Discuss Harad here.
So what do you think of Harad,how can they be improved?
Edited by Radspakr, 27 December 2011 - 10:17 AM.
Posted 27 August 2009 - 09:13 AM
Edited by Radspakr, 27 December 2011 - 10:17 AM.
Break dancing into the hearts of millions
Posted 14 October 2009 - 03:35 AM
Break dancing into the hearts of millions
Posted 31 December 2009 - 06:32 PM
Break dancing into the hearts of millions
Posted 31 December 2009 - 09:32 PM
Posted 01 January 2010 - 01:35 PM
Posted 01 January 2010 - 04:15 PM
Break dancing into the hearts of millions
Posted 19 January 2010 - 11:44 AM
Posted 05 April 2010 - 10:31 AM
Units
250 - Haradrim Lancers
300 - Haradrim Archers
500 - Haradrim Pikemen
600 - Haradrim Javeliners? - new unit,long range unit with high damage,very long range and a stun on attack but slow rate of fire.
750 - Haradrim Riders - Cavalry unit
1000 - Haradrim Raiders - Cavalry Archer unit
600 - Far Harad Stalkers - stealth horde
600 - Far Harad Shockers - heavy infantry unit
800 - Far Harad Berserkers - horde of strong warriors
1000 - Assassin (with the removal of the Havens I'll have to find a new place for him)
Witch Doctor (find out more below)
Serakh's Bodyguards (find out more below)
Buildings
350(200 on econ plot) - Harad Grove - resource building and reduces the cost of Infantry (new building where the Haradrim will grow food as a resource)
500 - Harad Bazaar - basic resource building also provides upgrades and reduces the cost of upgrades
400 - Harad Quarters - (rename of Haradrim Palace,it doesn't really look like a palace does it?)
1000 - Harad Stables - builds Haradrim Cavalry
200 - Harad Oasis - heals nearby units and reduces the cost of Cavalry
250 - Tribute - provides leadership and reduces cost of heroes
800 - Harad Battle Tower
150 - Harad Sentry Tower
800 - Far Harad Tribal Hut - builds Far Harad units (requires Southern Tribute spell)
800 - Harad Watch Tower - built from Watchtower plot
Harad Citadel
Herus
Level 1 - Harad Arrow
Level 3 - Train Archers
Level 4 - Herus Leadership
Level 7 - Shadow Step
Level 10 - Serpent Arrow Shower
Turkas
Level 2 - Tendon Slash - Slows enemy hero for a time
Level 4 - Stalking Sickle - Attack slows enemy and gives Turkas a speed boost
Level 6 - Critical Strike - 1/4 chance of dealing a critical strike
Cartha
Hamstring
Frantic Blades
Lunge
Frantic Attack - When "Frantic" Cartha deals a high damage blow
Deflect Projectiles
Marut
Double Edge - Strong attack that also damages Marut
Sword Throw - Marut throws his sword dealing strong damage but weakening himself
Absolution - when critically damaged Marut gets a second wind,healing himself (has cooldown)
Chief Magu
Level 2 - Magu Strike - Attack that also causes "amnesia" (reduces exp gain to 0% for a while)
Level 5 - Witch Doctor (Shaman) - summons a Witch Doctor
Level 7 - Chief's Wisdom - leadership for FH units
Witch Doctor
Old Medicine - heals nearby allies
Dark Spirit Staff - Places a staff of dark power that attacks nearby units
King Serakh
Level 2 - Rallying Attack - Attack that spawns One of Serakh's Bodyguards
Level 4 - Sprint - When Mounted Serakh gets a run speed boost (plus 0% crush decel)
Level 5 - Crimson Serpent Herald - auto summons a Herald that will follow Serakh and provide leadership
Level 8 - Fearless Grimace - all enemy units lose fear resistance and become stunned in fear
Mount
Serakh notes:
Serakh's Guards last 20 seconds and do strong damage but can not be controlled
CSH - The CSH is slaved to Serakh he has a basic attack,mounted and provides leadership
CSH leadership - double attack,20% armour
Spells
1 = War Chant
2 = Heal Evil
3 = Southern Tribute - allows Magu and Far Harad Tribal Hall to be built
4 = Corsair Allies - summons 3 hordes of Corsair Raiders
5 = Sand Storm - creates a brief sand storm that severely reduces visibility and speed
6 = Drought - targeted enemy resource buildings produce less for a time
7 = Sand Trap - Units and heroes caught in the Sand trap take damage over time and are momenterily stopped
8 = Burning Sun - removes leadership and stuns all enemies on the map
9 = Mumakil Breeding - cheapens all Mumakil for the next X time
10 = Dark Influence - all units gain knockback and fear resistance as well as exp boost
11 = Mumak Draught - slightly heals Mumakil and buffs their armour for a short time
12 = Secret of the Sands - creates an area of sand that is deadly to enemies,they get sucked in ,units in the centre are killed quickly
Break dancing into the hearts of millions
Posted 05 April 2010 - 10:51 AM
Posted 05 April 2010 - 01:32 PM
Posted 25 February 2011 - 08:32 PM
Posted 21 September 2011 - 02:10 PM
Break dancing into the hearts of millions
0 members, 0 guests, 0 anonymous users