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This is a discussion on Bide golem within the Create-A-Unit forums, part of the Legends Community category; Created by Dark Magic Witchs, these golems have been hiding, but after having enough damage done, they decided to punch ...
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#1 (permalink) |
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Whats a Shurtugal???
Join Date: Aug 2007
Location: FPS
Posts: 305
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Bide golem
Created by Dark Magic Witchs, these golems have been hiding, but after having enough damage done, they decided to punch back....
HP: 60 Armour: 0 Blocking: 0% Recovery: 1 Movement: 3 (teleport) Power: 14-29, 25% of received damage (See below) Reducable Blockable Range: 1 square in any direction (standard knight attack) Alloys friendly units to pass by. Attack Pattern: Code:
OOOOO OOXOO OXGXO OOXOO OOOOO Example: The Golem is hit by a scout, and a knight. 18+22 = 40 40/4 = 10 10+14 = 24 Hence the golem will hit 24 damage. The golem can only deal 29 damage max, and damage from friendly's will not count to the bonus. Any damage from wisps will not count toward the bonus This unit is adaptable to any style, in freestyle it can take out any unit or heavily damage it if used correctly, in turt, it can be a unit that will destroy at the finish, or at the begining (especially if you stone it). Your best chance at defeating this unit is to freeze it with a frost golem, wisp it, or both. And yes, I am aware I got the idea from pokemon, so shutup. Comments? Last edited by shurtugal; 07-03-2008 at 05:49 PM. |
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#2 (permalink) |
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D. Gray-man Fan
![]() Join Date: Jul 2006
Location: Bethlehem, Pennsylvania
Posts: 5,993
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im usually not so great at rating CAU's, but i think it should have no armor since it's a golem, and all the other golems seem to be doing fine without it
no special attack, since this unit can become overpowered edit: 4 movement, walking or teleport?
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#4 (permalink) | |
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D. Gray-man Fan
![]() Join Date: Jul 2006
Location: Bethlehem, Pennsylvania
Posts: 5,993
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Quote:
golems are supposed to be slow-moving chunks of stone that feel no pain. mud golem is the exception in movement stone golem is the exception in armor these exceptions shouldnt be implemented otherwise i agree that it is overpowered. the unit's kind of unstable because of the way it's attack radically changes. TAO works off of certain mathematical attack/armor scores that all mesh together. i doubt all the varying powers of this unit were considered. also, starting off weak in the early game is no excuse for how powerful it becomes in the end game
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![]() "You make breaking hearts look so easy. ...seems like you've done this before." Last edited by ambienteternity; 07-03-2008 at 06:44 AM. |
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#7 (permalink) |
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Þ¤ήۦŧ þҸễə₫ ΊĦę ΓғøĮļ
Join Date: May 2008
Location: €µЯΩ¶3
Posts: 512
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50% is good, if the boost is only for the next following attack. Else it would be kinda overpowered in long games. The idea is cool though. Sorta a golem crash test dummy, that has quit the job and goes on backfire ^^
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#10 (permalink) |
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Þ¤ήۦŧ þҸễə₫ ΊĦę ΓғøĮļ
Join Date: May 2008
Location: €µЯΩ¶3
Posts: 512
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Picture this: The boost only lasts till the golems next attack - and looses it afterwards. Then the 50% damage bonus is not overpowered as you cannot accumulate throughout the whole game, and the power 8 default damage is good too.
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