Difference between revisions of "Water Elemental"

From TheReincarnation
Jump to: navigation, search
m (Formatting)
(Removed the image, the joke is nonexistant, only juveniles will find such funny, and it ruins the informative nature of this place, as well as ruining the lay out)
Line 38: Line 38:
 
| psychic      = 50
 
| psychic      = 50
 
| holy          = 80
 
| holy          = 80
| image        = [[image:Glassofwater.jpg]]
+
 
 
}}
 
}}
  

Revision as of 20:03, 23 January 2011

Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
Wiki categories | Units | Spells | Items | Heroes | Skills | Resources | All lists
Icon ERADICATION.gif Eradication Units | Icon VERDANT.gif Verdant Units | Icon ASCENDANT.gif Ascendant Units | Icon PHANTASM.gif Phantasm Units | Icon NETHER.gif Nether Units | Icon PLAIN.gif Plain Units

Note: All unit upkeeps listed are from the most recently updated (newest reset) Ultimate Servers (Guild or Solo).
Please check Arch Server values from the in game server encyclopedia or multiply M.P. upkeeps by two


From the depths of the deepest sea, water elementals are sent by the great god of the oceans to aid in your conquest. Impervious to normal weapons, and poisonous to the touch, water elementals are the bane of Terra.

Unit Statistics
Name Water Elemental
Magic Speciality Phantasm
Race Elemental
Attributes Summon, No Market
Power Rank 19,406
Attack Power 400,000
Attack Type Poison Ranged
Attack Initiative 2
Counter Attack 5,000
Extra Attack Power -
Extra Attack Type -
Extra Attack Initiative -
Hit Points 72,000
Recruit Cost -
Upkeep Cost 30 M.P.
Abilities Endurance
Related Spell -
Spell Resistances
ASCENDANT 0%
VERDANT 0%
ERADICATION 80%
NETHER 75%
PHANTASM 35%
Attack Resistances
MISSILE 100%
FIRE 50%
POISON 100%
BREATH 0%
MAGIC 50%
MELEE 100%
RANGED 75%
LIGHTNING 100%
COLD 25%
PARALYSE 100%
PSYCHIC 50%
HOLY 80%
Re PLAIN.jpg
Servers
Blitz
Guildwar
Lightning
Arch
Solo
Beta
Other Statistics
Related Item -
Related Hero -

Additional Comments

-WE are one of the 3 elementals you can randomly get from the Conjure Elemental spell. It can be difficult to use the spell because it is expensive, it is random in what it provides, and each elemental has relatively different characterstics, making it hard to plan for them.

-WE suffer from the same weaknesses as all Phantasm elementals in that they aren't very sturdy. They are, however, extremely high damage for net power, doing more damage even than a corresponding number of Chimeras. Their single attack is all Primary and thus it is directly affected by things such as Valor and spells/items that work only on the Primary and not secondary (Bubble Wine, etc).

-With no Breath resists, low Fire and relatively low health, they are very vulnerable to Red mages. Their one good point on defense is 100% Melee resists, which can sometimes let them sponge Green attacks.

-It is best to stack them low in your army.