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Sumoner

This is a discussion on Sumoner within the Create-A-Unit forums, part of the Legends Community category; I just thought of this so it's a little messy, but i think this unit can help turtling most since ...

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Old 01-05-2006, 03:49 PM   #1 (permalink)
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Sumoner

I just thought of this so it's a little messy, but i think this unit can help turtling most since with a rush it would be to hard to protect it.

Sumoner: A young female spell caster who resembles and is related to the enchantress. She is Still learning and can always learn new summoning techniques.

HP: 46
Armor: 00
Power: 0
Range: Summons Directly in front/behind/to the sides/of itself, 3 tiles next to eachother needed for Mountain Golem
Block: 0
Movement: 3
Wait: Takes 3 turns while focused to summon Mountain Golem

The idea behind this is that when it would come out it could summon at least 2 diffrent things that are good for diffrent situations. I already have an idea for another summon which would have a long time to summon but be very powerfull or mess up the dsm quickly but not do much else.
The summoner needs to be focused 3 turns before she summons the mountain golems. When you click her to attack, you need to choose 3 tiles that are free and next to eachother, in a left to right shape. In front, Back or to her sides. The thing about this focus which makes it good enough to use is that it's a new type of focus, lets call it "Concentrate" While she is Concentrating She is focused, BUT The focus can only be broke by death or freeze. Attacking it will not break it, it needs to be dead. Otherwise it would be nearly impossible to summon anything in time 2 be useful. Her HP is 46 so she can roughly take 2 hits unstoned and still at least be alive to summon mountain golem.

So after the 3 turns are completed her consentration will be done, and a new unit will that takes up 3 tiles will appear:
Mountain Golem.

Mountain Golem as it is called is viewed apon as a monster. People think of it as a mountain because of it's enormous size, but it is really 3 Golem Brothers stuck together. It moves very slowly and is impervious to any attack.

Mountain Golem

HP: Infinite, Dies when Summoner dies
Armor: Infinite
Power: 0
Range: Can Move all 3 of themselves to ether side 2 tiles, (They Move together) 1 tile up, or 1 tile up and to a side. Think of it as 3 knights conjoined together moving max 1 up and 2 to the left/right.

* xxxxx
xxoooxx
* xxxxx* * The o's are the Mountain Golem, and the x's is where they are able to move.

Block: 100% and 100% to anything behind them but it will not protect it's sumoner because she is the one who enslaved it.
(and because if you could make it 100% to anything and put sumoner behind it it would be like 100% possible for an instant win)
Wait: 2 turns


So basically, after 3 turns if you don't kill her she can summon the Mountain Golem. The only way to get rid of the mountain golem is to kill the Sumoner, which if you were smart shouldve been dead or has low hp. Now the only problem with this is that it would increase the use of witches/dsm's in rushes to kill the sumoner, but like I said the Sumoner is a unit that will start with the ability to summon opposite things, and I have an idea for something that fucks the dsm.
So does anyone like this idea? At first I thought it was overpowered, but if you cue in how long it takes to get something summoned, and the fact that she dies so easy it's sort of balanced.* Also maybe it would be for triple golds?

There are so many possibility's, like making the sumoner protected by shields, but the shields go away after a certain number of turns.

Oh one more thing, after the sumoner has summoned the Mountain Golem, she could stay in focus and not be able to move and wait until its death if you think it's to overpowerd, if you think it's underpowered it can move around to protect itself while the mountain is still alive.
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Old 01-05-2006, 03:57 PM   #2 (permalink)
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Re: Sumoner

overpowered with the moving trophies idea
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Old 01-05-2006, 04:25 PM   #3 (permalink)
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Re: Sumoner

Well It's a rush job and im not sure, what I thought of originally is a unit that can do 2 things, stop a dsm, or protect and the only way to do that without being totally overpowerd is to choose by summon. so the other unit would be something like:

Charmer:
Time to summon 1 turn.
Class: Human
Attack/Defence/Block: Infite, Kill the Sumoner. or, 0/0/60 but it doesnt die when sumoner dies.
Effect: Brakes the bond between DSM and Tyrant, causes the effect of the DSMs power boost to be reduced to that of an original pyro.

Dunno another rush job.
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Old 01-05-2006, 09:24 PM   #4 (permalink)
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Re: Sumoner

OK u flame others ideas and when u come up with one it sucks
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Old 01-06-2006, 02:07 PM   #5 (permalink)
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Re: Sumoner

I did'nt flame his idea, he thanked me for his comments.
Basically what I wanted to do with this was make a unit that balences the game now that rushes and anti rushes are the only things getting stronger.
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Old 01-06-2006, 11:34 PM   #6 (permalink)
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Re: Sumoner

it still sucks
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