![]() ![]() Gnoll Burners come in packs and have a ranged attack that sets troops on fire.They're not very tough to defeat, are pathetic in close combat, and despite taking two lives on leaking it's almost impossible for them to reach the exit, though. They have quite a bit of health and their attack is a painful, armor-piercing crossbow bolt with a range of nearly half the screen, easily picking off your Barracks Troops and Skeletons (and your Hero if you're not careful) for their friends to pass through. Thankfully, a strong Mage tower will destroy them in one hit. Ghosts are immune to physical damage, and have a special ability that makes them completely ignore troops.It still makes them Goddamned Bats, though. They are The Goomba of the flying enemies, and the only threat they actually pose is on the full moon, when they get a MASSIVE speed boost. Taken literally with the bats from the Shadowmoon campaign.The Fish People in Rising Tides can throw a net over a character, immobilizing them completely for a period of time.Worse still, they will be periodically spawned in groups during later waves, and worst of all, don't give any gold when killed. This pretty much kills your barracks defences as a facehugged soldier isn't considered dead yet and more will not respawn. You have to encounter them on only one level note Or another one if you guess the codes wrong, but their " attack" renders a soldier useless and will make them explode into a tough Reaper if not removed. Thankfully, they have no armor, deal little damage to troops, and have quite low health. The problem is that they also tend to appear in huge numbers, and some of them can easily slip through your barracks defences. Dune Terrors can't be attacked when they're tunnelling, and you need barrack soldiers to draw them out.Desert Archers are the game's counterpart to the Shadow Archers above, again forcing you to move your soldiers to attack them.Also the cause of much balding in Iron mode. Just as fast, just as much health, and just as much magic resistance. War Hounds are exactly as annoying as their predecessors, the Worgs.This is especially aggravating in Ha'Kraj plateau, when there's an ice path leading directly into one of your exits. When walking on ice, their speed is boosted and they become unblockable, meaning they can pass right through your soldiers, reinforcements and heroes. ![]() They're only slightly stronger and bulkier than regular trolls, but their special ability makes them a pain to deal with. Troll Pathfinders in Glacial Heights and Ha'Kraj Plateau.If archers and mages are allowed, they aren't very annoying. Gargoyles are quite aggravating in Iron and Heroic mode, as they FLY.Also, those that randomly appear do not give any gold when killed. The reason they fall under here is because starting from wave 11 onwards, they randomly pop out of the ground, often near the exit, and the number that appear gets more and more as the waves go on. When they start appearing, they may be tough, but then they get easier as your towers get better. Shadow Archers will force you to move your soldiers into attacking range, as they use rather painful long-range attacks which your soldiers can't counter.Since in these modes you become a One-Hit-Point Wonder, they are easily able to slip past your defences for an easy win. ![]() In the Heroic Challenges and Iron Challenges, Worgs can cause hair loss.A good number of them also have their own unique abilities to compound the situation further. ![]() Due to the nature of the game, these easily slain, frequently encountered foes actually ARE a threat, as they can come in a Zerg Rush that your towers may have a bit of difficulty handling. ![]()
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