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  • Demonic Spiders:
    • Snitches. They seem weak as 1/1 enemies, but their gimmick of summoning two 1/1 Idiots can make them as threatening as a 3/3 Guard, except potentially more punishing due to the fact that Idiots can also take a heart away from you if they reach the other side, which is more likely if they're in the back of a full lane, and thus less likely to be countered by high HP units or the Assassin, one of the few units to be able to attack enemies behind the front. Thus, they have the most potential to end your game early while you are still building up your army. While the APC enemy is technically a much stronger version of the Snitch in every aspect, it doesn't pose as much as a relative threat for its tier since by then you are much more likely to have all lanes prepared for enemies like the Snitch or APC, on top of much stronger Tier 4 units that have the potential to neutralize an APC more easily.
    • Knights have high enough damage that they can partially overcome a shield's damage reduction, but most importantly they come with a shield themselves and 7 hit points, which means you have to counter them with a unit that's good both offensively and defensively, or shoot them from afar. Another counter would be a fully upgraded Bats curse, but that takes time, money and chance and only stops one knight – by the time you've fully upgraded this spell, they likely have become ubiquitous.
  • Low-Tier Letdown: Wizards, a Tier 3 unit which, despite their ability to use strong ranged attacks like the Archer and Assassin before him, falters in how it is tied to the usage of spells. On top of the attack being random-target, leading to the chance it is wasted on a low HP enemy (which is more relevant than in lower tiers where all enemies only have 1 to 2 HP at most), the Wizard is unable to stack magic charges, forcing you to use spells only once per Wizard movement, which means you'd have to hamper your own usage of magic by slowing down its usage to optimize the Wizard's own damage. And to top it all off, the Wizard can't use spells if unable to move due to clashing with enemies anyway, giving the wizard an indirect limit to their usage of ranged attacks anyway.
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