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!!
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!!