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Update Firewalker factual data from Round 50 source
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Update Firewalker factual data from Round 50 source
 
Line 46: Line 46:
| elite1_plat = 900
| elite1_plat = 900
| elite1_ore = 0
| elite1_ore = 0
| elite1_special = Reborn 6 hours after death/invasion. Show up as returning troops.
| elite1_special = Reborn 6 hours after death/invasion. Shows as returning troops.


| elite2_name = Salamander
| elite2_name = Salamander
Line 53: Line 53:
| elite2_plat = 925
| elite2_plat = 925
| elite2_ore = 0
| elite2_ore = 0
| elite2_special = -50% casualties on offense
| elite2_special = 50% fewer casualties on offense.


}}
}}

Latest revision as of 20:42, 1 July 2026

Firewalker
Aliases: FW, (Fire)wanker
Introduced: Round 11
Round Wins: 2
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced
Alignment: Good
Land type: Caverns
Scribes: [1]

Firewalker is one of the fast attacking good races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self spells. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring.

Racial Bonuses[edit]

  • Max Population: +5%
  • Gem Production: +15%
  • Construction Cost: -10%

Military Units[edit]

Unit OP DP Platinum Ore Special
Fire Sprite 3 0 325 0
Flamewolf 0 3 300 0
Phoenix 0 4.5 900 0 Reborn 6 hours after death/invasion. Shows as returning troops.
Salamander 5 3 925 0 50% fewer casualties on offense.

General information[edit]

Racial Spell[edit]

Alchemist Flame: Increases alchemy production by 12 platinum and adds 25 Forges points per Alchemy each hour.

The spell is important early in the round during protection but quickly loses importance for attackers because attackers benefit more from focusing on growing population.

Explorers benefit from it throughout the whole round, if relying on alchemies for income.

Pros[edit]

  • Cheap OP elites
  • Pseudo-Immortal DP elites
  • 50% reduced casualties on OP elites
  • Solid turtle from OP elites
  • Can be played very fast
  • Good self spell for early round

Cons[edit]

  • Inefficient troops
  • Self spell becomes too expensive to use late round making high-alchemy strats inefficient for attackers
  • Too reliant upon speed and hard to play slow
  • Poor converters