#Gauntlord (FISTS OF GOD) [UNIT]

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shut fulcrum
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Gauntlord
• Founded by "Guntleo", the gauntlords are vicious and chaotic. wielding power gloves that decimate anything into oblivion. they call themselves "saviors", and are nothing but the soldiers of what god might there be.

Appearance: Normal Stickmen with a metal gauntlet on one hand, with some sort of crystal embedded on it.

<CHAOS> <HEAVY> <MAGIC> <MELEE>
Cost: 375 / 100, Pop: 3, Train Time: 28s, Build Queue: HEAVY / CHAOS / MAGIC / MELEE (basically their own)

HP: 85, SPD: Juggerknight, DMG: 12 (+9H), ASPD: 1.741, Range: Swordwrath

Passive:
Bionic Charge
• Gauntlord punches stun enemies for 0.45s.
Every 5 Punches charges the Gauntlord, and gives it a shield with 70 HP. the next punch is also charged, dealing 50% extra dmg based off of how much HP the shield is left. (if the shield is 60 HP, the charged punch deals 30.) it also charges units, consuming the shield and stuns for 1.5s.
If the shield is destroyed before the gauntlord can land a punch, it explodes, dealing 10 dmg + charge to nearby units and pushing them back. Gauntlords become immune to stuns and status effects when the shield is active.

Attack:
Gauntlet Punch
• Punches forward, dealing dmg and stunning enemies for 0.45s.

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General/Founder: Guntleo
<CHAOS> <GENERAL> <MAGIC> <HEAVY>
<MELEE>

Cost: 500/300, Pop: 6, Train Time: 1:45s

HP: 240, SPD: Juggerknight, DMG: 26 (+19H), ASPD: 1.821, Range: Swordwrath

Passive:
Bionic Charge
• same as normal gauntlords but with buffs.
max shield HP increased to 110 (cant be healed), shield explosion dmg increased to 20 + charge, and higher aoe. [shield loses 10 HP every 3s, so be careful, this applies to all gauntlords.] (IF A SHIELD EXPLODES, GAUNTLORDS ARE SLOWED BY 20% FOR 1.5s. SHIELD DOESNT EXPLODE WHEN USING A SUCCESFUL CHARGED PUNCH.)

Buff:
• all gauntlords move 15% faster, and attack 10% faster. +10 shield hp buff to gauntlords except for guntleo.

Attack:
Gauntlet Punch
• same as normal.

Ability:
Gauntlet Fission (17s CD) [REQUIRES SHIELD]
• if the shield is active, click the ability to cause an instant earthquake up front, using up the shield, dealing 25 dmg + charge, whilst flinging enemies (except giants), or hold to aim and to fire a beam of energy, that explodes dealing 20 dmg + charge in an area.

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heres the general

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and heres a breakdown of the ability.

[SHIELDS FORM AFTER EVERY 5 PUNCHES. THE SHIELD ALSO CHARGES THE NEXT ATTACK, WITH THE NEXT ATTACK DEALING AN EXTRA 50% OF THE SHIELD'S HP AS DMG.]
(Charged attacks do not explode the shield, only if the shield HP is killed by enemy attacks.)

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{if the shield dies, the charged attack dissapears. if yhe charged attack is landed, the shield dissapears, but with no slow down debuff.}

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@wraith vine
@lost zephyr
@proven junco

proven junco
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yes

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is good

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ballanced

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sheild is a little complicated

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could you make a simpler version and just post it in comments

shut fulcrum
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ok

inner onyx
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Why are they a chaos unit if they consider themselves saviors

shut fulcrum
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they call themselves saviors

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but they arent

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they just want to destroy anything they see is bad to them

inner onyx
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Ok

shut fulcrum
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heres a simpler breakdown of shield:
• every 5 attacks, the gauntlord activates a shield, and a charged fist
• the charged fist causes the next attack to deal extra dmg using 50% of the shield's HP. (so if u have 70 shield HP, the charged attack deals 35)
• the charged attack will only consume the shield, but not trigger an explosion.
• if the shield HP is killed before a charged attack is landed or hit, then it causes an explosion. (always 10 dmg)

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• the shield loses 10 hp every 3s if it is still alive, and cannot be healed back by merics.
• the shield gives gauntords immunity to stun and status effects aswell.

inner onyx
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Idk their hp makes it seem hard to get their shield up before they die to something like archidon, magikill, or other

shut fulcrum
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they deal devastating damage

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and can stun lock your units

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they are only made to counter heavy units

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not ranged

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their shields give them extra survivability

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so they are also a good frontline to support speartons or juggerknights

inner onyx
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Also train time is the around the length of magikill

shut fulcrum
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a magikill has 30+ or 40

inner onyx
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For a unit with such health

shut fulcrum
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this unit is supposed to be mid game or late game

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and is supposed to be supported with tankier units

inner onyx
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It’s longer then a magikill actually

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Most heavy units will train faster so they will be outgunned before they have enough to stun lock sufficiently

wraith vine
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Increase pop to 4-5, decrease attack speed to like 1.6-1.7, and increase HP to 150-200

lost zephyr
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Basically a more complicated Earth elemental

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ayo, this unit’s balance is kinda risky. 85 HP yet it has High cost and very high training time. the passive which it heavily relies on but it triggers nearly after 10s total of combat after it first engaged.

id rather choose toxic deads with RoR or shadowraths which have similarities to this one