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This is a discussion on Water Demon within the Create-A-Unit forums, part of the Legends Community category; Water Demon Race: Beast HP: 45 Power: 16 Armour: 0 Blocking: 30% Front 15% Side Recovery: Plain movement: 0 Attacks ...
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#1 (permalink) |
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Have a Little Faith
![]() Join Date: Jul 2006
Location: Australia,Victoria
Posts: 1,949
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Water Demon
Water Demon Race: Beast HP: 45 Power: 16 Armour: 0 Blocking: 30% Front 15% Side Recovery: Plain movement: 0 Attacks without moving: 1 Attacks + move: 2 Movement: 4 Teleport movement Attack Pattern: Hits only 1 square in any direction in a 4 square radius (Unblockable) Moves aside for friendly units? Yes Drop or gold unit? Rare drop on Legends and gold unit on FPS How many are allowed on the field? 2 Special: Drown: Any unit in a 1 square raidus in the directions of NSWE of the Water Demon have the risk of getting drowned. Kind of like the wisp, does 4 damage per turn when a unit is being drowned and when the drowned unit moves out it cannot attack. The controller will simply have to hold the Water Demon and 4 squares will light up, pick the square with an enemy unit in it to drown mwhahaha Drowning also causes the Water Demon to be in focus which can be broken if hit/frozen. The Water Demon is like a liquid beast so it is immune to Pryomancer or dragon attacks + DSM. It was kind of hard to pick the HP, Power, range and armour so I'ma adjust to your comments ![]() |
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#5 (permalink) | |
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Einherjar is Holy!
Join Date: Nov 2006
Location: Clubbin'
Posts: 480
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Quote:
1. Special seems a bit underpowered, just like a wisp that doesn't affect as much. 2. Recovery makes no sense to me. Becuase the way recovery is structured for every other unit is move = wait, attack = wait2, and attack+movement = wait+wait2 3. I don't see how it could block if it were composed of water. It seems like the hp could be a bit too high because it cannot be hit by DSM bombs. Against a DSM bomb, you could retreat this unit, kill off the opponent's scout and mud, and you would have a victory. Two scout attacks, and a mudquake from 2 is the minimum to kill it WITHOUT clericing in this situation. Stoned, this gives a turt a high chance against a rush. Aside from that, the unit is otherwised balanced. THe reason I suggest lower hp is that low recovery and high movement (+ teleport) would make it a powerful unit, especially for a drop. It is very original with th immune to fire idea. It has many uses (especially in an anti) and can be used effectively. |
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