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Feral Warden
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Feral Warden
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{{Unit infobox}} '''{{PAGENAME}}''' is a [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]] which can act as a {{ticon|block}}[[blocker]] or provide constant {{ticon|attack}} [[attack|damage]]. ==Panel== {{Unit panel}} ==Strategy== '''{{PAGENAME}}''' is a versatile unit able to significantly help both your {{ticon|block}}[[defense]] and {{ticon|attack}}[[attack]], especially in [[low economy]] games. At its best, it brings you both '''pseudo-absorb''' on its {{ticon|hp|3}} [[Fragile]] [[Health]] and constant {{ticon|attack}} damage. If you use a {{PAGENAME}} to take {{ticon|attack}}2 damage through its {{ticon|prompt}}[[Prompt]] {{ticon|block}}block, it won't heal and the Warden will remain at {{ticon|hp|1}} (since it is {{ticon|fragile}}Fragile). However if you keep on buying a {{PAGENAME}} to take {{ticon|attack}}2 damage every turn, you are effectively [[absorb]]ing on {{PAGENAME}}s continuously. This is referred to as {{PAGENAME}}'s '''pseudo-absorb''', which technically differs from real absorb only when you can't afford {{PAGENAME}}s anymore (except that you will have {{ticon|gold|5}}{{ticon|green}}{{ticon|red}} less to spend on defense each turn). Making use of {{PAGENAME}}'s pseudo-absorb leaves you with a pile of {{ticon|hp|1}} Wardens. Those can in practice be thought of as [[Tarsier]]s (with the option to {{ticon|block}}block, but just like with Tarsiers you would almost never want to do that). So all-in-all your {{PAGENAME}} is a [[Wall]] on its {{ticon|prompt}}Prompt block turn, and then becomes a {{ticon|gold|5}}{{ticon|green}}{{ticon|red}} Tarsier with only {{ticon|build|1}} turn of [[build time]]. Considering it costs only {{ticon|gold|5}}{{ticon|green}}{{ticon|red}}, this makes {{PAGENAME}} extremely efficient in the right setup. (An attacker for {{ticon|gold|4}}{{ticon|green}} is extremely efficient, while an extra {{ticon|gold|1}}{{ticon|red}} off the economy for a Wall is no big downside.) Given the fact that to get full value out of your {{PAGENAME}}s you want to use them as final blockers, they look a lot less attractive if you already have a large absorber on the board (such as [[Energy Matrix]] or [[Infusion Grid]]). As a result {{PAGENAME}}s are useful mostly in games that lack bigger absorbers, or early on in the game when damage is too low for a bigger absorber to get full value, for 2 to 4 turns. They are still more interesting than [[Rhino]]s in gold-to-health ratio if you buy them simply to die on defense though (you get {{ticon|health|1}} more for the cost of {{ticon|green}}1). Another use of {{PAGENAME}} that can apply even in games with larger absorbers is to defend against threat. For example, if you have a [[Centurion]] and the opponent is massing Frostbites, buying {{PAGENAME}}s is like buying [[Gauss Cannon]]s (they cost more or less the same) except that they block first and thus delay the need to buy [[Wall]]s by one turn. If you buy {{PAGENAME}}s every turn, then you will never need to buy those Walls. They share this use with [[Rhino]]s. It should be noted that in the late game of low-econ games, when you are struggling to defend, you might prefer constructing a Rhino and a [[Forcefield]] instead of a {{PAGENAME}}, since that combo provides {{ticon|health|4}} Health worth of defense at nearly the same cost. In that same situation you might sometimes prefer using a Rhino as final defender instead of {{PAGENAME}}, as the Rhino isn't {{ticon|fragile}}Fragile and will still offer {{ticon|health|2}} Health of defense on the next turn. ==Openings== Player 1: # DD # DD # DDA # TTC # Feral Warden +TD # Feral Warden +TC Player 2: # DD # DA # TTD # TDC # Feral Warden +TD # Feral Warden +RE Player 1 Hellhound cruising. # DD # DD # DDA # TTC # Feral Warden +BE (Floats R) # Feral Warden +Hellhound (2 gold left) Gives tempo to spam the efficient units. Player 2 Hellhound cruising. # DD # DA # TDD # CBT # Feral Warden +Hellhound +E Spam the efficient units. Player 2 Hellhound and Doomed Drone (1) cruising. # DE1 # DDD # A111 # TCB1 # Feral Warden +Hellhound +111 Player 1 rush with Perforator (1) # DD # A # TD1 # CT # Feral Warden (5 gold left) Player 1 rush with Blood Phage (1) # DD # A # T1 # TT # RC # Feral Warden +R {{Unit type nav}}
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