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Nippon

Fast magical shock monster, small build · T5 · divine beast

Kirin

麒麟

An auspicious storm-beast walking on clouds, its horn threaded with lightning and hooves thundering, tearing through enemy lines with unnatural speed.

Background

The Kirin is a storm spirit "born of the union of wind and earth". Where the fury of heaven's wind and the steadfastness of the land meet in their purest conjunction, these spirits take shape: divine beasts clad in dragon scales, single horns keen as blades, streaming clouds for manes. They walk upon the clouds and trample no grass or tree; and when they toss their manes, thunder runs from the very tips of their horns. The Celestial Court of Cathay counts them storm-spirits of one kindred with the Longma, while Nippon hails them as auspicious beasts whose coming presages peace: only lands of virtue can bring them forth, and only righteous hosts will they follow.

Unit type

Class
War beast (several small monsters) · melee
Equipment
Horn and hooves (magical melee, mostly armour-piercing)
Armour and shield
Armour 70 (dragon scales); no shield
Training
Trained

Recruitment

Recruited from
Divine Beast Sanctuary (tier 4) / Kirin Roost Sanctuary (tier 4) / Divine Beast Sanctum (landmark)
Unlocked by
Building any of the above
Recruitment time
2 turns
Unit cap
None

Stats

Melee attack
50
Magical attacks
Melee defence
40
Weapon strength (base / AP)
90/200
Charge bonus
70
Armour
70
Dragon scales
Leadership
80
Speed
110
Health per model
2400
9600 across 4 Kirin
Unit size
4
Spell resistance
25%

Unit traits

  • Causes Terror

    The dread of a T5 divine beast, stronger than fear

  • Armour-Piercing Melee

    Horn and hooves deal mostly armour-piercing damage (200)

  • Very Fast

    In the top speed bracket, racing over the clouds

  • Large War Beast

    Large-sized

  • Perfect Vigour

    Immune to fatigue

Abilities

  • Thunder EchoThis mod

    The Kirin tosses its mane and roars, and heaven's thunder answers at the tip of its horn, crashing down upon the enemy ranks nearby.

    Triggers on its own with a 15-second cooldown, up to 20 times per battle: lightning crashes down on nearby enemies, 2 bolts a time, each dealing 672 magical damage, all of it armour-piercing. Costs no Winds of Magic

  • Celestial LightningVanilla

    The War Compass funnels deadly electricity from the heavens to sear and burn and smite the foe.

    A mount-bound spell, the same one the Wu Xing War Compass carries: a lightning bombardment cast on the ground or an enemy, with a 3-second wind-up, lasting 4 seconds. 2 uses per battle, 42-second cooldown, no Winds of Magic cost

Unit attributes

  • Causes FearVanilla

    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

  • Causes TerrorVanilla

    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

  • Perfect VigourVanilla

    Even when performing the most fatiguing actions, this unit never loses vigour.

  • Immune to PsychologyVanilla

    The unit is immune to psychological attacks (Fear & Terror).

  • StriderVanilla

    Speed and combat penalties caused by terrain are ignored by this unit.

  • Siege Attacker

    Can attack gates, so a siege battle can be launched at once without waiting for towers or battering rams

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