Welches Line-Up (Spoilers) würden die DW-User bevorzugen? 23
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Blade from the Shadows (5) 22%
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Malassa's 100 Faces (13) 57%
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Shield of the Darkness (5) 22%
Mich nervt grad dieses rumgeheule, dass sobald die favorisierte Auswahl an Stimmen verliert es wieder heißt da würde jemand manipulieren und das seien ja alles nur Fake-Votes. Also machen wir nun mal eine eigene Umfrage. Vollkommen inoffiziell und ohne jeglichen Einfluss auf das bisherige Ergebnis (Zudem will ich wissen ob man Umfragen einfach so verschieben kann).Optionen in Spoilern (englisch).
This army is fit to apply Dungeon’s preferred strategy, a risky hit-and-run. The speed of Skirmishers, Nightmares and Faceless provide unrivalled initiative and attack speed, supported by ranged debuffs from the Lurkers. Assassins finish off wounded enemies with lethal backstabs. The range and power of the Black Dragons is enough to remove all remaining resistance before the relative weak defense of the troops becomes a problem.
Core creatures
Assassin/Shade: melee walker with backstab ability. Damage dealer.
Shadow Lurker/Shadow Watcher: ranged attack flier with debuff abilities. Saboteur.
Skirmisher/Darkblade: melee walker with strike and return ability and no retaliation. Damage dealer.
Elite creatures
Minotaur/Minotaur Guard: melee walker with preemptive strike and no retaliation. Damage dealer.
Shadow Unicorn/Nightmare: teleporter with debuff aura. Saboteur.
Faceless/Faceless Assassin: teleporter with strike and return ability. Damage dealer.
Champion creatures
Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.
Cave Hydra/Dark Hydra: walker with no flanks and life drain ability. Tank.
A balanced army that allows both the classic hit-and-run tactics of Dungeon while ensuring a possible long-term battle. Troglodytes and Striders bring their toughness to support their allies, while Stalkers and Medusas bring ranged fire power to the lineup. Black dragons can be replaced by Hydras for a bulkier frontline.
Core creatures
Assassin/Shade: melee walker with backstab ability. Damage dealer.
Troglodyte/Chthonian: Earth spirit, immune to blind and with burrowing movement ability. Tank.
Stalker/Tracker: walker with ranged attack and piercing shot ability. Damage dealer.
Elite creatures
Minotaur/Minotaur Guard: melee walker with preemptive strike and no retaliation. Damage dealer.
Strider/Soulless: walker, shadowsteel construct with debuff abilities. Saboteur.
Medusa/Medusa Sorceress: walker with ranged attack and mesmerizing ability. Saboteur.
Champion creatures
Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.
Cave Hydra/Dark Hydra: walker with no flanks and life drain ability. Tank.
A defensive lineup with everything for Dungeon to rival usually tougher factions. Tanks and ranged attackers allow to take on enemies without using especially risky tactics. Troglodytes, Striders and Manticores are tough enough to go hands-on against anyone, while Stalkers and Lurkers provide ranged support. Hydras and Minotaurs provide additional muscle to the pack.
Core creatures
Shadow Lurker/Shadow Watcher: ranged attack flier with debuff abilities. Saboteur.
Troglodyte/Chthonian: Earth spirit, immune to blind and with burrowing movement ability. Tank.
Stalker/Tracker: walker with ranged attack and piercing shot ability. Damage dealer.
Elite creatures
Minotaur/Minotaur guard: melee walker with preemptive strike and no retaliation. Damage dealer.
Strider/Soulless: walker, shadowsteel constructs with debuff abilities. Saboteur.
Manticore/Scorpicore: flier with poison debuff. Saboteur.
Champion creatures
Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.
Cave Hydra/Dark Hydra: walker with no flanks and life drain ability. Tank.