The third campaign chapter introduces Charge. Certain lightning attacks add visible stacks to the hero. At eight stacks they discharge automatically. The Lizardkin Mage can trigger a discharge from three stacks. Charges fade if you go long enough without gaining another one.
How They Fight
Build Charge A Witch's lightning strikes and Static Curse add stacks to the hero.
Trigger early From three stacks, the Lizardkin Mage can discharge them if the hero stays in the targeted area.
Discharge The hero takes a burst of lightning damage and the stacks clear.
On a raid. Move out of repeated lightning effects and break off when your stacks start climbing. Keep moving away from a mage's targeted area when it prepares an early discharge.
In your dungeon. Give the Witch and Lizardkin Mage sight of the same approach. The Witch builds stacks while the mage threatens a discharge as the hero crosses the room.
Monsters
Witch
Common · Lightning · 8 capacity · First seen in 3-1 · Blueprint from 3-1
Calls lightning down on a fixed spot. Static Curse repeatedly strikes an area and builds Charge. When the area appears, step out before it can hit you again.
Lizardkin Spearman
Common · Lightning · 8 capacity · First seen in 3-3 · Blueprint from 3-3
Its spear builds Charge on hit and deals more damage for every stack already on you. Step out of reach during its slow wind-up, especially when you have stacks from another defender.
Lizardkin Mage
Common · Lightning · 6 capacity · First seen in 3-5 · Blueprint from 3-5
Fires lightning projectiles that build Charge. Its special attack can discharge three or more stacks at a spot it chooses during the wind-up. Leave that spot before it finishes casting.
Storm Jackal
Elite · Lightning · 24 capacity · First seen in 3-6 · Blueprint from 3-6
Its heavy strike adds two stacks. A recurring pulse damages nearby heroes, adds Charge and briefly strengthens allied lightning defenders within reach. Step back from the jackal when you see the pulse.
Lightning Dragon
Boss · Lightning · 50 capacity · First seen in 3-10 · Blueprint from 3-10
The third chapter's boss uses a heavy bite, lightning breath and three successive targeted strikes. Keep moving after the first impact. Each strike in the sequence targets your position again.