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Ice_Shadow
12-17-2006, 05:49 PM
Ghost

Statistics:
Name: Ghost
Hit Points: 36
Armor: 0%
Power: 18
Range: 3
Blocking: 0%
Movement: 3
Recovery: 2


Added Information:

Armor: Is not affected by Mud Golem pounds. AKA: Levitating Ability
Power: Unblockable.
Range: Uses Line of Sight.
Movement: Teleportation.

http://img313.imageshack.us/img313/3186/ghostok3.png (http://imageshack.us)
Special Ability: Tile Shift:

When: After an attack that deals damage, this effect comes into play.
How: 1) A Furgon-Type attack pattern will appear on the opposing unit.
2) You may click an adjacent tile or the current tile of the opposing unit to 'Tile Shift' it to.*
3) After using this attack, the opponent may not move towards the attack for 2 turns.
* This effect does not work on wards.


Strategy:

For Offense:
1) You could attack with this against a 3-Movement Range unit and move it out of range to counter.
2) You could use this to attack one of your healthy units to move it closer, possibly in-range of a suffering opponent.
3) You could move a scouting unit of your opponent close enough for it to not be able to retreat behind their main line.

For Defense:
1) You could use this to move a strong opponent out of the range of one of your killable units.
2) You could move a healty focus-unit close enough to use their effect on another target(s).
3) You may use this on yourself to retreat enough from an opponent.


~Ice_Shadow

Supersmiley :-)
12-17-2006, 06:36 PM
I think its underpowered. And teleport is better than the walk through units ability.

Ice_Shadow
12-17-2006, 06:41 PM
I think its underpowered. And teleport is better than the walk through units ability.

I thought that the walk through units except wards and barriered would be better because ghosts don't really teleport, they kind of dissolve and go through things. I dunno, can you expand on the underpowered?

zakjak12
12-20-2006, 06:09 PM
you should be little more specific. I dont understand how he attacks, and movin the furgons plants seams unreasonable. It is underpower though

scb
12-21-2006, 05:31 PM
Teleport is just anything that goes through enemy units. The draw flies, the wisp and mud golem go through the ground... I think dissolving is more teleport-ish than those are.
No knockback! Without the knockback, he's balanced... but I don't think you should be able to move enemies around. I mean, imagine the helpless enemy frost golem getting dragged into your formation... and, it ruins the opponent's unit positioning abilities. How about the damaged unit can't move toward the ghost for 2 turns after being attacked? That would make attacking and runnign away actually safer than running away without attacking in some situations.

Ninai
12-25-2006, 10:46 AM
I think this is pretty and balanced unit.:)