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Orcs

Posted: Sat Mar 11, 2017 12:35 am
by Alexander82
Orcs units

Goblin Shaman
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stats
Cost: 3
HP 11
attack 3
range 1
Armor 0
Pierce 0
Speed 2
Sight 4
Action 1
Heal rate 10
Spell range 4
spell possibility 20%
spell resistance 50%
50% Potion
Lifelink
Troll skin (+6/+6 armor)
Troll Blood (20% HP regeneration for 5 turns) Duration 4 turns
Goblin swiftness (+1 action works on ranged too)
Disenchant

Buildable at TC, Shaman's Hut

Orc Slaver
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Cost 5
HP 20
Attack 20
Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (converted with the menace of being hit)
Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Spell resistance 50%
Trained At Tcs, Orc Camp

Giant Marksman
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Cost 7
HP 30
Attack 20 (not pierce)
Range 10
Speed 2
Sight 11
Action 1
area dmg
Great bonus against buildings
Buildable at Tcs, Monster's cave (both)

Orc techs

Troll tech: Throwing
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Troll can change stance starting to throw spiked balls at the enemy

Orc Tech: Bloodlust (We can change the name anyway)
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All orcs, uruks and trolls gain the bloodlust ability.
When they kill a enemy they regenerate a amount of hp equal to their attack stat

Orc Tech: War paint
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Orcs, Trolls and Uruks attacks doesn't trigger a counterattack

http://www.androidutils.com/forum/viewt ... =27&t=1449

Re: Orcs

Posted: Thu Jun 07, 2018 2:35 am
by General Brave
Should I start working on these?

Re: Orcs

Posted: Thu Jun 07, 2018 4:54 am
by Stratego (dev)
General Brave wrote:Should I start working on these?
i would rather suggest working on dwarves and scaledfolks - they need techs (eg. i see dwarves has only one) scaleds idk.

Re: Orcs

Posted: Fri Jul 13, 2018 1:06 pm
by Lynx Shafir
I don't think Minotaurs in TC is good idea
Crusher same cost same place.

Re: Orcs

Posted: Thu Aug 09, 2018 3:33 pm
by Keshanius
I think minotaur is of no need with orc crusher , but minotaur is more beautiful. Also minotaur can be elven unit
Fire Javelineer spoils balance, because orcs destroy buildings and undeads with strength and giants not with fire

Re: Orcs

Posted: Thu Aug 09, 2018 3:42 pm
by Savra
Minotour is more like a faster, damage dealer then orc crusher, look at them kinda like the wolf rider and raptor rider, in a way. The Minotaur has higher defense, atk, and speed compared to the crushed who has trample, and health as his advantages, so if you wanted say a fast battering ram to get to the enemy base that's on the other side of the map and building wagons just take too long you can get a minotaur, where the crushed can be used to take out fortifications closer to you.

Re: Orcs

Posted: Thu Aug 09, 2018 5:17 pm
by LordOfAles
Keshanius wrote: Thu Aug 09, 2018 3:33 pm I think minotaur is of no need with orc crusher , but minotaur is more beautiful. Also minotaur can be elven unit
Fire Javelineer spoils balance, because orcs destroy buildings and undeads with strength and giants not with fire
no

Re: Orcs

Posted: Thu Aug 09, 2018 5:31 pm
by Lynx Shafir
The Minotaur is a bit unbalanced if keep 3 cost.
Same is its role. I feel that it ought to be a special/elite unit - in cost and training place both.
Not a common one like any ork. (for 3 cost in a TC)
300%bonus to towers is too hight
For destroying building there are a bunch of units (from crusher -uruks - to giants - all with tample)

But what is really op is the goblin Shaman.

Re: Orcs

Posted: Thu Aug 09, 2018 6:57 pm
by Savra
Goblin shamans stats were changed in its topic, these stats are obsolete.

Re: Orcs

Posted: Thu Aug 09, 2018 7:04 pm
by LordOfAles
Can everyone stop chatting in vote list and make a topic about their complaints -.-