Smiley_Girl
08-15-2006, 10:09 PM
The 5 Focus Units:
Stone Golem
Frost Golem
Barrier Ward
Enchantress
Poison Wisp
Stone Golem:
Health: 60
Power: ---
Armor: 30
Movement: 2
Recovery: 4
Blocking: ---
Focus Ability: Gives itself and 4 more units in an X shape +30 Armor.
Frost Golem:
Health: 60
Power: ---
Armor: ---
Movement: 2
Recovery: 2
Blocking: ---
Focus Ability: Paralyzes 1 Units within a 4-Square Radius.
Barrier Ward:
Health: 32
Power: ---
Armor: ---
Movement: ---
Recovery: 2
Blocking: 100% (0% when focused)
Focus Ability: Gives 1 Unit a Barrier from all attacks and healing within a 6-Square Radius. Focus Attacks can penetrate Barrier.
Enchantress:
Health: 35
Power: ---
Armor: ---
Movement: 3
Recovery: 3
Blocking: ---
Focus Ability: Paralyzes all Units within a 2-Square Radius
Poison Wisp:
Health: 30
Power: ---
Armor: ---
Movement: 6 (Teleportation)
Recovery: 2
Blocking: ---
Focus Ability: Poisons all Units in a 2-Square Line going from the front, back, and sides of the Poison Wisp.
Helping me with my quest for the ultimate turtle formation & gameplay, I'm now studying the focus units. Of course, the perfect turtle will have a Stone Golem, but what about the other 4? Poison Wisps are very common in turtle sets now, and Frost Golems can be found in 95% of all sets. Frost Golems, with high Health and paralyzing ability, makes to be 1 of the best. Poison Wisps are not lethal until the endgame most of the time, so most try to protect it, I've been thinking about using it's usual spot in stoning cluster for another unit. Barrier Wards are very, very underestimated, but of course, scouts and mud golems are the worst enemies of these 5 units. Enchantresses, although very helpful in grey matches, will not always help in a good turtle game, and are easily picked off by scouts.
I'm wondering which paralyzing unit people prefer over each other, I'm guessing most Frosts, and then Barrier, or Wisp?
Stone Golem
Frost Golem
Barrier Ward
Enchantress
Poison Wisp
Stone Golem:
Health: 60
Power: ---
Armor: 30
Movement: 2
Recovery: 4
Blocking: ---
Focus Ability: Gives itself and 4 more units in an X shape +30 Armor.
Frost Golem:
Health: 60
Power: ---
Armor: ---
Movement: 2
Recovery: 2
Blocking: ---
Focus Ability: Paralyzes 1 Units within a 4-Square Radius.
Barrier Ward:
Health: 32
Power: ---
Armor: ---
Movement: ---
Recovery: 2
Blocking: 100% (0% when focused)
Focus Ability: Gives 1 Unit a Barrier from all attacks and healing within a 6-Square Radius. Focus Attacks can penetrate Barrier.
Enchantress:
Health: 35
Power: ---
Armor: ---
Movement: 3
Recovery: 3
Blocking: ---
Focus Ability: Paralyzes all Units within a 2-Square Radius
Poison Wisp:
Health: 30
Power: ---
Armor: ---
Movement: 6 (Teleportation)
Recovery: 2
Blocking: ---
Focus Ability: Poisons all Units in a 2-Square Line going from the front, back, and sides of the Poison Wisp.
Helping me with my quest for the ultimate turtle formation & gameplay, I'm now studying the focus units. Of course, the perfect turtle will have a Stone Golem, but what about the other 4? Poison Wisps are very common in turtle sets now, and Frost Golems can be found in 95% of all sets. Frost Golems, with high Health and paralyzing ability, makes to be 1 of the best. Poison Wisps are not lethal until the endgame most of the time, so most try to protect it, I've been thinking about using it's usual spot in stoning cluster for another unit. Barrier Wards are very, very underestimated, but of course, scouts and mud golems are the worst enemies of these 5 units. Enchantresses, although very helpful in grey matches, will not always help in a good turtle game, and are easily picked off by scouts.
I'm wondering which paralyzing unit people prefer over each other, I'm guessing most Frosts, and then Barrier, or Wisp?