Deep Water
Each time the number of units or structures you summon reaches 10/25/100/250/1000/2500, Max Energy increases by 7%.
Effects & keywords
Max Energy: The maximum energy the unit can have. Determines the maximum value of Energy.
How the math works
On a counted summon: if the holder is alive and still has Deep Water, read the current Deep Water stack, add 1 stack, then grant status 88 (Max Energy percent) with the first skill value when the new stack crosses a milestone.
When it runs: When the holder summons a matching unit.
What it applies to: The holder of SKILL_DeepWater. Milestones and bonus come from SkillTable FloatValues [10, 25, 100, 250, 1000, 2500, 7].
Things the tooltip does not tell you
- The stack is now read when the step runs, not when the summon is seen, so several summons in a row each count against the up-to-date stack.
- The step is skipped if the holder no longer has SKILL_DeepWater or is gone.
Read out of the game binary of build 25846389. SKILL_DeepWater.Passive_DeepWater.CheckSummonCount@0x93B1B4, DeepWaterProgress.<CreateRoutine>d__0.MoveNext@0x930948
Numbers
| Range | 1 |
| Start delay | 0.2s |
| End delay | 0.2s |
| Cooldown | 0s |
| Energy cost | 0 |
| Skill points to learn | 6 |
| Required level | 4 |
| Basic attack skill | no |
| Delay scales with attack speed | yes |
| Can target over walls | no |
| Raw values | 10, 25, 100, 250, 1000, 2500, 7 |
Prerequisites
Requires:
Extra Bubble
Tree position
Tide Skill Tree - Tier 2, column 2