#Harpy /siren

11 messages · Page 1 of 1 (latest)

opal zenith
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Harpy
Chaos/flying/heavy
600g 150c, 20 second train time, 5 pop
465hp, 13(+5h), 9.5 dps, eclipsor speed (melee)
Abilities:
Land to air: take 1 second to go into the air (takes 20% more dmg in the air)
Air to land: take .5 seconds to go down on the ground.

Siren:
Chaos/magical/light
350g 300c, 6 pop, 22 train time.
130hp, 15 dmg, 7 dps. Magikill speed. (Melee)
Abilities:
Siren song: in Tdead range, allied units directly infront of the siren heal 3 hp per second, enemies take 2 dmg per second. Infinate aoe this effect lasts 5 seconds. (10 CD)
Tempt: apply tempt for 8 seconds on an enemy (AI chooses closest but player can choose) unit within archidon range. (11 CD)

Tempt(effect): attack range -20%, ability range -10%, unit takes 1 second more than nornal units to follow new commands.

dark raven
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Siren seems kinda underpowered

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Wait nvrm I just notice cd

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Interesting design. Never thought you can influence command response time in gameplay as well

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Usually only Internet decides that

opal zenith
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Thanks

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I dont think you can lol but its probabaly possible

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Like in terms of affecting commands

blazing galleon
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Makes ambush strays more interesting

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And seems pretty balanced