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Ghost[x]
12-24-2005, 10:45 AM
I thought of these pieces when I first started TAO, but they don't fit in humans, beasts or Golems, so if you can come up with a name other than spirits or ghosts, please post it.


Name: Possessor
Type: Ghost - Spell Caster
HP: 45
Armor: --
Power:--
Range: 6
Block: {Physical attacks are void to ghost units.}
Movement: 5
Wait: 3 If move and attack; 2 if attack and no move, and 1 if just move.

Attack Pattern: Focuses to take control of any one enemy unit.

Other abilities:
Phase Shift{Or invisibility - The actual opponent, cannot see this unit, until they are used, and then the opponent cannot see them again.

Immune to paralye, healing effects, barriers, and other enhancements.
Immune to physical attacks.


Name: Doppleganger
Type: Ghost - Spell Caster
HP: 45
Armor: --
Power:--
Range: {All enemy units} i.e opposite of a cleric
Block: {Physical attacks are void to ghost units.}
Movement: 5
Wait: 1 If it moves and attacks, 1 if it attacks, 0 if it just moves.

Attack Pattern: Can take the form, and stats of one enemy unit.{Except HP}
{Once it does this it loses phase shift, and becomes affected by physical attacks, and enhancements.}
Once it takes the form of a unit, it cannot change back, and/or take the form of another unit.


Other abilities:
Phase Shift{Or invisibility} - The actual opponent, cannot see this unit, until they are used, and then the opponent cannot see them again.

Immune to paralye, healing effects, barriers, and other enhancements.
Immune to physical attacks.





Name: Orbs{Think of a wisp.}
Type: Ghost- Spell caster
HP: 1
Armor: --
Power:--
Range: 0
Block: {Physical attacks are void to ghost units.}
Movement: 5
Wait: 2

Attack Pattern: Sacrifice itself to ressurect the last fallen HUMAN unit.

Other abilities:
Phase Shift{Or invisibility - The actual opponent, cannot see this unit, until they are used, and then the opponent cannot see them again.}

Immune to paralye, healing effects, barriers, and other enhancements.
Immune to physical attacks.







Name: Banshee or Green Lady
Type: Ghost - Spell Caster
HP: 50
Armor: --
Power: --
Range: 3
Block: {Physical attacks are void to ghost units.}
Movement: 6
Wait: 3

Attack Pattern: Let's a howl into the air, damaging all adjacent units. Units will not attempt to block Banshee.

Special Ability: If you control all your units, Banshee, can let out a Shriek, and do 20 damage to all enemy units, and ten damage to your own units. Regardless, of someone's armor.

Other abilities:
Teleportation
Immune to paralye, healing effects, barriers, and other enhancements.
Immune to physical attacks.
Counts as two units.







DEMONS

These are soely based on WoW, using the warlock's pets to make the DEMON units.

Name: VoidWalker {The Tank}
Type: Demon - Fighter
HP: 60
Armor: 55
Power: 11
Range: Adjacent squares
Block:75% blocking from the front; 35% from the sides
Movement: 3
Wait: 2 If move, 3 if attack and move, 3 if attack no move.

Attack Pattern: Punches a single unit adjacent to it.

Special Ability: Can sacrifice itself, to place a barrier along one of your own units, that lasts until the unit is used.

Other abilities: Does not step aside for enemy units.


Name: Succubus {The Fighter}
Type: Demon - Fighter
HP: 40
Armor: 10
Power: 20
Range: Any two squares, adjacent to her.
Block: 55% from the front, 25% from the sides.
Movement: 3
Wait: 1 if move, 1 if attack no move, 1 if attack and move

Attack Pattern: Strikes two units with her whip.

Special Ability: Can soothe multiple units, and paralyze all units adjacent to it.

Other abilities:
Must stay focused while soothing enemy units.
Double attack. {I.E. If one unit stands behind her, while another is infront, she may hit both of them, with her whip, and could also do it if they stand in a straight line, as long as one is adjacent to her, and the other is right next to the other unit.


Name: Imp {Light in the behind}
Type: Demon - Spell caster
HP: 20
Armor: --
Power: 29
Range: 4
Block: 10% from the front, 5% on sides
Movement: 3
Wait: 3 if attack and moves, and/or if attack but doesn't move. 1 if just moved, but not using an attack.


Attack Pattern: Shoots a fireball in a straight line at a single target up to 4 tiles away.

Special ability:
Blood Pact - Raises all friendly units HP by 5, for every Imp on the board, including itself. {I.E If you have four Imps, on the board, Dark Magic witch would have, 48 HP}

Other abilities:
This attack is unblockable.
This attack will hit the first unit in its LOS (Line of Sight).



Name: Mana Eater/Felhunter{Spell Caster killer}
Type: Demon - Fighter
HP: 55
Armor: --
Power:14 [+ 7 if fighting an enemy spell caster]
Range: Any adjacent square.
Block: 21% Blocking from the front; 7% blocking from the sides.
Movement: 4
Wait: 2

Attack Pattern: Breaths a dark fire, to any adjacent unit to it.

Other abilities:
Immune to all attacks that are not physical. {I.E Lightning Wards, Spell-casters, have no effect on it.}
Does not move for friendly units.

DEMON NOTE: Can only have one demon on your side at a time.

Cuathon
12-24-2005, 10:51 AM
sorry dude, but immunity is way to powerful. hell in my turt and rush only my drag could hit these. much too powerful. also searchr to see if your ideas have been used.

Ghost[x]
12-24-2005, 11:06 AM
sorry dude, but immunity is way to powerful. hell in my turt and rush only my drag could hit these. much too powerful. also searchr to see if your ideas have been used.


I forgot to search my ideas this time, so sorry if they're similar to someone else's. The immunity isn't over powered if you look at it from a diff. perspective. Paralyze the immortality units, and attack the weaker ones, Win in three turns tops.

Besides, all the ghost units, 'cept the banshee, don't do damage anyway. They're used for more stratagy, and new ways to win in a game.

The demons... only Felhunter is immune to something, and a few pyromancers, and a D. Tyrant can kill him pretty quickly.

So stop looking at the immortality and saying they're over powered, cause they have many flaws.

Cuathon
12-24-2005, 11:23 AM
ghost look at the posser. its wat overpowered, immune to scout ga, muddy. and it focuses to control an enemy unit. if i posses a DT in a normal turt match, i automatically agin a 3 unit advantage. and i cant be stopped.

the DoppleDanger is ovepowered too. i become a DT and only the enemy DT can hit me. its not like they have 100% blocking where you could hit them if paralyzed.

i can bring back a cleric or something next, with the orb. and it cant be stopped, way overpowered. or a DSM

banshee has everywhere range, NEVER ever do that.

these are siply way overpowered. immunity is bad, no movng unit should have immunity.

btw, on paralyzing, how many frostyies do you think i freaking have? i have one! i know exactly what i am saying. if i control the DT in most turtle games, i have a 3 unit advantage! the normal turtle canNOT stop this.

Swordz
12-24-2005, 11:43 AM
']So stop looking at the immortality and saying they're over powered, cause they have many flaws.

Well what are we supposed to look at to say it's overpowered? Change the immortality and it might not be as overpowered... :dry:

Hellblazer
12-24-2005, 04:39 PM
']

So stop looking at the immortality and saying they're over powered, cause they have many flaws.
That being said, they're definitely overpowered.

Cross Punisher
12-24-2005, 04:39 PM
Also I don't know about anyone else, but this is just to many units for someone to try and reply to at once especially after reading the first one and finding it severely overpowered which leads me to suspect that the rest are pretty flawed as well.

mantis33
12-24-2005, 05:10 PM
Can you say ripoff of Devil May Cry?