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Blood Imps
BloodImps
Overview
Mana cost: 0
Rarity: Supreme
Faction: [[:Category:Faction:_{{{faction}}}|{{{faction}}}]]
Type: Minion
Description: Small ritualistic imps. Their master loses health equal to the damage they take - even overkill damage!
Flavor text: {{{flavortext}}}
Details
Count: 5
Targets: Ground
Health: 30
Attack speed: 1 Sec. sec
Damage: 10 (DPS: 10) (DPS: Expression error: Unrecognized word "sec".)
World damage: {{{worlddamage}}}
Master damage: {{{masterdamage}}}
Range: Melee
AOE Radius: {{{radius}}}
Movement speed: 5
Weight: {{{weight}}}
Production Speed: {{{productionspeed}}}
Healing per second: {{{healingpersecond}}}
Healing amount: {{{heal}}}
Duration: {{{duration}}} sec
Cast delay: {{{castdelay}}} sec
Copies allowed (in Team Battles): {{{copies}}}



General

Blood Imps is one of the Minion cards in Minion Masters.


Mechanics

Whatever damage is done to a blood imp is also suffered by its controlling master. If a Cleaver hits a blood imp, then the master will take the full 300 damage of the hit , even though the blood imp has only 30 health (this is known as overkill damage).

Neither Apep's Shield Totem or King Puff's Bridge Shield can block health loss shared with the blood imps.

History

  • Blood Imps originally were Blood Swarmers, and damage dealt to their master could have been blocked by master immunity abilities.
  • On Update 8 - Join the fray! (2 Dec, 2016) Blood Swarmers received the following changes:
    • Damage down from 25 to 20
    • Health down from 40 to 30
    • This made their stats identical to Swarmers.
  • On Update 13 - Scratty Tech (13 Jan, 2017) Blood Swarmers were reworked to Blood Imps:
    • New visuals and ilustration
    • Speed down from 10 to 5
    • Attack speed increased from 1.1s to 1.2s
  • On Update 40 - When things change... (9 Aug, 2017) Blood Imps were reworked:
    • Damage dealt to their master now bypasses master immunity
    • Damage down from 20 to 10
    • Attack speed reduced from 1.2s to 1s.
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