View Full Version : Golem Mage
Guilded Dragon
11-23-2005, 04:22 PM
Hp:60
Armor:0
Blocking 0%
turn recover:4
movement range: 3 spaces
attack:what the golem does is it focuses on a unit up to 5 spaces away and turns them into an imp this can not be done to a cleric or a ward.it is also unblockable. if the golem is killed or hit, the unit goes back to normal with same health it had before, but if unit is killed as a imp it dies for good.
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imp
health:35
Armor:15
Blocking: 20% front 10% sides
attack:1 spot away
power:18
movement range:3 spaces away
offensive strategy: it is more of a defensive unit but it might be a good idea to bring that and a nknight to units base then turn something to imp and kill with knight
def strategy:it would be a very good def unit becuz if sya i scout is comingt at ur cleric u can turn scout to imp.
Forest_Archer
11-23-2005, 04:48 PM
Look at my Clay Ogre for a more balanced version of this. :)
golden man
11-23-2005, 04:51 PM
Wierd name:confused:
Cuathon
11-23-2005, 04:51 PM
you realize they do something different right? his focuses to transform a unit at any health to an imp.
Guilded Dragon
11-23-2005, 04:52 PM
ty cauthon
Hellblazer
11-23-2005, 04:53 PM
FA's clay golem is similar to this. Plus, with 29 health this thing is basically useless.
Guilded Dragon
11-23-2005, 04:54 PM
srry ill raise health
and im srry forrest if mine is simaler to urs
Cuathon
11-23-2005, 05:13 PM
golems always have 60 health.
hell this si different. FA's uses dead units. this one doesnt. it tranforms something into a weaker unit. it would be great with scouts.
Hellblazer
11-23-2005, 05:21 PM
golems always have 60 health.
hell this si different. FA's uses dead units. this one doesnt. it tranforms something into a weaker unit. it would be great with scouts.
Oh. I got confused about that part.:p
Guilded Dragon
11-23-2005, 05:24 PM
now do u like it a bit more hellblazer?
I'malive24/7
11-23-2005, 05:29 PM
The unit idea is generally not bad, but with it being a focus unit, i don't think that it'd be terribly useful. I think the units attacked should stay as imps until thegolem is killed, not just attacked, therefore possibly making it a bit more prolonged. Also, maybe a limit of units turned into imps. 5 or so would be good. But this unit is good, especially for turtles.
Guilded Dragon
11-23-2005, 05:33 PM
thanx a ton alive.
Cuathon
11-23-2005, 05:35 PM
:p :D keep making units like this and you'll be alright. it wasnt that hard was it?
Guilded Dragon
11-23-2005, 05:59 PM
lol no it wasnt but i had to put alot of thought into it, and i got my rep out of red!
Cuathon
11-23-2005, 06:12 PM
See what happesn when you put thought into a unit? we werent just being mean previously, we were trying to help you out.
Guilded Dragon
11-23-2005, 06:22 PM
check out my other unit tell me what ya thinkits caled lava golem
Chlamydia[StDS]
11-23-2005, 07:59 PM
pretty good unit..all i had to say was said my Alive.
Guilded Dragon
11-23-2005, 08:01 PM
ty
Mitosis
11-23-2005, 08:03 PM
FA's clay golem is similar to this. Plus, with 29 health this thing is basically useless.
FA's is better though. Yours isn't bad though.
enril
11-23-2005, 08:12 PM
i say its a good idea man! i was thinking of something like this but you were faster ehx? lol. anw i was thinking whether would the imp always come @ full health? because i could use the golem to transform my dying witch into something stronger.
Guilded Dragon
11-23-2005, 08:41 PM
ty guys fr the compliments
Cuathon
11-23-2005, 08:45 PM
ouch guild. dont say that.
Guilded Dragon
11-23-2005, 08:47 PM
ok
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