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This is a discussion on Wild Beast within the Create-A-Unit forums, part of the Legends Community category; Name: [Name] Wild Beast HP: [Health points] 36 Armor: [Armor %] 12 Power: [Power of ability] 15 Range: [Range of ...
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#1 (permalink) |
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Have a Little Faith
![]() Join Date: Jul 2006
Location: Australia,Victoria
Posts: 1,962
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Name: [Name] Wild Beast
HP: [Health points] 36 Armor: [Armor %] 12 Power: [Power of ability] 15 Range: [Range of attack] 6 Block: [Front blocking percentage, the side blocking is implied] 50% front 25% side Movement: [Max tiles unit can be moved] 4 Wait: [Unit's recovery time if it moved and used it's ability, the other two times are implied.] 1 wait for attacking. Note: The beast as a wild archer on it. Does not move for friendly units. Special: When it attacks a unit that is next to it (Its melee attack is like a knight) The beast and the archer attacks. The beast does 7 damage. 15+7= 22. When the Beast and the Archer attacks, it causes 1 extra wait turn. This unit is offered to double golds and also a rare drop. No limit to how many you can put on field (Not past 10 lol). Last edited by ~SUPERNATURAL~; 03-26-2008 at 03:09 AM. |
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#4 (permalink) |
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Diego hates you, sir.
Join Date: Jan 2008
Location: Pheonix, AZ
Posts: 840
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I like it a lot. It is very versatile i think. Its got the general survivability of a Beserker, close attack of a knight, and ranged attack of a pyro and scout combined. Movement of a scout. Very balanced i think.
All in all i would use one in my gray rush form, though not gold or double. For a gray rush it would be awesome for taking out the cleric. While it moves closer, it weakens with the light scout shot, then heal(if attacked) and move in for the kill. It could run down weaker units like a DMW or Pyro with NO problem due to ranged attack plus 4 movment and 1 recovery. Get slaughtered by knights up close though. But thats good i think. Maybe use it with a stone on gold, thats about it. DT + anything would kill it. |
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#8 (permalink) |
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Charter Member
![]() Join Date: Nov 2006
Location: 9th floor of Legends
Posts: 613
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way too strong, 4 RG, 4 MV, like a frost... figure the archer is from the wild and has poor equipment... other wise, its just a second scout, that deals damage as a knight if close... then add in stun... too much at one time. I know I make units with lots of powers, but I always limit them so only one or two uses per game. This guy is a hair too strong. 4RG would do it thoug I think. JMHO...
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quid quid Latine dictum sit, altum videtur |
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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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In a gold game, it would only be useful if stoned was my point. Idk, i think a gray rush could use it. Not more than one though.
And is everyone forgetting it's a combat unit with poor blocking, armor and health? It seems to me it would die very easily. Just my opinion. |
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