PDA

View Full Version : Spirit Weaver


scb
08-09-2006, 04:31 PM
Spirit Weaver (1 hp)
Movement: 3
Attack Range: 1
Attack Power: See below
Blocking: 0
Wait: 1

The Spirit Weaver's attack drains 1 maximum health and 2 current health from all your units (including itself, for a total of 2 current health lost, not 3, and never reducing either below 1)
The maximum health drained is added to the Spirit Weaver's maximum health. The normal health drained heals the Spirit Weaver AND becomes the Spirit Weaver's attack power for that turn.
If the Spirit Weaver targets a unit, it deals unblockable damage to that unit. If it attacks an empty tile, it summons a Magic Missile there. This is not a focus attack; the magic missile can be an endgame unit.

Magic Missile (HP equal to the attack power of the summoner)
Movement: 5
Wait: 0
Range: 1
Blocking: 0
Armor: 0
Attack Power: The Magic Missile deals unblockable damage equal to its remaining HP, then dies.

The Spirit Weaver does not drain the Magic Missile's stats.

Now, is this unit underpowered or overpowered? I don't think it's balanced, but I can't make up my mind whether to nerf it or juice it up.

[EDIT] I meant to make this a poll, but I changed my mind about how many options I wanted and clicked the back button...

shatterstar
08-09-2006, 04:33 PM
why o why would i use a unit that reduces the maximum health of my own units?

TAO_Chaos1
08-09-2006, 04:37 PM
why o why would i use a unit that reduces the maximum health of my own units?
Ahahahaha, yeah.

scb
08-09-2006, 04:49 PM
Because it increases its own maximum health at the same time?
Maybe it should have a way to return the maximum health...
Perhaps if it attacks a friendly unit, it doesn't drain health, but instead transfers 20% of its own maximum and current health to the attacked unit? That would allow you to shuffle health between your units, pumping up a witch in exchange for a golem, if you have the time - or making your cleric tough to kill.

TAO_Chaos1
08-09-2006, 04:56 PM
Wouldnt hurt. THink on it.

Dragoen Link
08-09-2006, 05:01 PM
Hmm...just a bad idea all around...sorry bro ;)

Pheonix
08-09-2006, 07:47 PM
Or thinking further, he gains 8 or 9 max hp a turn (Depending on dragon) so after a handful of turns he has godly HP.

Would the drain kill your own weak units? If so one would just have to split and mass damage and you kill yourself. That's no good.

shatterstar
08-09-2006, 08:00 PM
there is no argument that would convince me to let my scouts have a max of 39 HP or my mudd have 59 HP. look at the damage tables to figure out why its so important.