Mechanics Reference, Final
I dont understand Heavy in this situation:
- 1 2
- - 3
H - -
The heavy hit all 3 targets. This does not seem to be covered by the guide. I do not have a good understanding of the mechanic. I know the shotgunner could hit all 3 from the middle - but didnt realize the heavy could hit all 3.
I dont understand Heavy in this situation:
- 1 2
- - 3
H - -
The heavy hit all 3 targets. This does not seem to be covered by the guide. I do not have a good understanding of the mechanic. I know the shotgunner could hit all 3 from the middle - but didnt realize the heavy could hit all 3.
Yeah, I was surprised when I first saw that. The mechanic seems to work exactly like the Gunner, but with one additional range.
Yeah. And the great thing about it is that it makes the Heavy the only unit in the game that can attack 4 units at 100% damage. He completely dominates on the teleport map. Plonk a heavy onto the sword tile and laugh and watch!
Not sure if this is deliberate, but it'd sort of make sense either way:
If a shadow rezzes a priestess debuffed unit, the unit loses the priestess debuff.
Regarding shadow resurrected units - by design as far as I can tell - all units come up with your team color as if you deployed it but at 100HP. No equipment, buffs, wraith feedings, or debuffs survive this process. You get the vanilla unit, haunched over at 100HP proudly displaying your team color.
I've used this as Shaolin on my own units to remove debuffs like the monk -25% base HP debuff when a taoist was not around or in range and I had a KO'd unit laying around.
*edit* I'm not sure what health the resurrected unit is at if the Shadow's damage stat is boosted somehow. I suspect it is always 100HP no matter what buffs the shadow has. He's not a healer like the Taoist where buffs on attack dmg increase healing and resurrection stats.
Can Shaolin give helmets and armor to converted Tribe units? If so, what graphics appear?
Can Shaolin give helmets and armor to converted Tribe units? If so, what graphics appear?
yes. Same graphics for weapon upgrade. No graphics for shield or helm.
I've got a +3 axe thrower in one of my games.
No graphics change either for tf2 units. Runemetal shows up like engineer upgrade though. I had a +3 heavy that singlehandedly won me a game. That heavy was a beastly 1440 Hp 20% resists with 150 base DMg I had parked on the center weapon tile. Yeah my shaolin units died to get me that heavy but he cried evermore.
I dont understand Heavy in this situation:
- 1 2
- - 3
H - -
The heavy hit all 3 targets. This does not seem to be covered by the guide. I do not have a good understanding of the mechanic. I know the shotgunner could hit all 3 from the middle - but didnt realize the heavy could hit all 3.
That's covered. See the bottommost diagram in the gunner/heavy section. Copied here:
2__
1×1
__2
o1_ <– It appears that this 1 is only hit if the 2 behind it is full.
Heavy shooting at x hits the two spaces you indicated, and could also hit one additional target to the left of the x, like someone said above.
I believe Taoists remove enemy buffs BEFORE they do damage. Thus, the beer buff provides no defense.
A runemetal taoist using a potion on a poisoned helmed grenadier with the beer buff did 700 damage. (I believe there was a pally touching else, the math doesnt work.) I guess this is simple logic, but it did take me by surprise, really sucked.
I wonder...can they attack through bubbles as well???
That is a negative the shield absorbs the damage. I just tested it.
That is a negative the shield absorbs the damage. I just tested it.
This seems inconsistent with the treatment of beer.
Monk ignores the beer effect aswell
art, i guess things like the beer effect counts as a buff while the bubble is something else entirely. it would explain why taoists cant remove it atleast
Monk ignores the beer effect aswell
art, i guess things like the beer effect counts as a buff while the bubble is something else entirely. it would explain why taoists cant remove it atleast
es he ignores it, because of the first hit. 100% making minimum 25% dmg (because of taking 25% of maxhp) So actually the monk is a good beer breaker.
Its interesting that the taoist makes damage through the beer, looks like he is more a fighter than a supporter.
Also.
Your shadow cannot convert units on the enemy deploy square
Bamboo cannot stomp units on the enemy deploy square
Bamboo cannot stomp units on the enemy deploy square
Else you would see openings as 2 bamboo on the deploy tiles. :)
Bamboo cannot stomp units on the enemy deploy square
Else you would see openings as 2 bamboo on the deploy tiles. :)
Dwarves could still claw back for the win!
Bamboo cannot stomp units on the enemy deploy square
Else you would see openings as 2 bamboo on the deploy tiles. :)
Dwarves could still claw back for the win!
Only if they have 2 drills in the opening hand to dig their way out of their bamboo grave.
Well they could spend every turn swapping tiles until they found 'em.
Well they could spend every turn swapping tiles until they found 'em.
Egads! What a frightful experience! Sounds like a nightmare I might have after a Hero Academy binge night!
Bamboo cannot stomp units on the enemy deploy square
Else you would see openings as 2 bamboo on the deploy tiles. :)
Dwarves could still claw back for the win!
Only if they have 2 drills in the opening hand to dig their way out of their bamboo grave.
shaolin with double dragon could also break out as well
It's hard to say what's expected behavior for Taoist--nothing before it has removed buffs. Normally any damaging attack is affected by the beer/shield. The only notably thing that does no damage is Jarate and that penetrates both. I guess if beer/shield are the only two defensive buffs in the game, I'd have expected Taoist to handle both the same way.
IIRC a runemetaled Taoist with a potion does 500 before resists (300 base + 1 CP from potion)? So 700 is what you'd expect with -40% from poison, and no beer.
Shadow not rezzing enemies on start tiles is expected. Right now you can never control something on an enemy start tile, with exception of Phantoms (who get auto-stomped) and Wraith (there's only one). And for all we know, maybe the current Wraith bug has to do with trying to change that.
And yeah, Monk does min 25% hit effectively since the HP reduction always takes effect.
For the Windblade AoE, the +200, +400, etc. combo bonuses are not weakened with subsequent hits ie. for a 2-combo (+200) it is:
100% gives 200 + 200 = 400
50% gives 100 + 200 = 300
25% gives 50 + 200 = 250
Also note that if you attacked with a physical unit, the combo damage is physical, and if you attacked with a magical unit, the combo damage is magical.
You can test this out in the puzzles.
On the Meet the Shaolin challenge "Teamwork Counts", I used the following moves:
1) Bottom Monk (BM) hits Bottom Knight (BK)
[BK takes 250 damage from HP reduction]
2) Top Windblade (TW) hits Top Knight (TK)
[TK takes 200*0.6 (base damage, 40% resist) = 120 damage]
[BK takes 200*0.5*0.6 (base damage, half from AoE, 40% resist) + 200*0.6 (combo damage, 40% resist) = 60 + 120 = 180]
3) Bottom Windblade (BW) hits BK
[BK takes 200*0.6 (base damage, 40% resist) + 400*0.6 (combo damage, 40% resist) = 120 + 240 = 360]
[TK takes 200*0.5*0.6 (base damage, half from AoE, 40% resist) + 200*0.6 (combo damage, 40% resist) = 60 + 120 = 180]
When attacking bamboo, tribal axethrower always gets 400 damage no matter what the health of the bamboo, and warrior gets no special KO effect.
Hmm, I wonder if this is an oversight or by design. I think it should behave like everything else does.
Observation: TR Warrior take down of SL Bamboo is like finishing off a crystal rather than a puppet - bamboo has to be below 25%
Could anyone tell me why this doesnt work ?
http://steamcommunity.com/sharedfiles/filedetails/?id=113474914
http://steamcommunity.com/sharedfiles/filedetails/?id=113474936
http://steamcommunity.com/sharedfiles/filedetails/?id=113474961
shouldn't the windblade attack the ninja through the bamboo too?
None of us know exactly how the windblade aoe so it behaving unusually is expected. But In my mind it should hit the ninja
A zombie tribe puppet (TR unit rezzed by SL Shadow) will be enraged when an SL Bamboo unit is destroyed.
A zombie tribe puppet (TR unit rezzed by SL Shadow) will be enraged when an SL Bamboo unit is destroyed.
Hilarious.
THAT PLANT WAS MY ONLY FRIEND! GRAAAAAAAH!
LOL, so does this mean bamboo prevents defeat?
Hamlet: could you please update your blog when you have a chance, with at least a partial guide of Shaolin mechanics? Your blog used to be my one stop shopping for HA rules, but now I'm all flustered!







Not sure if its been said already, but the Monk debuff survives the Monk's death (and survives a KO of the targetted unit, as has already been noted).