Strength of the Penitent is an Empire passive ability.
As the final battle between good and evil looms, the flagellants stand ready to embrace death. The time is near; the end is nigh.
Effect[ | ]
- Passive Ability
- Augment
- Physical Resistance: +15%
- Melee Defence: +14
- Duration: 15s
- Cooldown: 3s
- Enabled if: In melee
- Recharges if: Losing melee combat
WH2[ | ]
- Strength of the Penitent 3
- Unit ability
- Type: Augment
- Duration: 15 seconds
- Target: Self
- Recharge if: Losing melee combat
- Disabled if: Out of melee
- Effects: +15% Physical Resistance
+14 Melee Defence
WH1[ | ]
- Strength of the Penitent 3
- Type: Augment
- Duration: 15 seconds
- Target: Self
- Active if: In melee
- Recharge if: Losing Melee Combat
- Effects: +12% Physical Resistance
+18 Melee Defence
Units[ | ]
Category | Unit |
---|---|
Infantry |
Can be given to the following units with the The Work of God skill:
Category | Unit |
---|---|
Lords | |
Heroes | |
Infantry | |
Missile Infantry | |
Missile Cavalry & Chariots | |
Artillery & War Machines | |
Extended Roster |
Skills[ | ]
Skill | Effect | Source |
---|---|---|
The Work of God |
Passive ability: "Strength of the Penitent" (Lord's army) |
Strategy[ | ]
This is a somewhat confusing ability so it needs to be broken down: Flagellants engage an enemy, they immediately get the resistance and the defence for 15 seconds which should make sure they can absorb a decent amount of damage. Once that duration is up they lose the buff and should logically be losing against most units as their melee stats are not amazing. Once the game recognizes they have been losing for 3 seconds, they get the buffs again (provided they are still in melee combat) making sure they can sustain a bit longer. This cycle continues until the Flagellants are all dead (unbreakable) or they start to win a melee.
Notably, this does mean they do not have a constant physical resistance. Meaning that any ranged unit will make mincemeat of them if they are not in combat.