Dangle
10-21-2008, 09:28 PM
Heres a new unit I think of to be relatively creative. Originally I wanted every unit combination in the game to be thought of and given unique abilities based on which two units attacked it, but there are just too many possibilities for me to bother with. Read on for a full description of the unit.
Shifting Ward
HP: 38
Armor: 10
Block: 100
Recovery: base of 1
Range: 3 - single target
Type of attack - Magic/physical
Move: none
Special ability - Absorbtion
This unit is capable of absorbing up to 2 attacks either by friend or foe.
- The ward will be able to absorb up to 2 friendly or non friendly attacks meaning that no damage is done to the unit while this unit has it's special ability activiated. (The unit starts the game with absorbtion pre-activated)
- After receiving two hits (lets say from two scouts) The ward is "charged" with the scout's combined attack power (18 + 18 = 36). Once two attacks are made it loses its absorbtion status and becomes susceptable to magic attack.
- It is noted that absorbtion also absorbs the recovery time of the attacking unit's max recovery time (2 scouts = 6 turns).
- The second unit must share the same attack type as the first unit to hit this tower (physical and physical or magic and magic) or the second attack is negated. Thus being said, the tower also absorbs the TYPE of attack made against it.
- While absorbtion is activated no damage can be inflicted on this unit.
- At any other time it is susceptable to Magic damage only.
**Dispel**
- The 2nd part of this unit comes w/ it's attack.
- After receiving two charges of either magical or physical dmg the tower is able to dispel what it has absorbed.
- It's attack type depends on if it absorbed physical or magical dmg.
- After it's attack is done it recieves 1+the max of the two units wait time.
- It is unable to absorb any attacks until the wait time is over.
It might seem complicated but its not too bad.
Pros - Able to deal lethal one time dmg at pivitol moments in the match
- potential for a relatively low cd (two knights attacking it = recovery of 3) with high physical dmg.
Cons - Immobile and thus its dmg is avoidable.
- Potential for a very long wait time
- Attack may become blockable if it absorbs physical type dmg.
- unable to attack other wards unless its damage is magic based.
Tactics:
- One possibility is to stack two knights on either side and give it a very high dmg and low cooldown. However, it becomes vulnerable to magical attack after receiving two blows. And it's attack becomes blockable after two physical type dmg dealers hit it.
- Another possibility is use in a turtle game where you want anyone to think twice before trying to enter your territory.
P.S. its just a rough sketch on the idea of combining two attacks into one, more powerful one.
Shifting Ward
HP: 38
Armor: 10
Block: 100
Recovery: base of 1
Range: 3 - single target
Type of attack - Magic/physical
Move: none
Special ability - Absorbtion
This unit is capable of absorbing up to 2 attacks either by friend or foe.
- The ward will be able to absorb up to 2 friendly or non friendly attacks meaning that no damage is done to the unit while this unit has it's special ability activiated. (The unit starts the game with absorbtion pre-activated)
- After receiving two hits (lets say from two scouts) The ward is "charged" with the scout's combined attack power (18 + 18 = 36). Once two attacks are made it loses its absorbtion status and becomes susceptable to magic attack.
- It is noted that absorbtion also absorbs the recovery time of the attacking unit's max recovery time (2 scouts = 6 turns).
- The second unit must share the same attack type as the first unit to hit this tower (physical and physical or magic and magic) or the second attack is negated. Thus being said, the tower also absorbs the TYPE of attack made against it.
- While absorbtion is activated no damage can be inflicted on this unit.
- At any other time it is susceptable to Magic damage only.
**Dispel**
- The 2nd part of this unit comes w/ it's attack.
- After receiving two charges of either magical or physical dmg the tower is able to dispel what it has absorbed.
- It's attack type depends on if it absorbed physical or magical dmg.
- After it's attack is done it recieves 1+the max of the two units wait time.
- It is unable to absorb any attacks until the wait time is over.
It might seem complicated but its not too bad.
Pros - Able to deal lethal one time dmg at pivitol moments in the match
- potential for a relatively low cd (two knights attacking it = recovery of 3) with high physical dmg.
Cons - Immobile and thus its dmg is avoidable.
- Potential for a very long wait time
- Attack may become blockable if it absorbs physical type dmg.
- unable to attack other wards unless its damage is magic based.
Tactics:
- One possibility is to stack two knights on either side and give it a very high dmg and low cooldown. However, it becomes vulnerable to magical attack after receiving two blows. And it's attack becomes blockable after two physical type dmg dealers hit it.
- Another possibility is use in a turtle game where you want anyone to think twice before trying to enter your territory.
P.S. its just a rough sketch on the idea of combining two attacks into one, more powerful one.