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Psychokinetic (Human Spellcaster; Single Gold +1 more for Double Gold))

This is a discussion on Psychokinetic (Human Spellcaster; Single Gold +1 more for Double Gold)) within the Create-A-Unit forums, part of the Legends Community category; Psychokinetic HP: 36 Armor: 16 Blocking: 80% Power: 22 unblockable Range: As Knight Move: 3 Wait: 2 Special: none Why ...

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Old 02-12-2008, 03:57 AM   #1 (permalink)
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Psychokinetic (Human Spellcaster; Single Gold +1 more for Double Gold))

Psychokinetic

HP:36
Armor:16
Blocking:80%

Power:22 unblockable
Range:As Knight

Move:3
Wait:2
Special:none


Why This Unit Is the Way It Is:
HP/Armor: It's just enough to die to two Knight hits even if healed, but still higher than any other caster, making the Psychokinetic not as vulnerable to Scout fire.
Blocking: The Pychokinetic blocks as well as a Knight, making it a very effective frontliner as long as you can avoid the enemy LW. Most important, in an endgame Knight-vs-PK fight, the PK will almost always have the advantage despite needing more hits to kill the Knight than the Knight needs to kill the PK. The PK can afford to take front hits on the Knight and retreat 3 spaces, leaving the Knight only a front shot if he wants to respond immediately.
Power: 22 fits in nicely with lots of kill points, and is necessary to take down the enemy Knights in three hits.
Range: This is the PK's vulnerability. Unlike the other casters, the PK has to get up in your grill in order to take you down, and if your enemy has a Witch nearby, the PK won't stand up to that for long. Also, a Scout can 'kite' a PK to death with little issue.
Move: Human
Wait: Here's another hidden strength. The PK can stand still and fire off 22 unblockable damage every other turn if he can survive toe-to-toeing it with an enemy unit.
Special: n/a

How This Unit would Change the Game:
The Psychokinetic would give defensive forms an effective weapon to use against incoming Knights and BRs without sacrificing too much in the way of excessive vulnerability. With a PK or two on the field, standing up to a standard frontline rush would become much easier, and perhaps their dominance would be rattled a bit.
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Last edited by Essence; 03-03-2008 at 08:30 PM.
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Old 02-12-2008, 05:03 AM   #2 (permalink)
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Lol you could have some really high damage output with 3 knights and 2 of these. I'm not sure what to think of this right now.
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Old 02-12-2008, 01:25 PM   #3 (permalink)
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It seems like but a weak knight. And Gypsy, with 3 knights and two of these, a chanty could tear you apart.
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Old 02-13-2008, 09:42 PM   #4 (permalink)
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It's a good unit just cause it doesn't have a complicated special. Makes sense.
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Old 02-13-2008, 10:01 PM   #5 (permalink)
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How does two witch hits kill it even if it heals?

36+12 = 48.

24*2 = 48.

Yes, but armor'll make each individual hit less... It can't be killed with two hits if it heals from wtiches.
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Old 02-13-2008, 10:53 PM   #6 (permalink)
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24 damage through 16% armor, rounded up, is 20


36
-20 from a witch hit =16
+12=28
28-20 from second witch hit = 8 which is CLOSE to perfect.

i like it alot, it would make an awsome mage killer for defense. With 22 damage, two of theses guys and a mud could reduce a bomber rush like nothing. I think it should have 2 range and do 20 damage, though. That way you could hit the lw, opposing wall without moving. It would also be able to get a cleric through a knight or BW. Make it very usefull.

It would be a commonly used unit, and i think people would find a good use for it. I say 2 max on the field at a time(for you alone, they can have 2 as well)

Also, make its health 32, that way, two witch hits later, with even another heal it would be 16 hp. Killable by the scout, mud, sassy..etc That way it's strong, but not another tank-aka-knight.
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Last edited by Marauder; 02-13-2008 at 11:01 PM. Reason: Mistake
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Old 02-13-2008, 11:17 PM   #7 (permalink)
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At 32 health at the very last part you said it wouldn't kill it. A scout and Assassin would do 15, so only the Mud/Knight/Witch combo would kill it xD
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Old 02-13-2008, 11:21 PM   #8 (permalink)
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Originally Posted by Crimson Phoenix View Post
At 32 health at the very last part you said it wouldn't kill it. A scout and Assassin would do 15, so only the Mud/Knight/Witch combo would kill it xD
Touche sir, should have done the math. 31 hp would help it avoid just getting lw'ed, and it could die by the sassy and scout at the end. Strange number, but then again, the beast does 19 damage.
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Old 02-13-2008, 11:23 PM   #9 (permalink)
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Hm... If you need making it less and less hp, it would be pretty useless...ha ha.

With a two turn wait, I think 32-34 Hp is ideal.

A knight could pwn this imo... It would get a free hit on it every time.
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Old 02-13-2008, 11:26 PM   #10 (permalink)
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Originally Posted by Crimson Phoenix View Post
Hm... If you need making it less and less hp, it would be pretty useless...ha ha.

With a two turn wait, I think 32-34 Hp is ideal.

A knight could pwn this imo... It would get a free hit on it every time.
Ya, i was thinking about that. I guess with 2 turn wait, 32-34 hp would be fair. Knight could, but a noob would follow and go for the front hit. A good player would just move, wait, move, attack. Unless you had a good formation and kept him guarded.
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