View Full Version : Haima Elemental
Red Mage
03-14-2007, 03:51 PM
Name: Haima Elemental
Job Class: Spirit Fighter
Description: Haima Elementals are denomic apparitions that roam the earth hoping to cause and absorb more bloodshed. They crave blood, because it is the only thing that keeps them tied to the earth.
Hit Points: 38
Power: 5 (Unblockable)
Armor: 0
Blocking: 30% Front, 15% Side
Movement: 4
Recovery: 2
Target: 1
Bloodshed: Everytime the Haima Elemental damages a unit, the maximum attack power increases by 5. Also, everytime the Haima Elemental kills a unit, the maximum attack increases by an extra 5 damage (30 power is the limit).
Ghost Appearance: Because the Haima Elemental is an apparition, his ghostly form cannot be targeted by physical attacks. In addition, everytime the Haima Elemental attacks, it is vulnerable to physical attacks the turn after he attacks.
Additional Information: Because of the Ghost Appearance, the ghost isn't treated as a 'living unit'. If your opponent destroys all your units except your Haima Elemental, your opponent wins, and you lose.
http://www.planetblood.com/jarmo/Pictures/Blood_Ghost.jpg
celdem2
03-14-2007, 04:08 PM
phew no one posted yet... but anyway nice unit :D it's missing somthing though but i'm horrible at these things
Ultimate wall unit... powerful for the draw. And with that stacking power, if you can stall the game a little while, you can get his attack power maxed. So then you get a walking lightning ward. Overpowered.
I suggest you change Ghost Appearance to being immune to physical the turn cycle after being damaged, and give him some way to lose attack power (say it drops by 5% each player-turn, rounded normally). That would take away the need for the 30 power limit, because a decay sets its own limit. And it wouldn't max out and stay there.
Red Mage
03-14-2007, 05:50 PM
Ultimate wall unit... powerful for the draw. And with that stacking power, if you can stall the game a little while, you can get his attack power maxed. So then you get a walking lightning ward. Overpowered.
I suggest you change Ghost Appearance to being immune to physical the turn cycle after being damaged, and give him some way to lose attack power (say it drops by 5% each player-turn, rounded normally). That would take away the need for the 30 power limit, because a decay sets its own limit. And it wouldn't max out and stay there.
You're mistaken, this unit is a horrible tank. Most gold account users use Dragon Tyrants and Speakers, which practicly owns this unit. And it's completely off gaurd after he attacks, making it so Knights and Assassins can deal a great amount of damage against him.
Speakers? I don't see them that often. But then, I'm not on Rev. Anyhow, they aren't hard to kill. And the dragon isn't that hard to keep away. One turn's vulnerability isn't much, and the rest of the time only a select few units can harm it - not the units that do the bulk of the attacking, at least in a turtle game. You must consider this unit at its best.
And in the endgame, this is good for the draw when all mages are dead.
Red Mage
03-14-2007, 06:52 PM
Speakers? I don't see them that often. But then, I'm not on Rev. Anyhow, they aren't hard to kill. And the dragon isn't that hard to keep away. One turn's vulnerability isn't much, and the rest of the time only a select few units can harm it - not the units that do the bulk of the attacking, at least in a turtle game. You must consider this unit at its best.
And in the endgame, this is good for the draw when all mages are dead.
Not with 5 power. A simple Knight can beat this unit, even if his attack is maxed.
A simple knight cannot do a thing to this unit if you choose not to attack.
Red Mage
03-14-2007, 07:12 PM
A simple knight cannot do a thing to this unit if you choose not to attack.
Turn 1: Haima Elemental Attacks Knight and does 23 damage
Turn 2: Knight attacks Haima Elemental
Turn 3: Nothing
Turn 4: Haima Elemental Attacks Knight and does 23 damage
Turn 5 Knight Attacks Haima Elemental
GAME OVER
Ok, It might force a draw, but so may anything else. Assassin against a Knight.
Turn 1: Haima Elemental Attacks Knight and does 23 damage
Turn 2: Knight attacks Haima Elemental
Turn 3: Nothing
Turn 4: Haima Elemental Attacks Knight and does 23 damage
Turn 5 Knight Attacks Haima Elemental
GAME OVER
Ok, It might force a draw, but so may anything else. Assassin against a Knight.
Not many units can force a draw against a knight. Just the furgon, and the units that can beat a knight anyway. An assassin can't. She can run, but eventually the knight will corner her.
This unit can force a draw against three knights. That's crazy.
Red Mage
03-14-2007, 08:50 PM
Not many units can force a draw against a knight. Just the furgon, and the units that can beat a knight anyway. An assassin can't. She can run, but eventually the knight will corner her.
This unit can force a draw against three knights. That's crazy.
I understand what you're saying. Do you like it now?
Yes, that's better. I think I've seen every aspect of this unit in the past, but I'm not so trusting of the search function as other forum members; I'll excuse you the unoriginality. Well done.
Now, about the graphic... is that a monkey in there?
Red Mage
03-14-2007, 09:53 PM
Yes, that's better. I think I've seen every aspect of this unit in the past, but I'm not so trusting of the search function as other forum members; I'll excuse you the unoriginality. Well done.
Now, about the graphic... is that a monkey in there?
I'm not sure. It looked like a red ghost so I went with it.
BTW, this is being added to 'The Red Mage CAU Archives'.
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