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Mud Golem Tactics

This is a discussion on Mud Golem Tactics within the Training Room forums, part of the Tactics Headquarters category; I recently won a mud golem on my grey, DarthYoda, to go with my frost drop. Now, I have only ...

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Old 03-24-2008, 03:56 PM   #1 (permalink)
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Mud Golem Tactics

I recently won a mud golem on my grey, DarthYoda, to go with my frost drop. Now, I have only won one game since I won the mud, and it was against a 1420 gold rusher who wasn't very good. In this time period, I have lost to 2 people <1000 stats. My mud golem was the first unit to go in many of these 6 or so losses (total). I never know when to quake and when to punch (low unblockable damage to about 2 units or high blockable damage).
Could anyone give me any good mud golem tactics to stop this ridiculous losing streak. Thanks.
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Old 03-24-2008, 04:21 PM   #2 (permalink)
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Same thing is happening to me, I do better dropless, but I would love to use my mud.
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Old 03-24-2008, 04:47 PM   #3 (permalink)
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Seems you aren't careful enough with your mud golem. Because its such a big threat and dies pretty easily its very often targeted first. The main thing golem can do, is breaking focus and finishing units off. Its best to use him when opponent is occupied with something else. Say, you're playing same side turtle game. You could just hop in with a mud, maybe get of a quake or two but your mud would die and you haven't achieved anything. Instead send a knight or assassin over his flank and while he's busy dealing with it teleport in with mud and wreak havoc. Opponent then will have to choose between killing your mud or the flanking unit. This is really elementary tactic and its not really effective but just to give you an idea how a mud should be used. And have in mind that you dont actually have to use him. Having a mud golem in hard to reach and yet threatening position creates some big problems for your opponent. Barrier ward + mud golem can be a very scary combination, especially when using centered sets.

Well, main thing to know is that mud golem can't do much alone. Use him the way you use your scout and you'll do well.

Hope it helped somewhat.
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Old 03-24-2008, 05:56 PM   #4 (permalink)
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A very good use of the mud golem i find is in a rush or an attck to the cleric. Since most attacks to the cleric leave him with low health, it is best to use the mud quake near to the cleric and so that way u can kill the cleric whilst damaging other units.

Also, you can use the mud golem to kill low health things - witches, pyros. If you can use get a high attack (18+) on these units, you can then just send in the mud to finish them off with the mud quake. Its a simple tactic but works most efficiently.

Hope I Helped!

Last edited by | Red Devil |; 03-25-2008 at 07:30 PM.
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Old 03-24-2008, 06:01 PM   #5 (permalink)
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use a barrier ward. problem solved =P

your frost should scare his scout from breaking your barrier's focus on your mud, and you can quake again and get your mud back home safely.
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Old 03-24-2008, 06:11 PM   #6 (permalink)
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I agree completely with Lemon_ (ops...sorry for the chess game, my computer froze ). I rarely use my mud directly: i prefer keep him behind my units line and move it up slowly, making sure he's safe. Quake is extremely powerful but easily annihilated by a cleric heal:

1) in the same side if you have a barrier you can wait a good moment (right after a cleric heal, or while your opponent is dealing with flanking units) and jump in the middle. If you barrier it right the turn after you have nice probability to kill some units and come back ;)

2) in opposite just move mud ina good position (behind your flanking knights for example and wait for an opening)

A common tactic if they can't heal is to jump in and then PASS. they attack your mud, you heal, and the third turn you quake. This help your mud to come back from the opponent base and have some time to recover behind your units.
Mud is a really nice but fragile unit ;)

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Old 03-24-2008, 06:27 PM   #7 (permalink)
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Gypsy is an unknown quantity at this point
Even so if the first attack is a knight hit the mud is at 50 after the heal. Then you combine with lw or dragon hit and the mud isn't in good shape even after retreating, so you'd need a barrier to keep it alive.
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Old 03-24-2008, 06:45 PM   #8 (permalink)
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Quake to deal as much damage as possible or to target a specific unit. Then, simply send in 1 or 2 additional threats while the opponent is busy attacking the Mud. He or she will have to choose between losing X or losing even more.
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Old 03-24-2008, 06:58 PM   #9 (permalink)
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Quote:
Originally Posted by Override View Post
Quake to deal as much damage as possible or to target a specific unit. Then, simply send in 1 or 2 additional threats while the opponent is busy attacking the Mud. He or she will have to choose between losing X or losing even more.
I just had a game against a 1600+ rusher. I was able to have my mud survive while he was targetting other units, which he had to do. Such as a dragon which would have killed his cleric unless he killed it with his dragon. I ended up using my scout to hit his cleric, which I had just saved by moving my mud to cover it.

Anyway I won by 6. Cleric, frost, 2 knights, mud, furgon.
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Old 03-24-2008, 07:34 PM   #10 (permalink)
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u just have to know when to use it, for example i use a mud scout combo to take out the opponents cleric first and it works most of the time
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