Double upgraded Shadow survives sworded imp + scroll. VERY difficult for DE to deal with that. =/
*grumble grumble grumble*
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I'm not sure what's the big deal about upgraded Shadow being hard to kill. We've had Dwarven Paladins forever, and those aren't exactly easy to kill either! I don't suppose people want to nerf them too then!
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Is it really worth it to Runemetal the Shadow? Yes, on an attack tile, the Shadow will do 300 damage. But off the attack tile, the Shadow only inflicts a measly 150. I don't see the extra 50 damage being useful - if you add on combo damage does the extra 50 enable you to get certain KOs?
More from a lack of anything good to sword, I'd wager. Every unit has 200 damage, but every unit can do massive damage when comboed. I'm reviewing my thoughts on SL, and think that I'm going to try sworded poisoners and taoists to see if the sworded healing makes a difference.
I'm trying to make a poisoner+dragon+bamboo combo work as my primary tactic, while having the shadow and monks protecting the poisoner, but DW is really giving me headaches - there's just no good way to avoid AOE.
I could see it being a good choice, but it says something about the Taoist that he needs a Runemetal to keep up on healing.
They need to find a way to raise his output without turning him into a copy of the Cleric. Maybe set him to 200/200 so his raw output is still lower, but he can rez to 400 health.
Edit: The dragon combos with the poisoner amazingly well. The problem I've seen with it so far is that it deals it's damage forward. Generally the unit you want to target it standing at the front of a column, so all the remaining damage goes to waste. Would be a lot more useful if it delt damage in the opposite direction.
Dragon would be crazy overpowered in that case, I think. =p
They'd probably have to scale the damage down, but not as much as you'd think. I mean, it does 600/450/335/255 totalling 1640. In contrast an Inferno that hits four targets does 1400 damage and also Stomps.
The Dragon brusts higher on the main target, but does't allow stompage. I think it'd be fine chaining backwards with maybe just a smige less damage.
Burst damage is WAAAAY more valuable than 350 per target. See drill for details.
Oh, I agree, but stomping is just as valuable. I think Dragon would function better if it were tuned to provide the burst plus AoE where as now it's more of a choice... And not even that, since you'd rarely choose the AoE.
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In a Shaolin vs Shaolin match, I just used a double dragon to take and convert the other team's (unbuffed) Shadow with my Shadow, and then fed it a health potion, later adding more buffs. The combination of two buffed/runemetaled Shadows working in tandem is totally unstoppable!!
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Wow, that's a neat trick!
Wait, does double dragon kill helmed shadow...? That guy is what the Wraith should have been. =/
Screens or it didn't happen. I tried to do that in a game and it wouldn't let me target the KOd shadow with my shadow.
Wow, so little trust for an old friend, Jared?
Did our one random game we played a little while back "not happen" either? ; )
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Monk and Taoist should get autoheal 100 hp each turn imo. Or give autoheal ability to combo potion (permanent effect).
Why monk autoheal? He have got many hitpoints. He is like council knight but taoist can not heal him as cleric does. Even when you give Taoist rune, he can not 2 AP revive to 1000 hp and he is the same (low) range as cleric.
And why Taoist autoheal? We use him to attack because he does combo BUT that makes him more likely to die because there is no AP left to retreat him to safety adn you don't want HEALER to die. If he has got autoheal, he can attack more.