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This is a discussion on Vanishing Dread (Beast Fighter; Double Gold) within the Create-A-Unit forums, part of the Legends Community category; From the deepest and darkest pits of hell emerges the Vanishing Dread, an unholy horror lurking in the shadows which ...
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#1 (permalink) |
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Banned
Join Date: Jun 2005
Posts: 0
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Vanishing Dread (Beast Fighter; Double Gold)
From the deepest and darkest pits of hell emerges the Vanishing Dread, an unholy horror lurking in the shadows which spreads fear in it's limited time in the realm of the living.
Name: Vanishing Dread Hp: 80 Armor: 10 Blocking: 50% Power: 29 Range:1 space, melee. Movement: 4 spaces Recovery: 2 +Teleport +Defender +Fading 20 +Unholy Hunger Defender: Deals and additional 5 damage to units on your side of the board. As in, your half, either lower or upper. Right and left are not in the equation. Center is +2 while your opponent's side is -1. Fading: After every passing turn a number next to the unit name decreases by one unless sped up. If at any time this number hits zero Vanishing Dread dies. Unholy Hunger: If Vanishing Dread deals fatal damage to a unit add +15 fading and increase fading speed by one. Notes: This thing is kind of a collection of various unit ideas I've had thrown into one. I'm not too concerned about the balance, though it's not like I totally threw it together and comments would be nice. I have some preconceived ideas of what will be said. This thing is going to take 4 hits to kill, if you hit every time. There is no way in standard tao to kill it in 3 turns. This was a big idea when making the unit. Seeing as how even a Dragon if hit really hard can be killed in 3 turns. Think LW+Dragon+Witch. Kill combos w/o healing (note: not all are including, obviously) 4 knight hits (would be hard to do w/o a block) Dragon+LW+Witch/Knight+Anything else Killing a unit is something to consider carefully with this unit. If you kill something too early and especially too often it hurts you more than it helps you. Example: You have 10 full turns to start, if you kill a unit you go to 8 full turns. I was considering making the boon for killing +20, but I inevitably decided that would be far less fun in terms of the cerebral aspect of this unit. Last edited by Gypsy; 03-03-2008 at 11:03 PM. |
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#3 (permalink) |
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Charter Member
![]() Join Date: Nov 2006
Location: 9th floor of Legends
Posts: 613
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hmmm, needs work, but the fade is cool... maybe some way to let it rest.. barrier or paralyzed or poison maybe, stops fade... no fade if paralyzed,, makes it less weak to frost chanty, n you can freeze it yourself to stasis it...
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