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new faction: nagas



Authornew faction: nagas
faction skill:water arena fills all spaces on the arena,when all units have attaced,waited or defend the effect sets on work all units (exept nagas troops)its a 20% that 10% of they die.

murloc/murloc skirmishers

atk:1/3
def:1/2
spd:4/5
ini:10/11
shots:0/6
range:0/5
none mana
dmg:2/3
abilities:_/shooter

mermaids/mermaid mistress

atk:2/4
def:2/2
spd:3/4
ini:11/12
shots:3/6
range:5/9
none mana
dmg:4/5
abilities:shooter/shooter,double shot

shark rider/shark paladin

atk:4/5
def:3/3
spd:5/7
ini:12/12
none shots or range or mana
dmg:4/6
abilities:large creature/large creature,stun

octopus/blue ringed octopus

atk:6/7
def:4/5
spd:5/5
ini:10/13
shots:0/2 range:0/8
no mana
dmg:8/13
abilities:entangling/entangling,plague shot,20% of poisoning,large creature

sea serpent/crocodragon
atk:15/18
def:10/10
spd:7/7
ini:13/13
no shots,range or mana
dmg:10/15
abilities:large creature/large creature

kraken/chaos kraken
atk:26/28
def:20/24
spd:8/8
ini:13/14
no shots,range or mana
dmg:15/18
abilities:large creature,entangling/large creature,drawn to the deep=water arena gets 15% more chance of work on the attacked monster




finally over hope all you enyoy
Faction ability is too powerful. You failed to put HP, or actual damage ranges. Once those are fixed, i'll review it seriously.
this sounds like a faction pulled straight out of warcraft 3 :)
To thehorde: Its just too warcraft-like and not HMM related enough. But muloc is in both world of warcraft and muloc:stranglethorn fever(I laughed when I saw that XD). The initiative is definately something you need to revise lower. Too many special abilities. Only 2 creatures should be large creatures(just like every other existing faction). Also you might want to add the hp(everything is 0hp=auto death).
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