#Castle Deads
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What if castle dead upgrade+castle archidon upgrade?
Theyd probably clash with each other
And it would be very expensive
And a wasted slot for both Castle units
Brilliance needs a nerf
I don't see why not
Oh sup
Still
Even with brilliance you still have to wait a long time
I don't think so
Well the only way to find out is to test it
why Castle Deads II is more expensive the Castle Archer
Castle Dead is 10(+10H) 25%s cost (with brilliance) 200g 450g
Castle Archer is 15(+10H) 25%s cost (with brilliance) 200g 300g
I don't think you looked at the DPS
It has lower damage, but higher DPS, which means that it has way faster attack speed
Literally melee unit attack speed
1.1627 seconds attack speed 
:-;
didn't know that but how fast can it be
This is severely unbalanced
Literally 1.1 more DPS than CA even though it has 5 less base damage + it has poison damage
And level 2 costs way more than CA level 2 even though they're meant to be equal
Agree the training time is little bit different like in
CD I 47s CD II 92s
CA I 45s CA II 90s
💀
7 castle milita now 
Make it cost crystal
Y'all should stop ignoring the ungodly DPS this thing straight from the depths of hell has
this idea is cool but combined with regular ca upgrade this is gonna
..be monstrous to say the least?
more reason to just rely on the tower zap fr
You don't even need to combine it with the CA upgrade, this already has ungodly enough attack speed + poison damage
bring brilliance
bring ca, bring dead ca
garrison like 1 miner
inpenentrable for the next 10 minutes
Magiegiant with double castle militia:
The fcking tower zap:
I mean, if I can bring VoP now because the enemy gets evapiroted to double castle militia, that would be nice! And unbalanced! I can finally beat yasin with his damn shadowripp!
The dps is what Castle Deads do RN
No it is not
So you realize how fast of an attack speed a ranged unit needs to have to have 8.6 DPS with 10 base damage?
One attack every 1.1627 seconds
That would be op
Oh
Damn it
Skill issue
That's still ungodly fast for a ranged unit tho
1.47 attack speed
Castle dead attack speed is at most 1.8-1.9
I'm trying to give chaos a edge
?
Chaos doesnt have Castle support at all times especially when the enemy is rushing before you can save gold
Ngl castle deads need the normal tdead attack speed (the 2.22 seconds attack speed) but they should have the same damage as CA
Not the dps
Oh wait
There's got be a give
Tdead attack speed not being bugged and being slower than archidon?
I know
A bug is literally what's making them just barely good
Castle deads are supposed to have high damage
The normal ones
17 damage to heavy makes using tdeads and eclipsors in the same deck somewhat a viable strat, at least against AI
Yea
But against real players
Not so much especially when they use healing and merics
Merics get completely shut down by tdeads
Healing is not much of a problem when you can just melt through their tanks with 15 damage and 17 damage ranged units
Did the juggs get nerfed again or something
No

I haven't used juggs recently
I've been using tdeads and cgiants without monstrosity as tanks
It took me a long time to kill a archidon with uc juggerknight
Ah I saw that deck floating around
Juggs suck when it comes to killing the enemy backline
?
I said cgiants without monstrosity
Cgiants are underrated
Tho they may need a buff to be less reliant on monstrosity
@last monolith Maybe a little buff in they movement speed?
No
Then egiants will also have to get a movement speed buff
And they don't need more movement speed
They have the perfect "slow as FCK" movement speed
@last monolith Well for the CGiants can recover they earthquake ability from SW Legacy
Thats too op for a unit
@last monolith It wasn't that op
Maybe for a general but not for a unit
That one lava giant destroying an entire army with one earthquake:
Swl earthquake had infinite AOE and dealt the same damage as the normal attack
Cgiants do NOT need infinite AOE
@last monolith Well no earthquake for CGiants but they an ability
@last monolith Hm maybe they can grab an throw a enemy unit as an ability?
how about just make castle archer upgrade provided castle archer or castle dead depending of if the user is using an order or chaos deck
a mixed deck just have both
@lethal heron Hm that actually sounds good
True
@lethal heron Yes they castle archers was actually air elementals
And I remember that castle air elementals was to op on Empires they deal massive damage even to giants and also deals burn damage
I didn't play empires but I can imagine it was op
they have extended range
The only disadvantage of the castle air elementals was that they can't deal splash damage
Maybe they will make a new elemental unit so the air isn't the castle unit
Fire elementals maybe?
They deals more normal damage and didn't have splash damage only burn damage
So they can be like the castle deads
i think they should deal only fire damages, with 10 ticks, and each tick is 10 damage