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Forest_Archer
01-08-2006, 02:36 PM
Deformed and unusually hairy are the two reasons why these golems roam alone. They can be found on the outskirts of valcanos, shy and timid, but when you approach them, you will be knocked off of your feet. Through their rage and ability to focus their powers, they have developed a magnificent power to contort those that try and defend with foolish blocks.

Health- 60

Blocking- 0%

Armor- 0

Movement Range- 2

Attack (NO FOCUS)- Choose one unit (can not be ward or shrub) within a radius of 5 spaces. This unit gains the condition "Aware." This condition is only visible to the user of the Reflex Golem; not the opponent. The effect goes away once the Aware unit blocks.

What being "aware" does: When the aware unit blocks, it will attempt to block aggressively, as it is "too aware." When it blocks an attack, it will be dealt with:

[attack power of attacker] x 1.5 = Damage taken when Aware unit blocks

The only way that the effect wears off is if the unit blocks. As soon as it blocks, it goes away. You can cast spells on more than one unit even if the latest one hasn't blocked the spell away.

Recovery Time- 3 turns. 1 Movement, 2 Attack.

deleryn
01-08-2006, 02:50 PM
Deformed and unusually hairy are the two reasons why these golems roam alone.

Hmmm, is this good grammar? Try reading your writing out loud, next time, FA, if you even care. :p

I don't think that I'd take anything out for this, though it's interesting. The best thing that could happen would be to make an enemy think twice about having his knight front attack your scout, though it would be neat in the late game.

Edit: I didn't see that part about multiple units. This makes things much more interesting. But I thought of a question: What happens if a unit effected by it blocks a scout attack from six spaces away?

Buster
01-08-2006, 02:53 PM
Nice.

The love the atttack. and the special is great.

Deformed and unusually hairy are the two reasons why these golems roam alone. I think I need that in my sig

Hoolwath
01-08-2006, 03:09 PM
I love the concept. Would not use it in a turtle, nor rush, maybe anti.

crack class a
01-08-2006, 03:10 PM
once again a loveley creation by f_A!

yall are ded
01-08-2006, 03:42 PM
*claps* It kind of makes any attack unblockable. I like it and I would use as Hoolwath just said.:)

Moon Scribe
01-08-2006, 04:24 PM
Way, way overpowered. This means a DT would kill a knight in 2 hits even WITH a healing. It would kill all no armour units as well. Not only that, but it has a range of 14 moves, waits, and moves again, and the most practical range is 10 (all the way across). AND the attack is no focus. Stone this and it would totally own.

EDIT: WHAT! The wait is only 3 turns? No way. Make it move/attack 6, 3 attack or move only then MAYBE it will be good.

Forest_Archer
01-08-2006, 07:01 PM
Way, way overpowered. This means a DT would kill a knight in 2 hits even WITH a healing. It would kill all no armour units as well. Not only that, but it has a range of 14 moves, waits, and moves again, and the most practical range is 10 (all the way across). AND the attack is no focus. Stone this and it would totally own.

EDIT: WHAT! The wait is only 3 turns? No way. Make it move/attack 6, 3 attack or move only then MAYBE it will be good.

I don't know about you, but I can't block a Dragon Tyrant's attack :laugh:

BigMan9878
01-08-2006, 07:08 PM
I like the unit. Nice job!!

Moon Scribe
01-09-2006, 05:48 PM
I don't know about you, but I can't block a Dragon Tyrant's attack :laugh:

Sub DT for any high damage unit i.e. knight/golem(s)