Ancient Ooze
07-19-2007, 04:36 PM
-=Ooze only feeling fear and anger would turn his greatest opponents against his friends and allies.=-
Name: Ooze
Hp:30
power:0
Range:0
Block:0
Movement:1
Recovery 2
armor 0
Ooze is an Ooze unit that would be same color as team, and should look like a puddle crawling and sliding across the floor.
Ooze only moves 1 tile so if it moves it will have to wait 2 turns after that before you can move it again, but If there is a unit currently occupying the tile it will become Ooze's host.
ATTACK- Ooze takes control of enemy or friendly units. Ooze is a parsite that needs a host to do any fighting. Once it has chosen a host it will be on him until that host dies. When this host unit dies, Ooze will be left in is place without a host. Then Ooze can choose a new host to control.
Ooze is very slow with only 1 movement. Ooze is very weak because it has very little life, and no blocking or armor and it has to wait after every move, but it can completely control a stronger unit.
Its in-game applications...
It can stand by the Cleric as a guard so no close combat units can hurt it.
Ooze is very slow, so you may decide to put him on one of your own knights and march him down the field at a quicker pace. If that knight dies your Ooze will be left in his spot which can be a very good thing or bad thing depending upon the distance between Ooze and the next unit. If Ooze is close enough to another unit you may take control of it, but if there is to much space Ooze will easily die in 2 hits from any unit.
Now this may sound to powerful but it can easily be stopped. You can easily kill Ooze with Dragon, Scout, Frost Golem, Wisp, Mud Golem, Golem Ambusher, Pyromancer, Witch, Dragon Speaker Mage, Enchantress, Lighting Ward, Beast Rider or another other units that aren't close combat and dont have to worry about being controlled. Even a Furgon can run up and put shrubs around Ooze, and because Ooze can't teleport he is an easy target for enemy scouts. A Wisp floats above the ground and is unaffected by mud quakes and is also out of reach of the Ooze which will can be strategically used to block Ooze's path. So Wisp will also be a great counter to this unit.
Grays would also be able to kill it, but it would be hard to kill with just Knights and Assassins.
One Ooze cannot take control of another Ooze. Nor can one Ooze take control of a unit that your Ooze is already on.
So if there Ooze was protecting there cleric and your Ooze was on your knight. Your knight would be able to go attack both Ooze and Cleric without worrying about being controlled.
Another example of how it could be used... An enemy dragon shot your knight reducing him down to 10 life. You can take this weak knight as a host, and run it up to the dragon while it recovers. On your next turn you kill your own knight leaving the Ooze in his place without a host. SUPPOSING that your Ooze has enough life to survive in the open. On your next turn you gain control of the dragon. Now when this dragon dies later on. Ooze will be left in his place just as weak as he was before he took the dragon. Ooze will die quickly unless he finds another host.
Or you can strategically paralyze units and get your Ooze up to that unit and take control of it, but it is still paralyzed. So when you stop paralyzing that unit it will be under your control.
Everyone is complaining that this game is getting boring and needs to strategys or rules, and this is just the unit to add.
Im sure when someone thought of the Dragon Speaker Mage with 27 damage to 5 squares in one attack. That people saw it as wayyyy to overpowering, but it changed the game and a lot of the rules and setups of this game.
There are rules made against DSM, and so there would be rules against Ooze that would give its own new way of strategic play.
DSM gave birth to a new way to rush, and maybe Ooze would be a start to a new type of Turtling rules or make a new type of style all together.
Also...
We can change the ability of this unit into anything we want... So if it was better that this unit can take hosts and Ooze slowly deals damage to that unit until it dies and then takes another host, or parlyzes and deals damage to its host.
The possiblilties for this new unit are endless.
Please think about it and tell me what you think and how it can be improved.
Name: Ooze
Hp:30
power:0
Range:0
Block:0
Movement:1
Recovery 2
armor 0
Ooze is an Ooze unit that would be same color as team, and should look like a puddle crawling and sliding across the floor.
Ooze only moves 1 tile so if it moves it will have to wait 2 turns after that before you can move it again, but If there is a unit currently occupying the tile it will become Ooze's host.
ATTACK- Ooze takes control of enemy or friendly units. Ooze is a parsite that needs a host to do any fighting. Once it has chosen a host it will be on him until that host dies. When this host unit dies, Ooze will be left in is place without a host. Then Ooze can choose a new host to control.
Ooze is very slow with only 1 movement. Ooze is very weak because it has very little life, and no blocking or armor and it has to wait after every move, but it can completely control a stronger unit.
Its in-game applications...
It can stand by the Cleric as a guard so no close combat units can hurt it.
Ooze is very slow, so you may decide to put him on one of your own knights and march him down the field at a quicker pace. If that knight dies your Ooze will be left in his spot which can be a very good thing or bad thing depending upon the distance between Ooze and the next unit. If Ooze is close enough to another unit you may take control of it, but if there is to much space Ooze will easily die in 2 hits from any unit.
Now this may sound to powerful but it can easily be stopped. You can easily kill Ooze with Dragon, Scout, Frost Golem, Wisp, Mud Golem, Golem Ambusher, Pyromancer, Witch, Dragon Speaker Mage, Enchantress, Lighting Ward, Beast Rider or another other units that aren't close combat and dont have to worry about being controlled. Even a Furgon can run up and put shrubs around Ooze, and because Ooze can't teleport he is an easy target for enemy scouts. A Wisp floats above the ground and is unaffected by mud quakes and is also out of reach of the Ooze which will can be strategically used to block Ooze's path. So Wisp will also be a great counter to this unit.
Grays would also be able to kill it, but it would be hard to kill with just Knights and Assassins.
One Ooze cannot take control of another Ooze. Nor can one Ooze take control of a unit that your Ooze is already on.
So if there Ooze was protecting there cleric and your Ooze was on your knight. Your knight would be able to go attack both Ooze and Cleric without worrying about being controlled.
Another example of how it could be used... An enemy dragon shot your knight reducing him down to 10 life. You can take this weak knight as a host, and run it up to the dragon while it recovers. On your next turn you kill your own knight leaving the Ooze in his place without a host. SUPPOSING that your Ooze has enough life to survive in the open. On your next turn you gain control of the dragon. Now when this dragon dies later on. Ooze will be left in his place just as weak as he was before he took the dragon. Ooze will die quickly unless he finds another host.
Or you can strategically paralyze units and get your Ooze up to that unit and take control of it, but it is still paralyzed. So when you stop paralyzing that unit it will be under your control.
Everyone is complaining that this game is getting boring and needs to strategys or rules, and this is just the unit to add.
Im sure when someone thought of the Dragon Speaker Mage with 27 damage to 5 squares in one attack. That people saw it as wayyyy to overpowering, but it changed the game and a lot of the rules and setups of this game.
There are rules made against DSM, and so there would be rules against Ooze that would give its own new way of strategic play.
DSM gave birth to a new way to rush, and maybe Ooze would be a start to a new type of Turtling rules or make a new type of style all together.
Also...
We can change the ability of this unit into anything we want... So if it was better that this unit can take hosts and Ooze slowly deals damage to that unit until it dies and then takes another host, or parlyzes and deals damage to its host.
The possiblilties for this new unit are endless.
Please think about it and tell me what you think and how it can be improved.