MANA WARD
These magic contraptions borrow much of the same technology of the Lightning wards and try to summon magic powers to hurl projectiles at the enemy.
These contraptions operate similar to the LW but since they use the stones themselfs for power this particular unit needs to "CHARGE" up it's stones for increased damage and range, leaving it vulnerable like a barrier ward while charging up.
MANA WARD STATS
HP:47
POWER:17-25 depending on charge 17 and then +2 to a maximum of 25 power.
ARMOR: 10%
BLOCKING: 100% when not charging 0% when charging
MOVEMENT: immobile
RANGE: 2 and then +2 every player turn to a maximum of 10 range
RECOVERY:2 after every cannon blast.
So you see how it works?
initialy the mana cannon starts with 17 power and 2 range
Now if it has been charging for 5 turns it will have 10 range with 25 power on the first 2 tiles,23 power on the 3rd and 4th tiles out , 21 power on the 5th and 6th tile,19 power on the 7th and 8th tile, and finaly 17 on the 9th and 10th tile out. after each sucsessive charging turn power goes up by +2
like? i think its cool because it forces your opponent into pressure situations from affar, you can keep this tucked in a turtle let it charge and then either blast your enemy or wait till he tries to rush your form.
UNIT PRO'S
- UNRIVALED RANGE
- GOOD TO GREAT POWER
- HIGH HP
- MILD RECOVERY
UNIT CON'S
- IMMOBILE
- LONG CHARGE UP PERIODS FOR OPTIMAL RESULTS
- VULNERABLE TO MELE ATTACKS WHEN CHARGING
- WEAK POWER ON INTIAL CHARGE.
-Charge is like focus it can be broken so that the mana ward must re-initalize charge.




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