SpiritWars Strategy Guide |
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Basic Strategies | ||
How Defenders Work
Let's take a look at Hadrian's Wall, one of the best defenders in the game. Hadrian's Wall has a blocking power of 0, with a range of 3. Blocking power refers to the damage done to any spirit that the defender blocks. Range is how far way the defender can protect other spirits. So with this defender, any enemy spirit within 3 hexes of Hadrian's Wall can be blocked when trying to attack a friendly spirit. There is one important exception to this rule. Defenders cannot protect other defenders. So if you have a second Hadrian's Wall within range, you will not be given a chance to defend it, because it is a defender itself. Defenders also cannot protect themselves. So no matter what their blocking power is, they will be unable to damage any spirit that attacks them directly. There are some rare cases where a combat spirit is also a defender, and only in these situations can they protect themselves, using their attack power as would any other combat spirit. For example, the Cyclops has an attack power of 4, but can also act as a defender with a blocking power of 2. Just like other spirits in the game, defenders get +1 defense when on homelands. A Sacred Oak (defense of 6) on woodlands terrain can take forever to hack through! However, note that defenders do NOT receive a homelands bonus for their blocking power. Let's say you are blocking an attack from a Woodland Bear with your Drylands Fort, which has a blocking power of 1. Even if your Fort is on drylands terrain, you will still only do 1 damage to the Bear. And if the Bear is on woodlands terrain, you will do 0 damage to it with your blocking power. So, defenders enjoy a homelands bonus for defense, but not for their blocking power. Also, keep in mind that defenders can only block once per turn. Defenders can save your castle, as well as key spirits that need protection. Use them well! |
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