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Elektra
06-27-2005, 07:04 PM
In ancient times these half bird-half woman hybrids were feared by sailors who were often lured to their doom through the sirens' cries. Today, sirens have gained the ability to inflict actual harm to these people while also being able to repel them.

Siren
HP: 30
Movement: 3 spaces, non-teleportation
Attack: Up to 14 damage; Magic (unaffected by armor; does not affect wards)
Range: Straight-line unlimited
Blocking: None
Recovery: 3 (1 movement)

The Siren has the ability to attack any unit that is directly in front, behind, left, or right of her regardless of how many spaces away the target is. The logic behind this is that the Siren's attack is a high pitched magical sonic scream which can travel great distances. The catch is that the attack's attack strength decreases by 1 with every space it must travel.

So if the Siren attacks a unit that is directly in front of it, the sonic scream will cause 14 damage. If the unit is 2 sqares away, the attack will cause 12 damage. If the unit is the maximum of 8 spaces away, than the attack will do 6 damage.

Another added effect is that the attacked unit will be knocked back by the power of the sonic scream. The number of spaces it is knocked back depends on the unit's armor. (Logic behind this is that the more the armor blocks, the more heavier/denser it is so its more heavy and mere sonic screams won't be able to knock the unit back if they're really heavy).

Armor of 0% knocks the unit back entirely across the field or until it is stopped. ***
(Enchantress, Pyro, DMW, Wisp, Cleric, Muddy, Bushy, Furgon, Frosty)
Armor of 8%-12% knocks the unit back 5 spaces or until it is stopped.
(Scout, Assassin)
Armor of 15%-16% knocks the unit back 3 spaces or until it is stopped.
(Beast Rider, Dragon Tyrant)
Knights are knocked back 2 spaces or until it is stopped.
Stone Golems are knocked back 1 space or until it is stopped.

***Repeled units can only stop before their appropriate number of spaces if and only if the unit comes across something in its path. For example, a witch being repeled may only be repeled 2 spaces if there is a knight in the path. This goes for ALL units attacked, and ANY unit can stop the repulsion. Units that stop the repulsion do not lose focus. Units that are repeled do not lose direction.

Strategy:

1) Use the sonic scream to cause enchantresses/frostys to lose focus.
2) Use the sonic scream to knock back units away from your own turf.
(this also gives u time to heal, move units, etc.)
3) Knock back units so that there are 2 in a row and use DMW, Beast Rider, Pyro to attack them both.

Comments, suggestions? GO ME!!

Matt 34.5
06-27-2005, 08:08 PM
I think you thought it out very well! and it seems to have ends idea added onto it, but improved!
the only thing i see wrong with it, is that it seems very powerful. With the ablity to hit the way it does, kinda gives you a second GA. and theirs already many people complaining about having just one GA :-\ ... unless.. im not sure if you mentioned if its affected by LoS or not? It realy should be, and i did read it all. but i may have missed that part
Other than that, it seems like an amzing, and tactical unit!EDIT: I saw that its magic so its probly not :-/ it realy should be....

Elektra
06-27-2005, 08:45 PM
Wouldn't think of writing if LOS applied or not since it only attacks in straight line motions, but LOS does apply. I actually don't think its too powerful. Low HP and no blocking or armor makes it pretty weak IMO, but the powerful attack makes it good. And also, how is this another GA? The siren can't attack units behind other ones.

insignifiGant
06-27-2005, 09:14 PM
It's actually a good GA counter... if you get first turn you can knock the GA all the way to the back wall in a spread/rush
[edit] though I think it should have more life... at least to be a two hit kill by stronger units.

Elektra
06-27-2005, 09:43 PM
Okey doke I changed it to 30 HP

endless
06-28-2005, 06:16 PM
YOU STOLE MY IDEA :D naw its a good idea, but i agree with me it does seem very powerful. But, good idea.