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Support elephant with two mounted Imams that individually heal allied units. Gains additional damage from nearby melee infantry and captures Sacred Sites.
Countered by
Produced by
Weapons
Gains +1 damage for each nearby melee infantry unit.
Each of the two Imams heals a friendly unit within 4 tiles for 5 health per second (10 when both heal the same unit); a unit in combat is healed 50% slower; the elephant heals while moving and cannot be tasked to heal.
With the Governor of Sehwan appointed at a Tughlaqabad Fort, units this elephant heals deal extra damage for 10 seconds — +10% at Fort level 1, +15% at level 2, +20% at level 3. With the Governor appointed at the Palace of the Sultan: +20%, and this elephant heals 50% faster.
The thunderous sounds of Eruptor and Storm Lance weapons scares enemy cavalry, reducing the damage of nearby cavalry by 20% for 5 seconds.
Debuffs nearby enemy units with -2/2 armor.
Melee Damage Technology
Increase the melee damage of all non-siege units by +1.
Melee Armor Technology
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology
Increase the ranged armor of all non-siege units by +1.
Military Academy: Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.
Piety: Increase the health of religious units and healers by +40.
Herbal Medicine: Increase the healing rate of religious units and healers by +60%.
Upgrade to Elite: Upgrade Healer Elephants to Elite Healer Elephants
Biology: Investing in natural sciences increases the health of all cavalry by +25%.
Incendiary Arrows: Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.
Elephant Caretakers: Elephants regenerate +2 health every 2 seconds when out of combat.
Collateral Damage: Bonus damage dealt by Elephants is increased by 30%.
Mahouts: Elephants move +10% faster.