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Tactics Arena Online - FAQ .: Unit Reviews .: Poison Wisp .: Poison Wisp Review by kegsworth

Poison Wisp Review by kegsworth

The Wisp can be a powerful unit if used properly. To [ab]use this unit, one must know the key aspects of it, when to fall back, and when to push forward. "Ignorance is bliss"; this can be true sometimes, but not while using the Wisp in one of you sets. You need to know how to use it, and it's potential. This unit requires a lot of attention, and if you slip up once, you could lose your unit for good.

In light of recent changes, I've decided to write a review on the Wisp. Pestering newbs wanting to know how to use this unit, has been an equal factor. As a hardcore rusher (everyone know's there is no skill in that), I was prone to using the Wisp more than I can count. It saved my cleric, and the lives of several units on more than one occasion. I'm writing this review today in hopes you will learn something new about it, and find this unit as intriguing as I have.

Even if you are not going to use the wisp, you need to know how your enemies are. I've gone on an expedition with a brand new gold (name will remain anonymous), and have found several strategic uses, and tactics performed with this unit. I have also experimented with several sets to see which performed best. Since I cannot turt worth beans, I've come up with a few rush sets and tactics, that will teach you the high quality performance one can derive from this unit.

If you are unfamiliar with the Wisp, and need to know it's statistics, please go here. If not, please continue below.

I have taken the time to create a few scenario's for you, and teach you a few key tricks with the Wisp. Please note that these scenarios were created through a user and myself, and that no Wisps were actually hurt during this process.

Before we get to the tactical picture discussion, I will explain a few pros and cons of the Wisp.

Pros:
  • The Wisp can be used to continually damage 1-8 units, with little wait-time.
  • The Wisp can teleport in a 6 space radius, which means it does not have to go around units and can get behind enemy lines quickly.
  • The Wisp only has a 2-wait recovery, which makes it a great hit-and-run unit.


Cons:
  • The Wisp's health has been changed from 34 to 30, making it an easy kill if hit by an L-Ward.
  • The Wisp has no blocking and no armor.
  • Units caught in the Wisps attack can break free once it's wait-time is over. This can be bad if a knight breaks free after the Wisp attacks.


One thing I like about the wisp, is it's ability to play a big part in both the defensive role, and the offensive role. If placed next to the cleric, the PW can catch any straying enemies, trying to take a shot at the cleric. If you do not understand the value of the cleric, I suggest that you play a few games with your cleric in the front row.

The PW can be a great cleric-killer. If you are playing a rush game, make sure to put your PW in the front (behind your line of defense) in order to chance killing his cleric. When killing someones cleric in the beginning of a game, you are setting yourself up for victory.



Above is the Wisps movement range. Notice how green can jump in front of the Cleric, poison him, and his Scout on the left can finish the Cleric off? Also, notice the setup? I prefer this set in rushing, because it has two scouts in the front. This can be dangerous, but an advantage as well. The two Scouts mean more forward range, and can be the difference between a dead cleric, and a live one.

Notice how the Wisp is positioned on the third space in front of the Cleric? I do this because it protects against an easy Dragon kill. The last thing you need is a Dragon jumping your lines, and killing your Cleric before you have a chance to defend against it. Also, the Wisp has the most range out of every unit, so I thought it fitting to be the unit to protect the Cleric. It's poison attack will stop an opposing unit dead in it's tracks, and since it lacks armor, it becomes safer behind your defensive line.



Above is the Wisps attack range. As you can see, the Wisp is going to attack the Cleric and surrounding units, so that the Scout can come down the side and take the kill.



Here is the scout down the side, after killing the Cleric. If played right, green will only lose the Wisp in the process, instead of the Scout and the Wisp. Even if he does lose the Scout as well, he can play a defensive game, and heal every three turns. This also means that every hit that green scores, counts. It's unhealable at this point.



Above is an example of the Wisps range, and power. Notice the pattern, and that there's no units there to attack the Wisp? Green now has to move a knight backwards, and wait a turn before attacking the Wisp. The damage the Wisp can do in that time is tremendous.



This is one of my most favorite of moves: - The Wisp Trap. Green and blue exchanging blows with their Knights. Green leads blue into a corner letting blue attack (making his wait-turn +1), attacks with the Wisp, moves his Knight forward impeding blue's movement, and successfully drains his health to 0. Now green can smash away at the front of blue, until he lands a successful hit, which will kill him. That leaves the cleric open for the Knight/Wisp combo.



Above is one of the more complicated, yet gratifying techniques: The Furgon/Wisp/Frost Combo. After the Scout comes down for a cleric shot, the Furgon surrounds him with shrubs, and moves up towards the opposing Frost Golem, with his scouts protecting him from being paralyzed. The Wisp then attacks the Scout from the protection of his shrubs, and forces the dragon to attack, in an attempt to save the Scout. The furgon then surrounds the opposing Frost Golem with shrubs before being paralyzed, while the Wisp attacks the Dragon and Scout. Since the Dragon can fly over objects, it would have been useless to try and surround him. Rather, blue moves his Frost Golem into place and paralyzes the Dragon, thus ensuring victory over green, and draining the Dragons health.

Note: It is imperative that you keep your Wisp protected from both ranged units, and melee units while poisoning enemies. Unless, you're attacking the Cleric.

A special thanks goes out to Magician for being patient during those games.

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