MedarPrismata (talk | contribs) (Move panel. Add blurb.) |
Tags: Mobile edit Mobile web edit |
||
(19 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
− | {{stub}} |
||
{{Unit infobox}} |
{{Unit infobox}} |
||
− | '''{{PAGENAME}}''' is a [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]]. It's a high health frontline attacker that can also be used to block. |
+ | '''{{PAGENAME}}''' is a [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]]. It's a high {{ticon|health}}[[health]] {{ticon|frontline}}[[frontline]] [[attack|attacker]] that can also be used to {{ticon|block}}[[blocker|block]]. |
==Panel== |
==Panel== |
||
Line 8: | Line 7: | ||
==Strategy== |
==Strategy== |
||
− | Hannibull, like most [[frontline]] units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended |
+ | Hannibull, like most {{ticon|frontline}}[[frontline]] units, is most effective either in the early game or in the late game. A Hannibull [[rush]] can most often be defended. However, if you combine it with other [[frontline|frontline units]] like [[Iceblade Golem]] or [[Wild Drone]] it can pose a very huge threat if there are no good [[blocker|defenders]] in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack. |
+ | Hannibull rushing synergizes with [[Flame Animus]] as you most often do not have the {{ticon|gold}}[[gold]] available to spend the 2nd red that a normal [[Animus]] would give you. [[Mobile Animus]] can rush, though that makes exploiting it easier as well. |
||
− | Another good way of using Hannibulls is buying them in the late game, when both players are almost struggling on defense. After you buy it you attack with it, and if your opponent decides to kill it, you have been able to get more value from it than a [[Polywall]] and if the opponent decides to leave it be, that means you've bought a fairly efficient 2 damage attacker, that can at anytime decide to block for 6. |
||
+ | |||
+ | Another good way of using {{PAGENAME}}s is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1. |
||
+ | |||
+ | ===Openings=== |
||
+ | Player 1 Chrono Filter (1) rush. |
||
+ | # DD |
||
+ | # D1 |
||
+ | # Hannibull |
||
+ | # DD |
||
+ | # Hannibull +C |
||
+ | # GD |
||
+ | # Hannibull +D |
||
+ | Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo. |
||
+ | |||
+ | |||
+ | Player 1 Flame Animus (1) |
||
+ | # DD |
||
+ | # DB |
||
+ | # D1 |
||
+ | # DD1 |
||
+ | # Hannibull |
||
+ | # Hannibull +T |
||
+ | |||
+ | Player 2 Flame Animus (1) and Vivid Drone (0) |
||
+ | # B0 |
||
+ | # 01 |
||
+ | # 01 |
||
+ | # Hannibull +D |
||
+ | # Hannibull |
||
+ | # Hannibull +0 |
||
==Change log== |
==Change log== |
||
+ | *May 23rd, 2015 |
||
+ | **Cost increased from 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}} to 10{{ticon|gold}}{{ticon|blue}}{{ticon|red}}. Health increased from {{ticon|health}}6 to {{ticon|health}}7. Now does 1 damage at the start of the turn, and a 2nd damage when clicked (formerly, it did 0 damage at the start of the turn, and 2 damage when clicked). |
||
*October 11th, 2014 |
*October 11th, 2014 |
||
**Cost decreased from 10{{ticon|gold}}{{ticon|blue}}{{ticon|red|2}} to 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}}. |
**Cost decreased from 10{{ticon|gold}}{{ticon|blue}}{{ticon|red|2}} to 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}}. |
Latest revision as of 17:13, 9 October 2020
Hannibull is a Blue-red unit. It's a high health frontline attacker that can also be used to block.
Panel[ | ]
Strategy[ | ]
Hannibull, like most frontline units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended. However, if you combine it with other frontline units like Iceblade Golem or Wild Drone it can pose a very huge threat if there are no good defenders in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack.
Hannibull rushing synergizes with Flame Animus as you most often do not have the gold available to spend the 2nd red that a normal Animus would give you. Mobile Animus can rush, though that makes exploiting it easier as well.
Another good way of using Hannibulls is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1.
Openings[ | ]
Player 1 Chrono Filter (1) rush.
- DD
- D1
- Hannibull
- DD
- Hannibull +C
- GD
- Hannibull +D
Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo.
Player 1 Flame Animus (1)
- DD
- DB
- D1
- DD1
- Hannibull
- Hannibull +T
Player 2 Flame Animus (1) and Vivid Drone (0)
- B0
- 01
- 01
- Hannibull +D
- Hannibull
- Hannibull +0
Change log[ | ]
- May 23rd, 2015
- October 11th, 2014
- October 4th, 2014
- September 13th, 2014
Unit types |
---|