View Full Version : Berserker
stachura
12-24-2005, 11:40 AM
just wondering what this unit did, stategies for it, etc.
i just started playing again and found this in my units because of my gold status i guess.
Master_Mage
12-26-2005, 06:44 PM
okay a Berserker basically just stuns the unit it hits and makes it wait an extra turn.
Madars
12-26-2005, 07:03 PM
Well there really isnt strategy's for the unit yet,since it did just come out recently.Everybody is just getting use to it now,see how it works and stuff.
I personaly say its a defensive unit,just hit one of your opponents units and he will have to wait longer before he can move/attack with it.
-Mad-
~LUCK~
12-26-2005, 07:41 PM
just wondering what this unit did, stategies for it, etc.
i just started playing again and found this in my units because of my gold status i guess.
It can be used defensive/offensive..Very usefull with a frosty..
It can help stop those Muddie/GA cleric kills..
It can be good near the end of the game..hitting units causing them to wait another turn..
Fiddle around with set-ups and find one that works..
You'd think from looking at the berserkers stats that it would be really useful, but most golds I play/beat only get in 1 or two turns with it before its gone. I havnt used it myself but by playing ppl who use it, I would say is not worth taking a unit out for. Golds, just put it next to your dusty beat rider... It SuuuKS !
~LUCK~
12-26-2005, 08:34 PM
Berserker and BR are two quiet pieces..But if you know how to use them then they are very exceptional.
Try stoning them..
Match Strike
12-26-2005, 09:20 PM
It can be used defensive/offensive..Very usefull with a frosty..
It can help stop those Muddie/GA cleric kills..
Nothing can stop those.
If your opponent only has the GA and mud then sure, but any rusher besides the nubiest of nubs will have scouts to flank you with, and you won't have enough turns to deal with all three.
Trust me, I've been tweaking my anti-rushes for 8 months now, trying to find something that can stop a good rusher same side with a GA, and I haven't found one. The only times I've saved my cleric from a mud/GA attack is when I distracted the rusher into using other units, but that's very rare.
Edit: That said, the Berzerker is a balanced unit. It's pretty weak against bombs, not as good for dealing with them as wisp, which is unblockable. However, it can be devastating to a rush trying to park a mud or dragon in the middle of your set.
Wolfman
12-26-2005, 09:32 PM
listen to match... he is one of the best anti-rusher out there.
props to match.... u r getting better everyday.... i like to read your posts.
wolfy
~LUCK~
12-26-2005, 09:42 PM
Its "possible" to stop it...
Zubex
12-27-2005, 01:34 PM
i don't like berserker
one turn stan ability can be useful in front against a rush, to stun and next turn kill whisp or dsm. it is useful in defense as well BUT...
it's not a good everall unit, to be useful it needs a chance which it doesn't always get. Berserker has such weak defense that in my mind it's not a fighting unit, it's a special purpose unit, like whisp.
all i am saying is that i'd rather have a knight or a furgie than berserker
Trekden
12-29-2005, 12:10 PM
I think the berserker is not that great and its attach sucks
deathbydarkness
12-29-2005, 01:01 PM
ive got a question.....does this unit get "dropped" often?? like ive seen 1 or 2 grays with them and i just wanna know about how often there are drops of these units.....
Match Strike
12-29-2005, 01:55 PM
It is not dropped. That would be silly.
Its "possible" to stop it...
Please explain the "". As I understand them, it is possible only if your opponent is ADD and easily distracted. Also, the mud and GA are not your opponents only units, duh. If they were, sure your could save cleric. However, a rusher will also have scouts to flank you with, wisp to hurt you with, and maybe DSM to savage you with. At some point it is unreasonable to keep trying to save the cleric because of the massive amount of damage you will be taking while you focus on 2-3 units.
Thy_Mage
12-29-2005, 11:36 PM
You'd think from looking at the berserkers stats that it would be really useful, but most golds I play/beat only get in 1 or two turns with it before its gone. I havnt used it myself but by playing ppl who use it, I would say is not worth taking a unit out for. Golds, just put it next to your dusty beat rider... It SuuuKS !
Accutaly the Berserker can be very helpful. "Dusty" Beast Rider :mad:. Beast Riders can be very useful for breaking focus'
The Hand
12-30-2005, 07:15 PM
from what i have learned about the berserker, is that it dies increasingly faster every time I play someone who is using one :)
@$$@$$!N
12-31-2005, 09:34 AM
=O who says beserker sucks? how bout this....
ur turting and a muddy comes in and messes up ur turt, and u can kill him, but he will get to attack once more and kill ur cleric, but here comes the beserker stunning him 1 extra turn, saving ur cleric and other units....
Cuathon
12-31-2005, 09:39 AM
i'd rather play a zerker than a knight or a beasty, they die in two turns and they rarely block. not very effective in a rush.
The Hand
12-31-2005, 10:19 AM
Think about this also, you stun a mud or whatever unit. The only thing the person has to do to effectively take away that one turn is send a wisp in and take away the next alleged attack.
CHIPZ
01-02-2006, 12:33 AM
overall i think berseker aint goob. i mean its low chance of bloking no armor and 35 or 45 hp [ dont remeber] makes it worse than a knight
[ sory if this sounds noobish]
Match Strike
01-02-2006, 12:38 AM
TYhe berxerker is fairly effective in an anti-rush. Yeah, sure, it will die in two hits without a heal. However, an added wait turn to a mud golem, wisp, or dragon can be devastating to a rush. Also, if a rusher foolishly decides to target the berserker instead of more important units like a mud, scout, frost golem or cleric, they'll be wasting 2-4 turns while you can devastated any golems/wisps/scouts on their own front line. Remember, a rush is set up to kill your units, generally not to protect its own.
imagination
01-02-2006, 12:51 AM
i actually replaced my frosty with it in my anti and the effect was what i wanted/expected. a decent player can keep units from invading his/her form with the exception of teleporters which have higher wait times gererally. with a frost in my form i could usually just paralyze a unit for a few turns before its focus was broken and i had to use turns to hurt the unit. with the zerker i get nearly the same effect of "stalling" the units like the frosty did but it does damage as well. also ive used it as an extra attacker when ive fended off all initial attacks. so far im the only ive found using it quite like this but i havent played everyone. btw since this came out ive been climbing the ranks almost as fast as when i first started rushing nearly 2 years ago and entered the top 20 i believe.
strong hold
01-03-2006, 02:24 PM
I find it good against people who rush my cleric with a scout. It can hold them down a bit before I get other units to support. Although unless it has an amrour boast it dose tend to die very quickly.
imagination
01-03-2006, 03:12 PM
mine almost always lasts till the very end because i keep it behind my lines and only use it when necesary
The Hand
01-05-2006, 05:54 PM
i just think it dies to easily. Im not to fond of it.
devast8
01-05-2006, 08:08 PM
Excuse me, I was thinking of the Golem Ambusher.
White Knight 2
01-07-2006, 03:15 PM
i wouldn't use the berseker as unit but it is usful wit killing scouts and pyros but it is easyily illed my pyros espeshaly powerd up pyros, if was gonna use it i would keep it back but i would recamind to not use it at all!.:p
Match Strike
01-08-2006, 01:06 AM
mine almost always lasts till the very end because i keep it behind my lines and only use it when necesary
That's one way. Another is to have it in easy range of the front row to attack a golem even before it invades, as opposed to once it is already in your setup,. This way makes it more vulnerable, but it's also more helpfull against rush units that don't actually get inside your form, like GA and DSM.
monkus
01-08-2006, 01:35 AM
Actually Match, I've found it really really useful in the back.
I played with it on legends in an altered form of my anti (replace the extra scout with Berzerker), and by keeping it in the back, when my opponent would run a unit in to deal quick damage (like a muddy, wisp, or dragon), I'd hit them with Berzerker as much as possible. The berzerker is fantastic when your opponent doesn't try to kill him, and in this game my opponent did not try to kill him until much later in the game. Here's the mistake most people make:
A. They try to use him frontrow. This is bad, because even though he deals nice damage, he dies amazingly quickly. He doesn't deal as much damage as a DSM does, but he dies almost as fast (less blocking, more hp).
B. They keep him back for "endgame". This is also somewhat foolish. You should still try and use him, because his ability is so valuable. Even in the endgame he dies fast: 3 scout shots = 54 damage, killing 42 hp even with a heal (with no damage to spare, so I get the feeling this was on purpose). Two knight shots kill him, 3 if he heals (but a second heal won't save him), as opposed to knights that can last ages. His ability rarely helps endgame unless you have a few more units, but in one on one's it generally ends up ineffective against units he'd most likely be fighting in close combat.
Try using him a little like a frosty, deterring infiltration by keeping a unit stuck there. Check this out:
Muddy comes in and smashes. Usually you'd have 3 moves to kill it if you don't want to try and chase. Instead though:
Dragon blast. (recovery says 2)
Berzerker hit (recovery back to 2)
Do something. (Recovery says 1)
Berzerker hit. (Recovery goes up to 1)
Dragon Blast. (Recovery says 0, until muddy dies)
Against an unstoned muddy, that's 100 damage. Against a stoned muddy, it's 70 damage. So the muddy is guaranteed dead in the former, and dead in the latter if either he doesn't heal or your third move (or a previous move) deals at least 2 damage to the muddy.
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