The Manager Dude now grants 20% Attack Speed and 5% Crit Chance to his Interns.
Manager Dude
Dude Family Employed
Stats
Micromanage
When battle starts, the Manager Dude chooses 4 Non-Manager Dudes as Interns. He copies and Stores 15% of all damage they deal and Expels it onto his chosen Micromanage Target.
Relics
Manager Dude
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If a Manager Dude or one of his Interns has less than 40% HP, he Equalizes his and all of his Interns' HP. 2 second Cooldown.
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The Manager Dude and the Dude Type immediately below him on the Roster gain 20% Max HP and 10% Deflection.
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All Manager Dudes now choose the same Micromanage Target.
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The Manager Dude's Micromanage now copies and Stores an additional 10% of his Interns' damage dealt.
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The Manager Dude's Micromanage now Heals himself and his Interns for 50% of the damage it deals, evenly split among them.
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When a Manager Dude takes Fatal Damage, he fully Heals, and all Manager Dudes gain a stacking additional 1% damage copied by their Micromanage for the rest of the battle. 10 second Cooldown.
Employed
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When any Dude gets Knocked Out, all Dudes gain 90% Toughness for 2 seconds. Once per battle Global Cooldown.
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Relics Stocked by the Merchant Dude have a 10% chance to go on sale for 50% off.
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All Dudes gain a stacking 1% Attack Power each second during the battle. The stacks reset back to zero if a Roster Dude gets Knocked Out.
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Immediately gain 3 Regular Dudes. When a Dude returns to your ranch from the Dude Whisperer, he has a 50% chance to bring back an additional new Dude of a random Dude Type from your posted Flyers.
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When re-entering the Ranch after winning a round, each Unconscious Dude has a 15% chance to be revived.
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All Dudes gain 10% Deflection and 10% Attack Speed.
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All Dudes gain 5% Attack Power for each unique Family on your Roster.
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All Dudes gain 1% Max HP for every $500 spent this run, stacking up to 20 times.