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This is a discussion on Fire Golem within the Create-A-Unit forums, part of the Legends Community category; Yes, this is not that creative, as it is just carrying on the elemental units in TAO . Check out ...
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#1 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
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Fire Golem
Yes, this is not that creative, as it is just carrying on the elemental units in TAO.
Check out his attack, though, before you judge. Fire Golem- Health-60 Blocking-0 Armor-0 Movement- 3 tiles Recovery- With attack-3 Without attack-1 Attack only-2 Appearance-Something like the stone golem, but with cracks that glow red. Range- Across the board in lines(not diagonal) Attack- His attack would deal 12(20 after embers) damage to 3 separate units. Unblockable. Look at graph below. ********** *****aaaK* **GaaaaaK* *****aaaK* ********** K=knight *=open tile G=Golem a=attack will hit here This is a knight wall, taking decent damage from across the board, and all three of them. His attack would split into three fireballs and hit three tiles across from him. Exploding-After striking, the fireballs\molten rocks would explode. This would not further damage your units, but leave embers on the ground where they hit. These embers would last for 2 turns dealing 4 damage each turn to whatever was standing there. This gives him a grand total of 20(15 to a knight) damage possible in a turn to any one unit. This could force the opponant to move weaker units, thus breaking their wall. Uses- He would be a turt killer, able to break a knight\LW wall apart from a safe distance. Also could kill weaker units in a pack from a good distance. He is basicly a really good bomber, but dbl gold only. Keep in mind his attack will not split if it stops in the first two tiles. This means if he is behind you're lines trying to kill their mud, it wont hurt you. It will only do 12 damage though. I guess it would be do you kill their cleric, or assault their front lines(between the ambusher and fire, you can only have on of them on the board) C&C Maybe take up two units like a dragon?? Last edited by Marauder; 02-03-2008 at 07:53 PM. |
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#3 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
Location: Pheonix, AZ
Posts: 840
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lol, no. 36 damage total. But to three different units, 12 each, and with its embers, 20. And its turn recovery is long.
the mudquake does 15 damage to all surrounding it, giving it more potential. this unit is weaker than that. Its range gives it the advantage. I edited it as well, to make it less confusing. Last edited by Marauder; 02-03-2008 at 02:40 AM. |
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#4 (permalink) |
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Charter Member
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I want one... pretty good, damage is less than witch, less than mudquakes.. but it needs some work, Ill give further thoughts later... too complex, too many features... but very cool
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#5 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
Location: Pheonix, AZ
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Thanks. I think its complex, and i want help as to what to simplify. Its hard to when you have alot of idea's. Could lose the modifiers on frost and flame with ease. That was just a cool idea but never would really happen.
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#6 (permalink) |
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Spreading Disease's
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Sounds ok....
i'll post later when you tell me more about it, like he said, it's wayyyy tooooo complex
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#7 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
Location: Pheonix, AZ
Posts: 840
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I have edited and simplified it. The only complicated part is the embers, which are basicly a wisp attack on the tiles it hit for two turns, to "persuade" them to move a knight that is criticly wounded, thus, no knight wall.
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#10 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
Location: Pheonix, AZ
Posts: 840
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Ya, i agree. The only reason i did the embers was i thought it would force them to start moving their formation, or suffer full damage. Hence kill the knight wall. But it would still be effective with 19 damage. The long range would give it a good advantage as you could just bomb from across the board. Pyros and muddies would compliment it i think.
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