Kappa / Kappa Shoya M&M: Heroes VI Guide
Last update: 11 May 2016
Unit | Statistics | Attributes | Cost |
Kappa
| Leap: Kappa jumps to the enemy, causes 5% more damages for every jumped field. It can't be counterattacked. Minimum range: 2 fields, maximum range: double movement points. Water resistance: water magic causes only half damages. Air vulnerability: air magic causes additional 25% damages. Water-land creature: unit is insensitive to water magic decreasing movement. If hero has only such units in army, he can move on the water. Living creature: this unit can be healed and resurrected, insensible on necromancy effects. | 90 gold |
Unit | Statistics | Attributes | Cost |
Kappa Shoya | Splashing Leap: Kappa jumps to the enemy, causes 5% more damages for every jumped field. It can't be counterattacked. Minimum range: 2 fields, maximum range: double movement points. Additionally it causes damages to all units in a 3x3 area. Water resistance: water magic causes only half damages. Air vulnerability: air magic causes additional 25% damages. Water-land creature: unit is insensitive to water magic decreasing movement. If hero has only such units in army, he can move on the water. Living creature: this unit can be healed and resurrected, insensible on necromancy effects. | 135 gold |
Those inconspicuous creatures can make a nice muddle on the battlefield. As Sanctuary has no flying units, it's usually worth to use Kappas instead - as a troop able to quick move on the backs of enemy. Leap and Splashing Leap are ideal to this task - rapid movement from one place to another and causing damages immediately. Alternative is a use of Kappas as a moving shield - lot of HP and big resistance makes them good candidates to long fights in the middle of battlefield. If we support them with spells, especially healings one, they'll become almost unbeatable. |