.
Invisibility - 3 Elixir (Rare)
Radius: 3.0
Duration: 4.2sec
A grey potion that hides all units from sight upon activation until duration runs out.
Wizard Tower - 6 Elixir (Rare)
Hitpoints: 1477
Damage: 234
Damage Per Second: 167
Attack Speed: 1.4sec
Attack Type: Splash
Targets: Ground and Air
Range: 5.0
Deploy Time: 2sec
Lifetime: 40sec
Size: 3x3
Wizard Level: 7
A defensive building that houses a wizard that enters the battle once the building is destroyed.
Paladin - 4 Elixir (Epic)
Hitpoints: 1183
Damage: 140
Damage Per Second: 117
Attack Speed: 1.2sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Splash
Targets: Ground
Range: Melee
Deploy Time: 1sec
A special knight that heals himself the damage he dealt whenever he attacks.
Grand Wizard - 6 Elixir (Epic)
Hitpoints: 765
Damage: 287
Damage Per Second: 191
Attack Speed: 1.5sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Splash
Targets: Ground and Air
Range: 4.5
Deploy Time: 1sec
Freeze Chance: 25%
Stun Chance: 15%
Pushback Chance: 20%
A Wizard of all the Elements, He has chance to do many abilities every time he attacks, however cannot do two effects in one attack.
Royal Queen - 4 Elixir (Legendary)
Hitpoints: 350
Damage: 800
Damage Per Second: 727
Attack Speed: 1.1sec
Movement Speed: Slow
Troop Type: Ground
Attack Type: Single
Targets: Ground
Range: 3.0
Deploy Time: 2.5sec
The Queen spawns in her Chariot and proceeds to shoot her enemies with the cannons equipped on her ride.
Eagle Artillery - 7 Elixir (Legendary)
Hitpoints: 3750
Damage: 400 x3
Damage Per Second: 55 x3
Attack Speed: 7.3sec
Attack Type: Splash
Targets: Troops
Range: Everywhere
Deploy Time: 5sec
Lifetime: 1min 20sec
Size: 4x4
The Eagle Artillery is a heat seaking missile launcher that can attack enemies from all over the arena, however, it cannot target, nor damage Buildings.
Elite Island - 3900 Trophies
Donations: 40/4/4Walls - 3 Elixir (Common)
Hitpoints: 233
Deploy Time: 1sec
Lifetime: 15sec
Size: 1x18
When deployed, creates a wall across the arena, blocking troops from entering, making them have to break a hole through. Several troops can skip walls, such as Hog Riders, Air Troops, Royal Ghost (Invisible), Miner, Mega Knight, and Troops affected by a Jump Spell.
Elite Archer - 4 Elixir (Common)
Hitpoints: 445
Damage: 283
Damage Per Second: 314
Attack Speed: 0.9sec
Movement Speed: Very Fast
Troop Type: Ground
Attack Type: Single
Targets: Ground and Air
Range: 4.5
Deploy Time: 1sec
A single, rage induced Archer that attacks quicker and deals more damage, as well as runs super fast.
Earthquake - 4 Elixir (Rare)
Damage: 35%
Crown Tower Damage: 20%
Radius: 3.0
Targets: Buildings
A brown bottled potion that, upon deployed, creates an Earthquake that deals a percentage of a buildings current health. The lower thr amount of health a building has, the lower the damage dealt.
Elite Giant - 7 Elixir (Rare)
Hitpoints: 3212
Damage: 124
Damage Per Second: 207
Attack Speed: 0.6sec
Movement Speed: Slow
Troop Type: Ground
Attack Type: Splash
Targets: Buildings
Range: Melee
Deploy Time: 2sec
A Super tank that deals splash damage to all units in a 360° Radius, Slow, but attacks fast.
Royal Knight - 4 Elixir (Epic)
Hitpoints: 2113
Damage: 100
Damage Per Second: 91
Attack Speed: 1.1sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Splash
Targets: Ground
Range: Melee
Deploy Time: 1sec
Attack Speed Increase: 25%
Speed Increase: 35%
A normal knight that, when under 25% Health, becomes enraged, attacking and running quicker.
Archer Tower - 5 Elixir (Epic)
Hitpoints: 700
Damage: 86 x3
Damage Per Second: 71 x3
Attack Speed: 1.2sec
Attack Type: Triple
Targets: Ground and Air
Range: 5.0
Deploy Time: 1sec
Lifetime: 50sec
Archer Level: 9
Archer Count: 3
A Building that attacks both ground and air, as well as attacks up to 3 targets at once, spawns 3 archers upon destruction.
Jump - 4 Elixir (Legendary)
Radius: 4.5
Damage Upon Landing: 150%
Land Damage Type: 360° Splash
A Spell that makes all troops in its radius jump to enemies like a Mega Knight, dealing 150% of its normal damage in a 360° radius.
Goblin Chief - 6 Elixir (Legendary)
Hitpoints: 670
Damage: 300
Damage Per Second: 600
Attack Speed: 0.5sec
Movement Speed: Very Fast
Troop Type: Ground
Attack Type: Single
Targets: Ground
Range: Melee
Deploy Time: 1.0sec
Goblin Count: 3
Goblin Spawn Time: 8sec
A powerful but fragile Goblin that is king of the horde, spawns 3 Goblins every 8 Seconds to help fight enemies.
Lost Mines - 4200 Trophies
Donations: 50/5/5Boulder - 2 Elixir (Common)
Damage: 140
Crown Tower Damage: 49
Radius: 2.0
Golemite Level: 4
Golemite Count: 1
Gold Golem - 3 Elixir (Common)
Hitpoints: 421
Damage: 67
Death Damage: 143
Damage Per Second: 84
Attack Speed: 0.8sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Ground
Targets: Buildings
Range: Melee
Deploy Time: 1sec
Death Damage Type: Splash
Death Damage Range: 1.5
Count: 3
Three golemites that are made of Gold instead of Stone. Walk faster than the usual Golem, except is weaker in almost every way, but makes up for it in stamina and attack speed.
Earth Spirit - 2 Elixir (Rare)
Hitpoints: 233
Damage: 30%
Crown Tower Damage: 5%
Movement Speed: Very Fast
Troop Type: Ground
Attack Type: Splash
Targets: Ground and Air
Range: 3.0
Deploy Time: 1.0
A spirit that acts like an Earthquake Spell, deals less damage to crown towers.
Summon Spike - 3 Elixir (Rare)
Damage: 219
Radius: 3x3
Duration: 5sec
A spell that acts like a building, can be placed anywhere in the aren, except under buildings, Knocks troops out of it, but still damages them for every second they are within its radius.
Laboratory - 4 Elixir (Epic)
Hitpoints: 644
Common Level: 10
Rare Level: 8
Epic Level: 5
Legendary Level: 2
Lifetime: 60sec
Size: 3x3
A building that increases the level of all units in your deck, however if the unit level exceeds the buff, they are not levelled up.
Gold Mine - 5 Elixir (Epic)
Hitpoints: 923
Gold Golem Level: 9
Gold Golem Spawntime: 7.5sec
Gold Golem Count: 2
Lifetime: 40sec
Size: 3x3
A spawner for the Gold Golem.
Digger - 4 Elixir (Legendary)
Hitpoints: 450
Damage: 250
Crown Tower Damage: 150
Damage Per Second: 250
Crown Tower Damage Per Second: 150
Attack Speed: 1.0sec
Movement Speed: Fast
Troop Type: Ground
Attack Type: Single
Targets: Ground
Range: Melee
Deploy Time: 1sec
The sister of the Miner, deploys like the Miner, however she always travels underground and is unable to be hit while under the arena.
Ore Spawn - 8 Elixir (Legendary)
Hitpoints: 4200
Damage: 24
Damage Per Second: 120
Attack Speed: 0.2sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Splash
Targets: Buildings
Range: Melee
Deploy Time: 3sec
A hulking colossus of stone that hits five times a second and deals splash damage to units in front of him while hitting a tower.
Wind Temple - 4500
Donations: 50/5/5Air Defense - 4 Elixir (Common)
Hitpoints: 487
Damage: 190
Death Damage: 110
Damage Per Second: 237
Attack Speed: 0.8sec
Attack Type: Single
Targets: Air
Range: 5.0
Deploy Time: 1sec
Lifetime: 45sec
Size: 3x3
An air targeting variant of the Cannon that explodes upon destruction, dealing damage to both ground and air, just in case opponents don’t have air troops. It only targets air.
Wind Wizard - 4 Elixir (Common)
Hitpoints: 534
Damage: 67
Damage Per Second: 28
Attack Speed: 2.4sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Splash
Targets: Ground and Air
Range: 4.5
Deploy Time: 1sec
Pushback: 2.8 Tiles
A Wizard that has a primary focus of pushing troops back instead of dealing damage.
Air Sweeper - 4 Elixir (Rare)
Hitpoints: 621
Damage: 34
Damage Per Second: 11
Attack Speed: 3sec
Attack Type: Splash
Targets: Air
Range: 1-7
Deploy Time: 1sec
Lifetime: 40sec
Size: 2x2
A building variant of the Wind Wizard, only pushes back air troops and attacks all units in its range, however it always faces towards the other side of the arena, and pushes back units in a radius that is in the shape of a sector of a circle that is 3 tiles wide at the furthest point.
Healer - 6 Elixir (Rare)
Hitpoints: 455
Heal: 40
Heal Per Second: 57
Heal Speed: 0.7sec
Movement Speed: Medium
Troop Type: Air
Heal Type: Splash
Targets: Friendly Troops
Range: 4.5
Deploy Time: 1sec
A flying troop that heals friendly troops (not buildings) and stays completely still when none are on the battlefield.
Storm Spirit - 1 Elixir (Epic)
Hitpoints: 190
Damage: 67
Movement Speed: Very Fast
Troop Type: Ground
Attack Type: Splash
Targets: Ground and Air
Range: 2.5
Deploy Time: 1sec
Pushback: 2.5 Tiles
A Spirit that pushes back enemies upon attacking.
Wind Barrier - 3 Elixir (Epic)
Damage: 23
Radius: 3.5
Duration: 3sec
A reverse tornado, that instead of pushing things inward, pushes things out. No damage to towers, damages every second.
Wingmaiden - 3 Elixir (Legendary)
Hitpoints: 800
Damage: 200
Damage Per Second: 167
Attack Speed: 1.2sec
Movement Speed: Medium
Troop Type: Air
Attack Type: Single
Targets: Ground and Air
Range: Melee
Deploy Time: 1sec
A flying woman that stays in the air until she comes across a ground unit (including towers), when she lands, she is vulnerable to ground attacks, however isn’t while flying.
Dragons - 7 Elixir (Legendary)
Damage: 200 x7
Range: 28x20
A group of 7 fully grown dragons that fly down from the sky and coat half the arena with fire, dealing damage over 4 tiles along the width per dragon to every enemy unit. Doesn’t damage King Tower if not activated. Note: This is a Spell, not a Troop.
Cyber Ravine - 4800
Donations: 50/5/5Shock Baton - 4 Elixir (Common)
Hitpoints: 603
Damage: 169
Charge Damage: 338
Movement Speed: Medium
Troop Type: Ground
Attack Type: Single
Targets: Buildings
Range: Melee
Deploy Time: 1sec
Stun Duration: 1sec
Sparked Barbarian Level: 7
Sparked Barbarian Count: 2
An electric variant of the Battle Ram, upon connecting to a building, it stuns it for a second and spawns 2 Sparked Barbarians.
Ravager - 8 Elixir (Common)
Damage: 445
Building Damage: 890
Radius: 1.0
A Red Potion of Lightning that deals double damage to Buildings, however has a small radius.
Cyber Knight - 4 Elixir (Rare)
Hitpoints: 976
Damage: 246
Death Damage: 169
Damage Per Second: 224
Attack Speed: 1.1sec
Movement Speed: Fast
Troop Type: Ground
Attack Type: Single
Targets: Ground
Range: Melee
Deploy Time: 1sec
Stun Duration: 0.5sec
Stun Radius: 2.5
A Knight that drops a Zap spell upon death, stunning all units in a 2.5 radius.
Sparked Barbarians - 4 Elixir (Rare)
Hitpoints: 476
Damage: 122
Damage Per Second: 87
Attack Speed: 1.4sec
Movement Speed: Medium
Troop Type: Ground
Attack Type: Single
Targets: Ground
Range: Melee
Deploy Time: 1sec
Stun Duration: 0.5sec
Count: 3
Three sparked up Barbarians that stun the first target they each attack, stunning up to three times overall.
Summon Skeletons - 2 Elixir (Epic)
Skeleton Level: 9
Skeleton Count: 5
Radius: 2.0
Instantly summons 5 Skeletons anywhere in the arena that help fight against your enemies.
Lightning Rod - 6 Elixir (Epic)
Hitpoints: 837
Death Damage: 837
Attack Type: Triple
Targets: Highest Hitpoint
Range: 3.5
Deploy Time: 2sec
Lifetime: 40sec
Size: 3x3
A building that attracts all 3 strikes from a lightning spell, then redirects it to three enemy units, regardless of if it is struck by lightning or not. Targets the three highest hitpoint units in its radius like a Lightning spell.
Giga Tesla - 7 Elixir (Legendary)
Hitpoints: 1500
Damage: 50
Damage Per Second: 250
Attack Speed: 0.2sec
Attack Type: Quintuple
Targets: Ground and Air
Range: 5.5
Deploy Time: 4sec
Lifetime: 35sec
Size: 4x4
A building that targets up to 5 units, dealing 50 damage to each of them rapidly.
Electro Dragon - 8 Elixir (Legendary)
Hitpoints: 3250
Damage: 635
Death Damage: 837
Damage Per Second: 244
Attack Speed: 2.6sec
Movement Speed: Slow
Troop Type: Air
Attack Type: Splash
Targets: Ground and Air
Range: 4.5
Deploy Time: 2sec
Stun Duration: 0.5sec
Stun Radius: 3.5
A flying blue dragon that deals high amounts of damage, and when killed, summons a Lightning Spell that attacks the three highest hitpoint units in a 3.5 Tile radius.
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