Defending Your Base
The CORE of your BASE is vulnerable when one of the GATES protecting it is destroyed. Similarly, a gate is vulnerable when the TOWER generating its shield is destroyed. Both towers (bottom and top lane) are vulnerable from the start of the game. Destroying an opposing tower grants your gate a buffing ability: mercenaries passing through it will get an additional movement and, depending on which gate, either a regeneration or lifesteal bonus.
Towers only attack mercenaries who hit them, but they first need to charge their attack before launching it. If the targeted mercenary manages to get out of the Tower vision range before, the tower won't launch its attack. On the other hand, once the attack is launched, it is impossible for the mercenary to dodge it, wherever he may go.
Recalling to Base
Select the mercenary you want to recall by pressing his icon. Select an empty spawn in your base by pressing it: after four seconds of channeling, your mercenary will recall to base. Recalling grants mercenaries Health regeneration and a temporary Speed boost to help them join the fight again.
The Fog of War
In BAClash, the map is covered by a fog of war hiding the location and identity of the opposing mercenaries as well as the state of jungle camps. Consequently, Vision becomes a key factor and a strategic tool during the game. Knowing the enemies's location allows you to spot weak points in his defense, evaluate where he can attack and set up powerful combos.
The jungle is the territory between top and bottom lane. There you can find jungle monsters who will grant any mercenary who captures them powerful buffs. There are five different types of jungle monsters and consequently five different buffs:
The jungle is also made of bushes where mercenaries can effectively hide from enemy vision. There's also a chance to find a small amount of Keys and Stars when passing through them.
The Octopus is a dangerous creature you may encounter in the river. It appears during the sixth round.
The Octopus has four visible tentacles, one of them holds a powerful Orb. Only the tentacle holding the Orb is vulnerable and once it gets killed, another one gets the Orb back. The mercenary who manages to kill the last tentacle gets the Orb and its powerful buff for 4 rounds:
- Increased size
- Additional movement
- The ability to cross terrain
- Doubled damage against structures