Difference between revisions of "Half-Dragon"

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{{alphapage|Alpha:Half-Dragon}}
 
 
<onlyinclude>{{
 
<onlyinclude>{{
 
{{{tpl|MonsterClassInfobox}}}
 
{{{tpl|MonsterClassInfobox}}}
 
|Name=Half-Dragon
 
|Name=Half-Dragon
 
|ShortHand=HD
 
|ShortHand=HD
 +
|ConversionCost=100
 +
|ConversionEffect=+20% {{t|Knockback}} damage
 +
|Tooltip=MONSTER CLASS&#10;DRAGON BREATH: Normal attacks count as Magical&#10;DRAGON TAIL: Start with 20% Knockback damage&#10;DRAGON STATURE: Doubled sight range and starting health&#10;&#10;Half-Dragons gain 20% Knockback damage for every 100 Conversion Points
 
|Traits=
 
|Traits=
;DRAGON TAIL: Start with 20% knockback
+
;{{a|DRAGON BREATH}}: Normal attacks count as {{t|Magical Attack (Player)|Magical Attack}}
;DRAGON BREATH: Fiery breath means normal attacks deal magical damage
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;{{a|DRAGON TAIL}}: Start with 20% {{t|Knockback}} damage
;DRAGON STATURE: Sight radius and starting health are doubled
+
;{{a|DRAGON STATURE}}: Doubled sight range and starting health
|Conversion=20% Knockback damage per 100 Conversion Points
+
|Conversion=20% {{t|Knockback}} damage per 100 Conversion Points
 
|Unlock=
 
|Unlock=
Complete [[Dragon Isle]] with 3 [[Class]]es
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Complete {{d|Dragon Isles}} with 3 [[Class]]es
 
|Group=Monster
 
|Group=Monster
 
}}</onlyinclude>
 
}}</onlyinclude>
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== Strategy ==
 
== Strategy ==
Half-Dragons specialize in knockback damage, therefore it's important to position both you and your enemy in order to make the most out of it. Another unique trait to half-dragons are that their attacks deal magical damage. This basically ups the threat of Golems and Goats and lowers the threat of Goo Blobs and Wraiths. Knockback damage is still physical though, and you'll end up dealing more physical damage late game anyway. Dragon Stature gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight gives you more data, so that you don't have to knockback blindly.
+
Half-Dragons specialize in knockback damage so it's important to position both you and your enemy in order to make the most out of it. {{a|DRAGON BREATH}} allows them to easily bypass the defenses of monsters such as the {{m|Goo Blob}}, but at the same time makes enemies with magic resistance such as the {{m|Golem}} more challenging. Knockback damage is still physical, and a half-dragon will need to balance his main attack and secondary knockback to deal with mixed threats. {{a|DRAGON STATURE}} gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight lets you see what you're about to knock your enemies into, avoiding blind attacks.
  
Since most of the half-dragon's damage will be coming from knockback damage, glyphs used to aid positioning is great for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can place the enemy or yourself so that they're behind a wall or monster. Other than those, there aren't any particular glyphs half-dragons require to be successful. However, {{s|APHEELSIK}} isn't as effective if you're unable to place an enemy so that you don't have to uncover tiles to approach them. Also, {{s|BURNDAYRAZ}} costs normal mana, unlike the Alpha version, so it can be used as a source of extra damage. {{s|PISORF}} is useless to half-dragons as a source of damage.
+
Since much of the half-dragon's damage will be coming from knockback, glyphs used to aid positioning are very useful for them. {{s|WEYTWUT}} and {{s|ENDISWAL}}, and in some cases {{s|WONAFYT}}, can move the enemy or yourself to get in position for a knockback. Other than those, there aren't any particular glyphs half-dragons require to be successful. {{s|PISORF}} can be somewhat useful as a glyph, but since the half-dragon gets free knockback on attack he often has better things to spend his mana on.
  
As for Gods, the half-dragon has great synergy with {{g|Binlor Ironshield}}, since you'll be breaking a lot of walls. Stone Skin and Stone Fist gives half-dragon serious amounts of damage, plus a bit of MR to boot. However, spamming his other boons may not be a great idea, as you'll need walls for damage. The other gods are decent choices, except {{g|Mystera Annur}}.
+
As for Gods, the {{c|Half-Dragon}} has great synergy with {{g|Binlor Ironshield}} since you'll be breaking a lot of walls. {{boon|Stone Form}} and {{boon|Stone Fist}} gives half-dragon serious boost to his damage output, plus some {{t|Magic resist}}. {{boon|Stone Skin}} can be used for extra physical resistance as needed, but {{boon|Stone Heart}} should be avoided; you need to conserve walls for {{t|Knockback}} damage. There is no deity that is useless to the half-dragon, and he can work well with any of them.
 +
 
 +
The Half-dragon's knockback effect means that he greatly enjoys any source of base attack damage, and his focus on melee combat means that boosts to attack bonus aren't wasted either.
 +
 
 +
== Interaction with plants ==
 +
Due to the normal attacks dealing magical damage it presents some interesting interaction with magic immune plants, namely being able to push plants around without killing them. It used to allow you to launch them onto enemies as well a more advanced strategy involving joining {{g|Tikki Tooki}} and having dodge boon letting you infinetely spam piety easily if you knock the magic immune plant into something indesctructible. Now, magic immune plant is killed after two hits.
 +
 
 +
== Alpha Verison Trivia ==
 +
Unlike the alpha half-dragon, the full version allows them to use {{s|BURNDAYRAZ}} without any penalty.  This means they are not totally dependent on the {{s|HALPMEH}} glyph for a decent spellcasting option as they were in the alpha, although that glyph is still very useful for them.
  
For items, Bear Mace is an obvious choice that gives half-dragons more late game power. Items that give attack damage are all welcome to half-dragons.
 
  
 
{{MainNav}}
 
{{MainNav}}

Latest revision as of 11:38, 28 July 2016

Half-Dragon
Monster Class
Half-Dragon Hero Large.png
Class traits
Class trait: DRAGON BREATH DRAGON BREATH
Normal attacks count as Trait: Magical Attack (Player) Magical Attack (Player)
Class trait: DRAGON TAIL DRAGON TAIL
Start with 20% Trait: Knockback Knockback damage
Class trait: DRAGON STATURE DRAGON STATURE
Doubled sight range and starting health
Conversion
20% Trait: Knockback Knockback damage per 100 Conversion Points
Unlocking
Complete Dungeon: Dragon Isles Dragon Isles with 3 Classes

Strategy

Half-Dragons specialize in knockback damage so it's important to position both you and your enemy in order to make the most out of it. Class trait: DRAGON BREATH DRAGON BREATH allows them to easily bypass the defenses of monsters such as the Monster: Goo Blob Goo Blob, but at the same time makes enemies with magic resistance such as the Monster: Golem Golem more challenging. Knockback damage is still physical, and a half-dragon will need to balance his main attack and secondary knockback to deal with mixed threats. Class trait: DRAGON STATURE DRAGON STATURE gives half-dragons 10 extra health at the start, making level 1 catapults easier. The extra sight lets you see what you're about to knock your enemies into, avoiding blind attacks.

Since much of the half-dragon's damage will be coming from knockback, glyphs used to aid positioning are very useful for them. Glyph: WEYTWUT WEYTWUT and Glyph: ENDISWAL ENDISWAL, and in some cases Glyph: WONAFYT WONAFYT, can move the enemy or yourself to get in position for a knockback. Other than those, there aren't any particular glyphs half-dragons require to be successful. Glyph: PISORF PISORF can be somewhat useful as a glyph, but since the half-dragon gets free knockback on attack he often has better things to spend his mana on.

As for Gods, the Class: Half-Dragon Half-Dragon has great synergy with God: Binlor Ironshield Binlor Ironshield since you'll be breaking a lot of walls. God boon: Stone Form Stone Form and God boon: Stone Fist Stone Fist gives half-dragon serious boost to his damage output, plus some Trait: Magic resist Magic resist. God boon: Stone Skin Stone Skin can be used for extra physical resistance as needed, but God boon: Stone Heart Stone Heart should be avoided; you need to conserve walls for Trait: Knockback Knockback damage. There is no deity that is useless to the half-dragon, and he can work well with any of them.

The Half-dragon's knockback effect means that he greatly enjoys any source of base attack damage, and his focus on melee combat means that boosts to attack bonus aren't wasted either.

Interaction with plants

Due to the normal attacks dealing magical damage it presents some interesting interaction with magic immune plants, namely being able to push plants around without killing them. It used to allow you to launch them onto enemies as well a more advanced strategy involving joining God: Tikki Tooki Tikki Tooki and having dodge boon letting you infinetely spam piety easily if you knock the magic immune plant into something indesctructible. Now, magic immune plant is killed after two hits.

Alpha Verison Trivia

Unlike the alpha half-dragon, the full version allows them to use Glyph: BURNDAYRAZ BURNDAYRAZ without any penalty. This means they are not totally dependent on the Glyph: HALPMEH HALPMEH glyph for a decent spellcasting option as they were in the alpha, although that glyph is still very useful for them.