Stone Throw
SKILL_StoneThrow · Active Physical Ranged MultipleAnyExceptMe
Condense rocks from the ground and hurl them at the target tile, dealing 200% of Physical Attack Power as damage to all enemies in the area. A 'Pulsating Rock' building is then placed at that location. Resets the charge.
Effects & keywords
Pulsating Rock: 800 HP - A stone that writhes periodically.
Damage to your units
Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.
| Monster | Where | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|---|
| Abyss F10 | 42 | 111 | 277 | 346 | 415 | |
| Veil Silence F5 | 35 | 93 | 233 | 291 | 349 |
Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).
Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.
Granted by
Numbers
| Range | 7 |
| Area | Square, radius 2 |
| Start delay | 0s |
| End delay | 0.2s |
| Cooldown | 0s |
| Energy cost | 0 |
| Skill points to learn | 5 |
| Required level | 0 |
| Basic attack skill | no |
| Delay scales with attack speed | yes |
| Can target over walls | no |
| Raw values | 200 |
Range and area

Blue caster; light blue range (7 tiles); orange area hit (Square, radius 2). The range distance metric shown is approximate; the area shape is exact.
Skill animation
The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.
