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Death Dealer

This is a discussion on Death Dealer within the Create-A-Unit forums, part of the Legends Community category; Name: Death Dealer HP: 35 Power: *** (Starting Power is 5) Movement: 2 Armor: 8% Blocking: 20% Attack: 5 Unblockable, ...

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Old 02-13-2007, 09:00 PM   #1 (permalink)
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Death Dealer

Name: Death Dealer
HP: 35
Power: *** (Starting Power is 5)
Movement: 2
Armor: 8%
Blocking: 20%
Attack: 5 Unblockable, any thing over 5 is Blockable (Carriers a Shaft of Death and Deals Damage with the Shaft)
Range: 1 (any direction)
Recovery: 2
Special Abilities: When attacked by any Unit with Equal to or More Power then him that attack is neglected and the Death Dealer takes on the power from that Attack as his own for 3 Turns, then gets reset back down to 5. Attacks of less power then his will do damage to him.

Examples:

Start off at 5 Power
Death Dealer gets attacked by Knight, Damage is Neglected by the Knight. Death Dealer now gets 22 Power from the Knight. D.D. attacks Knight and does damage and moves. Waits 2 turns for recovery then can attack again. After 3 turns the D.D. is reset back to 5 power if not attacked.

Death Dealer gets attacked by Knight, Damage is Neglected by the Knight. Now if Death Dealer is attacked by some other knight the Damage is Neglected again. If attacked by a Scout the damage is not Neglected and is taken on by the Death Dealer. If attacked by a Dragon now the Damage is Neglected and the D.D. takes on the Power of the Dragon. Note: Takes on Power Not Attack.

Unit can be Paralyzed and Poisoned as normal.

Last edited by M_A_D; 02-13-2007 at 09:21 PM.
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Old 02-13-2007, 09:03 PM   #2 (permalink)
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What if it goes over a spike trap?
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Old 02-13-2007, 09:05 PM   #3 (permalink)
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It dies, duh!
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Old 02-13-2007, 09:06 PM   #4 (permalink)
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Quote:
Originally Posted by ChrisIIX View Post
It dies, duh!
Spike trap is no longer an auto kill M_A_D edited it.

I think that this guy is a little overpowered,
My suggestions,
raise the health bar, and change from neglect damage, to just increase attack power and take the damage.
One problem I think that will be run in to is that your opponent will do some weak aoe mud attack making the unit useless in most situations. But props for the originality it has some interesting effects.
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Last edited by S3RO; 02-13-2007 at 09:14 PM. Reason: Keeping it on topic :)
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Old 02-13-2007, 09:24 PM   #5 (permalink)
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Mud is not a problem. The D.D. starts off at 5 so a Mud Quake is 15, 10, 5 so damage is neglected. The only units that can attack it to start off is a Wisp. The best thing would be to let it attack then attack it in recovery and kill it if you can.
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Old 02-13-2007, 09:38 PM   #6 (permalink)
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I llike it ;)
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Old 02-14-2007, 12:13 AM   #7 (permalink)
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It seems easy to ignore to me why not have the first attack damages it no matter what and the rest follow the rules you have specified
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