Post by Mizuki on Aug 15, 2011 22:49:33 GMT 8
NOTE: The contents of this thread is from the following link:
forums.zynga.com/showthread.php?t=963205
Credit goes to the original author, Chanco.
Cave Troll
Stats
Faction: Orc
Type: Beast
Attack: 3
Health: 5
Abilities: Fear, Regenerate 1
Ready Time: 12 (T4) / 10 (T7)
Set: Monsters Expansion Set
Now we are going to review one of the most powerful orc units out there: Cave Troll (aka CT).
Cave Troll or CT as others call it is a beast type unit that has 2 abilities that complement each other in the best way possible. Just like any other troll out there, it has Regen. Couple that with fear (which decreases the attack of adjacent enemies by 1 point), then we got a tank that nerfs the offensive capabilities of the opposing unit.
Cave Troll as a unit can withstand head-on battles with units that have less than 3 attack points. Shield Riders don’t stand a chance against it even if SR hits first. Fear + Regen make any 2 or lower attack virtually equal to zero.
CT in conjunction to other FEAR units (i.e. Patch Warrior, Spider Swarm, etc.) is another story. Fear is stackable, meaning if there are two Fear units adjacent to an enemy, the enemy’s attack point drop by two. Good thing Fear only affects adjacent enemy units, which means that at most, 3 attack points can be chopped off. Most units will look like helpless, 0-atk barriers that are just waiting to be pummeled by these trolls.
CT is a combination of control and tanking capabilities, which is very important in 3s/4s battles. When Immune units and Fear units are on the field together, chances of that White Dragon to deal massive damage can be close to none.
CT, as mighty as it might seem, also has its weaknesses. Immune units are not affected by fear. HoY can mangle this beast in 2 turns, even if CT hits HoY first. Flying units, especially those dragons will lose their attack, but we cannot deny the fact that CT cannot deal damage to these flyers by itself. Wound hurts it a lot. When a Vampire hits CT, it will lose its regen and could be destroyed the next turn. Since it has 3 attack, giant slayers also pose a big threat to our wondertank. Lastly, having a 12/10 ready time (depending on the tier) makes it a not-so-good option for 1s/2s battles.
CT has its strengths and weak spots, but with all the control it offers to the table, players just can’t ignore this powerhouse.
If you have one, try it out. It’s not called Fear for nothing.
Ratings
Speed: 5
Not advisable for 1s/2s battles
Utility: 10
Fear + Regen makes CT the TANK with a heavy 3 points of attack
Versatility: 7
Any squad needs a tank and a good defensive measure. CTs got both of them, never hesitate to give it a try
forums.zynga.com/showthread.php?t=963205
Credit goes to the original author, Chanco.
Cave Troll
Stats
Faction: Orc
Type: Beast
Attack: 3
Health: 5
Abilities: Fear, Regenerate 1
Ready Time: 12 (T4) / 10 (T7)
Set: Monsters Expansion Set
Now we are going to review one of the most powerful orc units out there: Cave Troll (aka CT).
Cave Troll or CT as others call it is a beast type unit that has 2 abilities that complement each other in the best way possible. Just like any other troll out there, it has Regen. Couple that with fear (which decreases the attack of adjacent enemies by 1 point), then we got a tank that nerfs the offensive capabilities of the opposing unit.
Cave Troll as a unit can withstand head-on battles with units that have less than 3 attack points. Shield Riders don’t stand a chance against it even if SR hits first. Fear + Regen make any 2 or lower attack virtually equal to zero.
CT in conjunction to other FEAR units (i.e. Patch Warrior, Spider Swarm, etc.) is another story. Fear is stackable, meaning if there are two Fear units adjacent to an enemy, the enemy’s attack point drop by two. Good thing Fear only affects adjacent enemy units, which means that at most, 3 attack points can be chopped off. Most units will look like helpless, 0-atk barriers that are just waiting to be pummeled by these trolls.
CT is a combination of control and tanking capabilities, which is very important in 3s/4s battles. When Immune units and Fear units are on the field together, chances of that White Dragon to deal massive damage can be close to none.
CT, as mighty as it might seem, also has its weaknesses. Immune units are not affected by fear. HoY can mangle this beast in 2 turns, even if CT hits HoY first. Flying units, especially those dragons will lose their attack, but we cannot deny the fact that CT cannot deal damage to these flyers by itself. Wound hurts it a lot. When a Vampire hits CT, it will lose its regen and could be destroyed the next turn. Since it has 3 attack, giant slayers also pose a big threat to our wondertank. Lastly, having a 12/10 ready time (depending on the tier) makes it a not-so-good option for 1s/2s battles.
CT has its strengths and weak spots, but with all the control it offers to the table, players just can’t ignore this powerhouse.
If you have one, try it out. It’s not called Fear for nothing.
Ratings
Speed: 5
Not advisable for 1s/2s battles
Utility: 10
Fear + Regen makes CT the TANK with a heavy 3 points of attack
Versatility: 7
Any squad needs a tank and a good defensive measure. CTs got both of them, never hesitate to give it a try