Armored skeleton

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Constantin
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Armored skeleton

Post by Constantin » Thu Sep 15, 2016 1:26 pm

Cost 7
Hp 50
Attack 15
Range 1
Armor 8
P.armor 9
Move3
Action turn 1/1
Spell resist 20%
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Midonik
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Re: Armored skeleton

Post by Midonik » Thu Sep 15, 2016 2:09 pm

Nice idea.
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Thu Sep 15, 2016 2:11 pm

Armor values are definitely too high
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Constantin
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Re: Armored skeleton

Post by Constantin » Thu Sep 15, 2016 2:26 pm

About normal armor I agree should be reduced to 6 , p armor but it is a strong feature of the undead and of the warrior she should be above the rest of the undead

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Alpha
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Re: Armored skeleton

Post by Alpha » Thu Sep 15, 2016 7:36 pm

it should be a weaker version of the Armored Orc Warrior
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Thu Sep 15, 2016 9:04 pm

I tried to make an image
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Alpha
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Re: Armored skeleton

Post by Alpha » Thu Sep 15, 2016 9:09 pm

That looks good! But maybe change that sword cus it looks like a pirate cutless
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Thu Sep 15, 2016 10:27 pm

edited
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Fri Sep 16, 2016 7:47 am

I've made bones color lighter, so they are more visible
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MightyGuy
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Re: Armored skeleton

Post by MightyGuy » Fri Sep 16, 2016 9:56 am

could you add an animation on his Sword? Like Electric,Burning,Anything Emphisze people
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Fri Sep 16, 2016 10:08 am

I would prefer to avoid adding animations without reason. If the unit has magical effect it would have sense
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Re: Armored skeleton

Post by MightyGuy » Fri Sep 16, 2016 10:35 am

Skeletons Cannot live without soul,Soul close to health, so, it should add this unit an ability... The "Lich",lich is to increase hp to original hp and decrease hp enemies. The undead Lich different to this unit, this is strong on melee while Undead Lich close to ranged magic or what.. skills..This unit using his magical sword to use the ability Lich. Are you agree on this abilty?to make this unit stronger? its okay to me if you say no...

stats will be.
cost:7
hp:18
attack:7
armor:2
pierce:2
range:1
speed:3
spell Resistance :10%
Special: Lich
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Fri Sep 16, 2016 11:26 am

There is already a skill like that. It is called lifelink.

Do you want this unit to have such a skill?

A heavy armored unit with lifelink would be almoste invulnerable. It should cost much
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Re: Armored skeleton

Post by MightyGuy » Fri Sep 16, 2016 11:48 am

yes! how much cost to balance it.
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Alpha
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Re: Armored skeleton

Post by Alpha » Fri Sep 16, 2016 11:52 am

Is This good?


Cost:5
Hp:30
Attack Power:12
Range:1
Armor:4
Pierce Armor:2
Speed:3
Sight:5

All skeleton techs will effect this unit.
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Re: Armored skeleton

Post by MightyGuy » Fri Sep 16, 2016 11:57 am

i dont think sorry, lets ask alexander82 for that stats.
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Re: Armored skeleton

Post by DoomCarrot » Mon Sep 19, 2016 11:56 pm

That looks ok, but I would say either make cost 6 or speed 2.
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Alpha
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Re: Armored skeleton

Post by Alpha » Tue Sep 20, 2016 2:25 am

Speed 2 should be fine.
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MightyGuy
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Re: Armored skeleton

Post by MightyGuy » Tue Sep 20, 2016 7:38 am

that looks ok!
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Alexander82
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Re: Armored skeleton

Post by Alexander82 » Tue Sep 20, 2016 8:05 am

Generally skeletons aren't slow among the undeads. I think it might be more useful if you just raise the cost or reduce the armor
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Alpha
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Re: Armored skeleton

Post by Alpha » Tue Sep 20, 2016 11:54 am

increase the costs then.
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General Brave
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Re: Armored skeleton

Post by General Brave » Thu Jun 07, 2018 8:33 pm

Cost: 6
Hp: 32
Attack Power: 13
Range: 1
Armor: 3
Pierce Armor: 4
Speed:3
Sight:5
Lifelink.
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Typhoon
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Re: Armored skeleton

Post by Typhoon » Thu Jul 26, 2018 10:08 pm

I would see it as 3 cost heavier version of skeleton armored orc counterpart
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General Brave
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Re: Armored skeleton

Post by General Brave » Fri Jul 27, 2018 12:10 am

Ok.
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Savra
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Re: Armored skeleton

Post by Savra » Mon Oct 01, 2018 4:48 am

So basically
Skeleton Vassal
ImageImage
Cost:4
Hp:23-27
Atk:12-14
Rng:1
Sight:4
Spd:3 water:1
Arm:2-3
P.arm:6-7
Res:0%
Standard bonus to buildings.

The reason for high pierce armour was because it is a skeleton and the undead are known to be less affected by arrows.

I included upgrades. Unless you want this unit to fall in line with the fire skull thrower? Somewhat like a special group of skeletons who have some abilities that set them apart from average skeletons this requiring separate upgrades.
Last edited by Savra on Tue Nov 20, 2018 1:26 am, edited 5 times in total.

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Typhoon
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Re: Armored skeleton

Post by Typhoon » Tue Nov 06, 2018 2:55 pm

3 turn skeleton able to survive more than than our regular 2 turn one would be great help
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Savra
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Re: Armored skeleton

Post by Savra » Mon Nov 19, 2018 7:02 am

Updated, this ready?

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Tankhead
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Re: Armored skeleton

Post by Tankhead » Mon Nov 19, 2018 9:05 am

Wait for a balancer to check this over
Also A 3 turn unit with that much Armor crazy for a 3 turn unit
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Lynx Shafir
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Re: Armored skeleton

Post by Lynx Shafir » Mon Nov 19, 2018 9:29 am

I see some stat suggestions here.

Well even as a simple shielder (don't take example the ork one - is OP, and ruins maps :()
Has high armor if 3 cost.

Also may overlap with some phantom ideas.

Personality I prefer a separate unit (not 3 lvl)
May I saw a similar idea.
Let me check.

Also we should wait till sceleton rebalance, and strengthen techs are in.
(cos can become really op with those)!

If u prefer a Sceleton than remove one phantom to put more weight on basic units.

If keep them may make as a special "warrior" for 6 cost.
Still accessible from TC, graveyard.
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Savra
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Re: Armored skeleton

Post by Savra » Mon Nov 19, 2018 3:02 pm

It's a 4 cost unit and has high p.armour because it's a skeleton.
It would not remove a phantom because the phantom is stronger then this unit and the phantoms must be researched first. It was originally compared to the orc shielder which is no different then the Lizard men shielde r on rebalance, all 3 are tough defenders for your tc so that you can keep them longer.

btw, I didn't see Orc shielder really ruining maps much, I use them to guard my tc especially from elves so that stronger units can come and remove the threat, it's basically a good defender elves don't need one necessarily because their main strength is ranged and not melee.

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