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INtel
11-06-2008, 09:18 PM
Cousins of the fugons, the Jamiblia can help friends but they can also hurt enemies. Living deep in forests, the Jamiblia have the power to heal themselves and hurt others.

The Jamiblia

HP:48
Power:Summon (See Below)
Armor:12%
Movement:3
Recovery Time:2 for attack, 0 for movement; 2 Total
Blocking:50% from the front; 25% from the side

Attack: Summon; The Jamiblia summons mists on the field which help allies and hurt enemies. For allies, they increase health by +1 when walked through; for enemies, they decrease health by -4 when walked through. Both of these are unblockable, but the mists can be killed before being moved through by unblockable attacks, such as pyromancers, dark magic witches, and lightning wards (there are more). Normal melee attacks do not effect the mists. The attack pattern is 3 tiles in a line in front of the Jamiblia, with the middle mist being directly in front of the Jamiblia.

Helpful Use Example: If your cleric is dead but you have a Jumiblia and a knight, lets say, attack your enemy with your knight while summoning mists with the Jumiblia. Then, retreat and walk through the mists, to add some minor HP to the knight. Then resummon them in a wall and your enemy faces certain destruction.

Special Note: You may not have more than 1 Jumiblia on your team at a time.

Second Special Note:The mists dissapear after being destroyed or walked through.

Third Special Note:The health increase for allies and decrease for enemies are not reduced by armor

shurtugal
11-06-2008, 10:01 PM
I don't see much strategy in this unit. A wisp would suffice much better. All it is is a space or two that when units walk through, they lose health. The +1 hp doesn't do jack really. If units can walk through it, they got nothing to lose.
Say I walked towards the Jumiblia, would I only gain 1hp?

The furgon or wisp is a better unit than this really, since they can actually stop the unit, and the wisp can deliver the same amount of damage, except per turn.

bloodreign
11-06-2008, 10:36 PM
Actualy i see nothing wrong with this unit it is actualy quite cool.

You may thing -4 damage is nothing, but this damage is occuring durring the enemies phase..(like whisp) and can also cut off escape routes for wounded enemies! or inflict enough -4 damage so that other units can finish off mages sooner ( aka dragon shooting a 26 hp pyro)

But i thinks there should be a turn limit on the mist... say it hangs around for 3-4 turns then dissipates.

permy mist has big abuse potential.