The high-flying Shepherd has one of the game's coolest status effects: the Turncoat ability. Turncoat allows you to temporarily make enemy units join your side and fight for you for the duration of the effect, which is every bit as awesome as it sounds.
When an enemy unit is turned by Turncoat, it joins your side and attacks its former allies. Once it joins your side, it can be attacked by its former allies and their turrets just as if it was your unit. You will not be able to control the unit's movement or target its attacks, but it will automatically start attacking its old friends. The effect is brief (only around 15 seconds), but potent: during that time, the unit retains all the stats it had when it was hit with the Turncoat effect, and it attacks aggressively.
If the turned unit is destroyed before the effect runs its course, it is out of the fight, like any other unit. If the turned unit survives its time as a Dirty Rotten Traitor, it returns to its owner's control.
Turncoat is powerful, but not without risks. If a unit affected by Turncoat is destroyed, the Shepherd automatically takes damage based on the damage done to the turned unit. Since the Shepherd is a high-altitude unit, players are sometimes confused when they see the Shepherd taking damage even when there are no anti-air threats present. If you see your Shepherd take damage in such situations, it's because a unit affected by your Shepherd's Turncoat status effect has been destroyed.
Turncoat can only be applied to enemies via a direct attack or splash damage. It does not have an Area of Effect. As Turncoat is a status effect, any unit with a natural immunity to status effects cannot be affected by Turncoat.