

Magic Pole Axe's other problem is that Physical damage is very much the default for troops, and so it's usually not a useful supporting tool for working around your army's flaws. Particularly in cases where a non-scaled Talent is involved, such as Scoffer Imps Sneering) (eg finishing off a weak stack so you don't have to attack it directly with some stack that does six times their Health in damage. If you're a Paladin all-inning on Order Magic, Magic Pole Axe is the closest thing to a staple damage Spell you've got, but in that scenario you're probably focused on leveraging Order's excellent army-supporting tools, with damage output being a more opportunistic thing. Level 3 Magic Pole Axe is basically directly inferior to Level 3 Ghost Blade, costing 50% more to do 20% more damage, which will be negated as an advantage by even minor Physical resistance. It's occasionally worth using really early in the game, if for instance you're trying to kill Fire Dragonflies and you don't have Ice Snake or the like, but as your Spell list rounds out it's almost never justifiable. I'd find it more annoying, but it's honestly pretty rare for Magic Pole Axe to be the most sensible attacking Spell in a situation, so it mostly don't crop up anyway. In actual implementation, it just affects the animation, making it take longer. I've always wondered if the 'number of axes' parameter was meant to do something meaningful at some point.


Hits a single enemy unit for Physical damage.
