Tactics Arena Online School
  teaching noobs since Feb. 11 2005  
   
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-  Advanced Grey Tactics

-  Gold Units : The Basics

-  The Dragon Tyrant

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-  The Beast Rider

-  The Poison Wisp

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-  Stone Golem & Golem Ambusher

-  The Frost Golem

-  The Dragonspeaker Mage

-  Advanced Gold Tactics

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- This section is currently undergoing editing and is not yet complete
All Gold Units sections are currently under construction, there is no determined release date, as my schedule does not currently allow much spare time, however you may be able to expect that these sections could be completed near the end of July, as that allows ample time to produce them with my currently hectic schedule. Some may be completed before then. This section is currently under review and is being finalized.

- The Poison Wisp

Beast Spell-caster
Hit Points 34
Power Poison
Armor None
Blocking None
Recovery 2
Movement 6 Teleportation
Target


- The Poison Wisp

In The Turtle:

The poision wisp is an extremely versatile unit. In the turtle, it can be one of the most prized units as long as you use it right. Since it only has 30 hp and no blocking, I'd highly reccomend armouring it. And never bring it out where it can be hit next turn, unless you're planning on using it to lower a units health by 8 so you can kill it next turn. The trick to the poison wisp, is combination. This thing works so well with a frosty and a furgon that it makes the Aero chocolate bubbles melt. But you can't use it too early in the game. It's strengths lie in the mid-game and end game. If your opponent is using his furgon a lot, and not rushing at you, bring the poison wisp up to a threatening position, with 6 movement, it's not hard. Now play about it normally. Use your mud a bit, but if you've lost it, or it's frozen or something else, then your wisp begins to shine. At any point in time that's advantageous to you, free up a space in the shrubs and teleport the wisp in there, suddenly, he can reach anywhere in their set with one move, and if they've been using shrubs a lot, then most likely they have limited ways of moving around. Here he can trap their units into the space they're stuck in, or de-stone them, de-focus the frost golem, or even set up for a quick cleric kill. Just make sure you can follow through with it. The main strengths of a wisp and furgon is trapping an enemy unit with the furgon, and then poisining it. It can't move and will lose 4 health each turn, that's evil. But if you can freeze a unit and then poison it, you don't have to worry about lowering it's health each turn by attacking it, you can focus your units on the task of defending against the oncoming flank, and then just give the frozen unit a whack at the end and it's done. And finally, a great strategy is when you're facing a couple knights rushing in and you only have a frost and wisp to defend it with. You freeze one knight, and before the other knight can get to you, set it up so you can poison them both. The next turn he'll free the knight that can move, and your wisp keeps doing damage to the frozen one. The turn after, he hits your frosty, more damage to the other knight. Then just freeze the knight that just attacked you, and the other knight has lost a lot of health already! If you want, you can even poison it again after it moves (maybe even get both of them again and do the same thing). If you have a berserker, it can also be really effective with the frosty, furgon, or wisp, thanks to it's stalling effect.

In The Bomb:

The bomb setups with dsm's galore and plenty of power but little endgame units, the wisp can do a lot for it. If you want, save it for the end game and use it with a frosty to take out their last units (hopefully you have a knight or two), or use it to protect the cleric. But if you want to use it up front, go ahead, it has it's strengths there too. First things first, position. Either put it next to the cleric to help protect it, or if you wanna use it up front, you can put it in 2 places. Either 1 or two tiles behind the front line, or on the front line, You use different strategy's with both placements so it's very important what you choose. If you put it in the front line, you probably want to use it first turn to poison their cleric, and then move in with a scout the next turn (or mud golem, ambusher, anything that's gonna hit it) and kill the cleric. Pretty easy deal, they're down a cleric right off the bat, and those other nasty bomb units are gonna be roasting their units. Your wisp will probably die pretty quick afterwards, but he served his purpose. Now if you place him back a bit, you can use him right after a mud quake, to either lower their scouts to a point where the dsm/pyro's are gonna have an easy kill, or to stall their slower units. Never just move in off the bat and use it, cause it'll just die, they'll heal, it'll be pointless. Save it for the mid-game when they've lost their scouts or a few other units and he can move around more freely, and with less fear of being killed in 2 turns. And if you really want, teleport him back next to your cleric and he can be used in the end game.

In The Anti:

The way you use a wisp in an anti, is similar to the turtle, save it for the mid game, and once you've gotten their scouts, start busting it out to slow down knight charges at your cleric, combined with a frosty. Make sure he's back row and that your frosty is in front of your cleric, which should be in the corner. Now, first turn, if they have a dragon up front and know what they're doing, they're gonna torch your wisp before it can be effective. So if you get first turn, move a knight or something and pressure their scout or something else easy to kill, so they have to worry about that dying and can't go in against your wisp. Then continue the pressure and that just draws the attention away from your wisp, and he'll be saved for the end game. If you can't do this, then try pressuring something first turn with your knight, or if you can, move him back in front of the wisp, or move him up and try and pressure something, just draw attention away from it the first turn if you can. Then the second turn, move your scout in front of it after giving something a shot, hopefully adding pressure again, and save it for the end game. Just whatever you do, make sure your wisp survives until he can be really game-savingly useful. If you have a berserker, it can be useful for stalling units as well, but I'd rather use a frosty with the wisp than a berserker. But if they're using a bomb, and you have a dsm and a couple pyros staring you in the face, a helpful little thing the wisp can do, poison the dsm, and then next turn, wether or not they de-focused the wisp, your knight will be able to kill the dsm and they're left without their main attack power. And if they don't de-focus the wisp, then your scout can handle the job. This way all you lose to the dsm bomb is a wisp instead of 2 scouts and a knight or something major like that.

In The Rush:

Well, a rush usually doesn't have a wisp, so there isn't much to say here. But if it did, you'd probably use it to either poison their cleric first turn, and then use your scouts or mud golem to finish it off the second turn, or save it for the mid/end-game when it can really kick butt with a frosty or berserker. The main thing, is to poison units with higher turn wait, so that if they move out of poison, the next turn they can't attack the wisp, and they'll have a bit of damage on them. And if you can use one of their units as a shield from their scouts line of sight, even better. This usually works a lot better if you're poising along the back wall. Similarily, if you poison a unit in the corner or on the wall, or next to another one of their units that has a long wait like a dragon tyrant, then try and trap their unit, then poison it, they can't move out of poison and the damage just keeps building up.


Read this all, and you'll master the game.
 

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