The Aggressor is a second eraStonekincreature. Something of an enhanced Frost Mage, the Aggressor trades in attack power, as it has possibly the lowest damage potential for cost, as well as health, for knockback, with its impressive ability to knockback small, medium, and large creatures. Independent from its power, the Aggressor's attack is actually quite respectable as a second era archer.
Because it is a second era unit, only the Harvester and steadfast units can avoid getting kicked around. It can serve well in the third era as well, due to the high numbers of large and smaller units encountered there. When its usefulness has expired, it can serve one last use for your army. Depending on its affinity, it can either provide a light healing aura, roughly equivalent to Surge of Light, or an area freeze, only slightly weaker than Coldsnap.
Every 4 seconds, unit hurls an elemental ball that deals 112 damage to enemies in a 5m radius around its target, up to 168 in total. Knocks back small, medium and large units.
Upon dying the unit will release its frosty powers and infuse them into its environment. Up to 4 hostile units within a 20m radius will be frozen for 20 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds.
Upon dying the unit will release its elemental powers and infuse them into its environment. Friendly units will regenerate 10% of their life points every second for up to 1000 life points in total. Lasts for 15 seconds.
Very rarely, when battling an S or M unit that has more than one troop (e.g. Master Archers have 6 troops in one unit), the knockback scatters them all around you, and in such an event the master archers cannot be killed by the Aggressor if he is attacking only one troop of the unit.
You can stop a thornbark and similiar units from becoming immobile by attacking them with Aggressor even when it looks as tho they have already became immobile.