The net damage output and disabling effects of this aura are highly volatile. In cases with a small number of enemies moving at speed through its area, an enrage aura can seem almost useless, as a small number of enemies will be affected, and those that are affected will likely attack others moving at full speed for little damage. The targeted enemies, if not affected, will naturally leave the area, pulling the enraged enemies along, which will clear the effect. However, in the case of large enemy numbers and slow enemy speeds (often due to an overlapping ensnare aura) the enrage aura can grind enormous enemy groups to a standstill and decimate their numbers as enraged kobolds explode and warriors cut hordes apart. Complemented by damaging auras, towers and walls the enrage aura can lend a powerful but expensive and somewhat unreliable finisher to a defense.
Besides its unpredictability, an enrage aura has the unfortunate downside of being quite useless against ogres and bosses. The damage contributed against an ogre by enraged troops nearby constitutes at most a tiny fraction of their health, and the ogre is neither slowed nor distracted by the aura. Secondary defenses are therefore a must to combat both ogres and the inevitable few regular mobs that make it past the aura. Many players suggest adding electric auras or other slow-but-continuous defenses to complement the enrage aura's halting effects, needing only a few inexpensive walls or other defenses behind.
|Level||Health||Defense Units||Effective Range||Mana To Upgrade|
- Upgrading a hero defense increases its damage by 10% each level, and its health, aura lifespan or trap detonation charge number by 20% each level. (A level 5 defense will deal 50% more damage and have 100% more health than an un-upgraded defense).
- On the other hand, upgrading a hero defense will mean that it acts as if the Hero has a higher Defense Area of Effect and Defense Attack Rate. A level 1 turret has a bonus of 2 to all stats, while a level 5 turret has a bonus of 36 to all stats.
- While the hero who summoned the tower is active, damage is increased by 33% (PC).
- Current as of PC version: 7.36c.
|Apprentice / Adept:||Magic Blockade||Magic Missile Tower||Fireball Tower||Lightning Tower||Deadly Striker Tower|
|Huntress / Ranger:||Gas Trap||Proximity Mine Trap||Inferno Trap||Ethereal Spike Trap||Darkness Trap|
|Monk / Initiate:||Ensnare Aura||Electric Aura||Healing Aura||Strength Drain Aura||Enrage Aura|
|Squire / Countess:||Spike Blockade||Bouncer Blockade||Harpoon Turret||Bowling Ball Turret||Slice N Dice Blockade|
|Barbarian:||Tornado Stance||Lightning Stance||Siphon Stance||Turtle Stance||Hawk Stance|
|Series EV:||Proton Beam||Physical Beam||Reflection Beam||Shock Beam||Tower Buff Beam|
|Summoner:||Archer Minion||Spider Minion||Orc Minion||Mage Minion||Warrior Minion|