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Electric eels
Posted: Sun Aug 26, 2018 12:40 am
by Tankhead
Fast spamming water units.
Ill leave stats to you
Re: Electric eels
Posted: Sun Aug 26, 2018 5:47 am
by Lynx Shafir
Recently I got the same idea

.
But Id give it to Beastclans or elves.
A cheap water unit just make the scalefolk more unbalanced and stronger in bioms.
And is not scaled at all.
Skill :Shock - stuns enemy 1 turn. (active)
Electric/lightning weapon - passive( element)
Re: Electric eels
Posted: Sun Aug 26, 2018 5:59 am
by Tankhead
Lynx Shafir wrote: ↑Sun Aug 26, 2018 5:47 am
Recently I got the same idea

.
But Id give it to Beastclans or elves.
A cheap water unit just make the scalefolk more unbalanced and stronger in bioms.
And is not scaled at all.
Skill :Shock - stuns enemy 1 turn. (active)
Electric/lightning weapon - passive( element)
Probably elves since they are lacking in water and is it a good idea to give electric weapon to fast spamming water units? And the eels can't be allowed to stun siege ships/transports.
Wouldn't make sense
Re: Electric eels
Posted: Sun Aug 26, 2018 6:14 am
by Lynx Shafir
Ok for elves
Stun for enithing living, amphibian, in water(so no ship or undead)
Full counter dmg? .
Electric weapon bonus what is weak too it.
(can get effect like burning)
Effect needs for towers anyway.
Bonus, May some mechanical units - metal.
Some elemental units.
Shock also ignores armor(electricity pass metal armor) deal *10 "magic" dmg.
Stats around 4-5 Cost
Re: Electric eels
Posted: Sun Aug 26, 2018 3:46 pm
by Savra
I'd say beastclans, could be the sharkfolks pets. Also elves might be getting ships due to Sun elves, plus they still have arovine and siren to be added.
Re: Electric eels
Posted: Mon Aug 27, 2018 7:20 am
by Lynx Shafir
Idk the exact skills for siren but last saw affected only ships.
If charm should affect living.
Also e-eels are agains amphibian and elementals not ships. Different use.
Re: Electric eels
Posted: Mon Aug 27, 2018 1:38 pm
by Alexander82
These are a nice idea for elves
They might have a stun on hit effect
Also they might have low hp/damage bust very low cost (like 1 but no more than 2)
Re: Electric eels
Posted: Fri Sep 07, 2018 4:59 am
by Tankhead
These could also work as a random hostile animal on maps
Re: Electric eels
Posted: Fri Sep 07, 2018 8:16 am
by Alexander82
I think they might be like this:
Cost: 1
HP: 1 (they are meant to act as some sort of projectile unit)
Attack: 5
Range: 1
Dodge counter 100%
speed: 6 (water)
Special: stun on hit (100% - affects only flesh and blood units)
It is basically something you use to fight things like merlocks, giants and such kind of living units that can walk water)
Re: Electric eels
Posted: Fri Sep 07, 2018 4:27 pm
by Lynx Shafir
Better 2-3 cost and 10-15hp, otherwise spawns all water maps.(but dies instant from ranged
May stun as an ability with CD,
and electric weapon (after elemental expansion)
It seems to be a swarming worm wat not the best choice for nature elfs.
(merlochs are too cheap anyway (if keep cost 2) they kill a sea serpent in one turn)
Re: Electric eels
Posted: Fri Sep 07, 2018 10:06 pm
by Alexander82
Merlocks have the same stats as orc warriors.
They have bonus against sea serpents I think
Anyway I liked the idea of swarming them like wolves dens
What about making them a summon from a tower like building made in water tiles?
Re: Electric eels
Posted: Fri Sep 07, 2018 11:20 pm
by General Brave
Sounds good.
Re: Electric eels
Posted: Sat Sep 08, 2018 6:31 am
by Savra
If the is going to elves shouldn't it be in the elf topic?
Re: Electric eels
Posted: Thu Dec 13, 2018 10:57 am
by Lynx Shafir
Well
Re: Electric eels
Posted: Thu Dec 13, 2018 12:46 pm
by makazuwr32
Nice image.
As for stats i want to see for them similar to wolves stats.
Re: Electric eels
Posted: Fri Dec 14, 2018 6:35 am
by Lynx Shafir
Electric eels
Cost-2(3)
Sacred spring
Hp 9
Attak 7(electric weapon) - 50%bonus to mechanical units
Power range 1
Arm 2/0
Speed 4 - water
Sight 4
S.res. 30%
Skill - Stun
Range 2,CD 2-last 2
70% ignores spell res, targets only living units.
Affected by elven basic techs for atk, hp
Re: Electric eels
Posted: Fri Dec 14, 2018 8:26 am
by makazuwr32
Uhm no. For 2 turn unit your stats are too powerful, lynx.
1. No bonus. At all.
2. No melee armor. Instead it is better to add dodge counter 100% and dodge ranged 30%.
3. No power range.
4. I prefer them to have this skill as passive on-hit effect. Can't affect undeads, elementals, mechanical units and ships.
5. Can't be affected by any techs apart from sight one.
I'll prefer them to be a bit faster (speed 5) at cost of lower attack (5).
Stun effect is curse-like but lasts 1 turn and can be removed via healing instead of disenchanting.
Re: Electric eels
Posted: Fri Dec 14, 2018 10:28 am
by Lynx Shafir
Ah, I initially wanted a 3 cost one..
(The bonus was about elemental dmg as producing electricity - we may introduce later)
Id like to be affected by those nature upgrades - like wolves
After all is animal - wud be woerd if not, also add more usage for those.
I'll lower statrs if 2 cost
Hp 7
Attak 5(stun weapon)
Arm 0/0
Dodges 0/30/100%
Speed 5 water
Sight 4
S.res 20%
Stun - last 1 turns (affect flesh and blood units
Affected by techs for hp and attack
(considering merlock and pikers stats isn't much)
Re: Electric eels
Posted: Fri Dec 14, 2018 12:12 pm
by makazuwr32
Elves don't have any techs for hp increase exept directly for ent warriors.
For now only tech for their nature friends is "Nature" that increases attack by +3 for unit.
Re: Electric eels
Posted: Fri Dec 14, 2018 2:12 pm
by Midonik
Yeah, this unit should be effected by etn's tech. But nature seems fine I guess.
Re: Electric eels
Posted: Fri Dec 14, 2018 3:17 pm
by Savra
Went from 1 cost to 3 cost to 2 cost.
Re: Electric eels
Posted: Fri Dec 14, 2018 4:08 pm
by Lynx Shafir
makazuwr32 wrote: ↑Fri Dec 14, 2018 12:12 pm
Elves don't have any techs for hp increase exept directly for ent warriors.
Than its time to create one.
Re: Electric eels
Posted: Fri Dec 14, 2018 4:38 pm
by makazuwr32
No need for.
I don't like idea of tech that will increase hp for wolves, ents (all) and some other units (eagles for sure).
Unless it will be researchable at great tree for 40+ turns.
Re: Electric eels
Posted: Sat Dec 15, 2018 6:27 am
by Savra
Elves have enough techs to compensate for lack of hp.
Besides they also have the most techs in the game.
Re: Electric eels
Posted: Sat Dec 15, 2018 9:47 am
by makazuwr32
Elves themselves yes. But not their nature friends. Dodges, elven craftsman's upgrades are not affect any non-elf unit from elves.
Re: Electric eels
Posted: Sun Dec 16, 2018 7:50 am
by Savra
Give them time.

Re: Electric eels
Posted: Sun Dec 16, 2018 12:17 pm
by Lynx Shafir
makazuwr32 wrote: ↑Sat Dec 15, 2018 9:47 am
Elves themselves yes. But not their nature friends. Dodges, elven craftsman's upgrades are not affect any non-elf unit from elves.
That bcos this tech wud be useful when we'll have more animals-
Those basic ones making useful in late game.
Tech wud give +3/5 max hp
Reserch in elven santuary (2x2)
6-8 cost
Having no unit upgrades and low armor (I think adding to fauns too)
I need a name for...
Re: Electric eels
Posted: Sun Dec 16, 2018 1:54 pm
by makazuwr32
No. I don't agree with this.
Wolves with 14-18 hp summonable every turn is too much. Too tanky. WAAAY TOO TANKY.
Re: Electric eels
Posted: Sun Dec 16, 2018 4:04 pm
by Lynx Shafir
makazuwr32 wrote: ↑Sun Dec 16, 2018 1:54 pm
No. I don't agree with this.
Wolves with 14-18 hp summonable every turn is too much. Too tanky. WAAAY TOO TANKY.
Won't add to summoned Wolf.
Re: Electric eels
Posted: Sun Dec 16, 2018 4:25 pm
by makazuwr32
To any summoned units.
It must affect only trainable animals.