It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
JamesGreyWolf: Hey... I just think in terms of the game. I can think outside the box. Just not used to it with MoM because I guess I haven't run into many MoMers before now.
As someone else has already said: "Welcome to the madhouse." :)
This test was almost over before it began by allowing the Wyrm to run away all the time. I mean come on it has a Teleporting ability ("Merging") and thus there is really no way to catch them even for units that would stand a chance.

Therefore the only 2 units that even stand a chance are another Great Wyrm, although I think if we are fair this would end in a DRAW or Dijin with Banish but only 10% chance although the Wyrm can never kill it.

It's so sad because if you take away that Teleporting away you could conceivably win with Chaos Spawn which would have 2x20% chances to kill with Death and Stone Gaze. Or Gorgons.
avatar
EvilLoynis: This test was almost over before it began by allowing the Wyrm to run away all the time. I mean come on it has a Teleporting ability ("Merging") and thus there is really no way to catch them even for units that would stand a chance.

Therefore the only 2 units that even stand a chance are another Great Wyrm, although I think if we are fair this would end in a DRAW or Dijin with Banish but only 10% chance although the Wyrm can never kill it.

It's so sad because if you take away that Teleporting away you could conceivably win with Chaos Spawn which would have 2x20% chances to kill with Death and Stone Gaze. Or Gorgons.
It was something in the nature of a unit power check. If the defender just sat there, then several units have a chance, like the other two drakes, maybe the arch angel and demon lord, some high power heroes, and so on. Though if you take away the teleport, the wyrm still moves at 3 compared to the spawn's one.