mino
04-25-2008, 03:55 PM
Genocholy default form is called Solar.
Solar
hp - 45
power - 20
blocking - 60
armor - 30
movement - 3
recovery - 1
range - 1 (knight stylin')
Click and hold to change form. This wastes your attack turn but can still move the unit before or after.
Aure
hp - 45
power - 24
blocking - 40
armor - 0
movement - 3
recovery- 1
range - Every tile exactly 2 spaces away. Diagonal included.
EG.
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
There you have it.
Visual descriptions: The Genocholy is a humanoid beast, better explained as a centre pillar of meat with legs. The arms of this creature are its definitive feature. (Did I just rhyme?) Metal chains exude from where its arms should be. These long chains wrap around the creature, giving it a feeling of well-being, safety or "Solar". When angered, the creature will allow the chains to flow freely from its body and attack over large distances. This leaves it quite vulnerable but it does not seem to care.
Strategical reasoning: Compared to a knight, its Solar (calm) form is very underpowered. For plus 5 armor, you lose blocking, power, movement and hp. The reason for the armor is it will survive until late game where its Ire form can truly shine. Can either be used to lengthen a knight wall, or put into Ire form early for a great rush unit. Only problem is, change form wastes a turn. Choosing the best time to act would be vital.
Notes about changing forms: Form changing does not heal the unit. Both forms have the same max hp so there is no confusion. All damage is carried over. Both forms also have the same recovery, so again, wait time is carried over and no confusion about math. Movement is allowed before or after the change. It is treated like a special attack, similar to the mud quake.
HELP!: The description can use some work. Feel free to tell me what you thought it would look like before you reading my visual description.
Solar
hp - 45
power - 20
blocking - 60
armor - 30
movement - 3
recovery - 1
range - 1 (knight stylin')
Click and hold to change form. This wastes your attack turn but can still move the unit before or after.
Aure
hp - 45
power - 24
blocking - 40
armor - 0
movement - 3
recovery- 1
range - Every tile exactly 2 spaces away. Diagonal included.
EG.
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
There you have it.
Visual descriptions: The Genocholy is a humanoid beast, better explained as a centre pillar of meat with legs. The arms of this creature are its definitive feature. (Did I just rhyme?) Metal chains exude from where its arms should be. These long chains wrap around the creature, giving it a feeling of well-being, safety or "Solar". When angered, the creature will allow the chains to flow freely from its body and attack over large distances. This leaves it quite vulnerable but it does not seem to care.
Strategical reasoning: Compared to a knight, its Solar (calm) form is very underpowered. For plus 5 armor, you lose blocking, power, movement and hp. The reason for the armor is it will survive until late game where its Ire form can truly shine. Can either be used to lengthen a knight wall, or put into Ire form early for a great rush unit. Only problem is, change form wastes a turn. Choosing the best time to act would be vital.
Notes about changing forms: Form changing does not heal the unit. Both forms have the same max hp so there is no confusion. All damage is carried over. Both forms also have the same recovery, so again, wait time is carried over and no confusion about math. Movement is allowed before or after the change. It is treated like a special attack, similar to the mud quake.
HELP!: The description can use some work. Feel free to tell me what you thought it would look like before you reading my visual description.