First shot has 300 base damage and is subject to the same scaling as towers, and have 2500 HP. However, the Phoenix will be immune until both the Tier 1 and Tier 2 towers on that lane have been destroyed. Phoenixes have the same physical and magical protections as a tower, and are hit by basic attacks in the same manner. 4 minutes after a Phoenix has been killed, it will respawn with 25% HP. Phoenixes that have been destroyed previously have 50% max HP and 50% damage on their shots, so base is 150. Phoenixes have the same logic for minion presence and damage reduction as towers do. Killing a Phoenix will grant your entire team 150 gold.
The Titans of Order and Chaos are the most varied case in terms of stats, as their strength is determined by the number of structures presently up and alive. This means, for every tower and Phoenix that is alive, the Titan will be stronger. The less towers and phoenixes alive, the less HP, damage and protections the Titan has. This scaling is based on a formula of
where x is the increase in stats, and p is equal to the number of phoenixes up, and t is equal to the number of towers up. However, it seems impossible to be able to work out X at this time.
If all 3 phoenixes are alive, then the Titan is immune to damage. The only exception to this is if you are still attacking the Titan when a third Phoenix revives. In this case, it will remain damageable until the Titan has reset to its standing position. With 0 Phoenixes and Towers up, the Titan has 5500 HP.
Magical Protection: 45 at 0 Structures. Physical Protection: 61-64(Precise number yet to be calculated).
The Titan has a base damage of 250 on the first hit, but this is increased by 30 for every tower left standing, and 60 for every Phoenix left standing. He is subject to the same scaling damage formula as towers, where 20% of the first hit is added every successive hit. Another way of putting the T
itan’s damage would be as so:
Where p is number of phoenixes alive and t is number of towers alive. The Titan will regenerate 15% of its maximum HP if it is brought to its maximum leash range by a god. Minions: All minions are subject to a percentage mitigation formula as the game progresses, to help reduce efficacy of the increase in how strong players are as the game progresses. This is a percentage reduction of the damage dealt to them by 10+X%, where X is the minutes that have passed in the match. This caps at 40 minutes, resulting in a total possible mitigation of 50% damage.
: Base damage: 12. Protections: 1 + Damage Mitigation. Health: 375 HP.
: Base damage: 25 Protections: 1 + Damage Mitigation. Health: 270 HP