The Math Behind Dune Winds - It's Insane... (upfront TLDR!!) v42.4 Paragon Guide
TLDR:
- All heroes can quite easily do 3 activations with a minimum of 827 health at lvl 20
- All heroes can do 4 activations at lvl 20, most earlier, and with 27 health minimum at hero lvl 20
- Countess is the only hero unable to card enough health to do a fifth activation (all other heroes can)
- A sixth activation of Dune Winds is impossible
- All heroes can do a third activation of Dune Winds by hero level 5 solely through their base health
- A fourth activation on Countess, or fifth on Kallari/Wraith/GRIM/Steel seems absolutely incredibly powerful and risky
- A fourth activation Carry still with at least 789 health (not including carded health) actually sounds viable (64 power 56 attack speed)
- Dune Winds is a high risk, high reward card for anybody that can utilize power and/or attack speed to deal burst damage OR sustained SAFE damage
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