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Shape Shifters -Changeling -Doppelganger -Lycanthrope -Werewolf -Wolf -Mimic -Skinwalker
Shape Shifters are a very solid counter to an opponents high cost units. Their relatively low cost coupled with their ability to mimic an opponents units allows you to have your proverbial cake and eat it too. If your opponent plays a high cost unit, such as a caster or wyrm and you are able to shape shift into it; in essence you have the unit, but did not have to pay the high cost for it, and are therefore able to support it with a much larger army. Apart from this shape shifters are the general "wild card" in Zatikon, they can not only be used to shore up any unforeseen weaknesses in your army but also greatly expand a players options on the playing field, allowing you to be radically unpredictable on the playing field. Changeling Cost: 150 The Changeling is a real game changer... get it? Moving on from the bad jokes, the player who controls the Changeling controls a huge aspect of the game. The Changeling gives you the ability to swap for a piece over a distance of 5. The Changeling is now in your opponents possession, and you now possess the opponents piece that you traded for. You are allowed to use the piece that you traded for in the same turn. The player can keep their Changeling and pose a constant threat and keep it out of play, or they can swap it for one of their opponents units who control the game, in turn giving their opponent the same power. Getting the caster that you built your army around swapped for a Changeling is frustrating, and you either have to find a way to swap that unit back or maybe get something better with the Changeling. If you have the Changeling, and you have managed to take away one of your opponents casters, then it is best to make sure that they do not get it back, and try to force them to accept a unit of lesser value. If your opponent has traded one of your more expendable units for the Changeling, it sometimes is useful to hold onto the Changeling to keep it from wreaking further havoc on your army, needlessly trading it away risks having your opponent take one of your more crucial pieces.
Doppelganger Cost: 200 While the Doppelganger may only have mediocre armor, its high life, power and actions make it an effective melee unit. The ability to spawn a twin allows the Doppelganger to be somewhat expendable, as long as one of the twins is out of harms reach. If a twin is converted, it will die, but if a twin is trapped in a Geomancer's rock, and later freed, then it then has the ability to spawn a twin.
Lycanthrope Cost: 100 The Lycanthropes versatility to transform from a medium melee unit to a heavy or a light one makes it ideal for adapting to an unpredictable situation. In human form, the Lycanthrope's 3 ability points allow it to close range and either dish out some damage or transform to the heavier Werewolf.
Werewolf Cost: Lycanthrope Transformation With 6 hp, 6 power and full armor, the Werewolf is a great brawler. It can take a ton of damage, and pretty much one shot any light to medium melee unit. Its lack of a third action means that it has a hard time closing distance; it needs to be very close to your enemy to pose a viable threat.
Wolf Cost: Lycanthrope Transformation The Wolf that the Lycanthrope transforms into is the same as the Wolf deployed by the druid and the ranger, except this one can revert to human form or turn into a Werewolf. The Wolf's 2 range "jump to target location" movement makes it great for getting good positioning on the map quickly.
Mimic Cost: 150 Due to the Mimic's high range for its transform ability, it is relatively easy to replicate an enemies high point cost units, effectively presenting them with a stalemate. The only solid counter to this unit would be inorganic units. When the Mimic transforms, it is stunned, but it is also healed to full hp and cleansed of any effects, be they positive or negative.
Skinwalker Cost: 50 The temperamental nature of the Skinwalker's transform ability is represented by its low cost. The low cost also means that the Skinwalker does not have much to lose either, even getting transformed into a Footman is an equal point tradeoff. When a Skinwalker is able to transform into an extremely useful unit, the player must be ready to use it immediately, before another unit dies and it transforms again.
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