Icekin
Appearance
| Icekin | |
|---|---|
| Aliases: | Icer, Iceking |
| Introduced: | Round 13 |
| Round Wins: | 3 |
| Attacker: | Advanced |
| Explorer: | Beginner |
| Converter: | Beginner |
| Alignment: | Evil |
| Land type: | Mountain |
| Scribes: | [1] |
Icekin is the best example of a converting and/or teching race. Icekin really like having wizard cost reduction techs in order to compete when converting due to their elite OP requiring a high WPA. Exploring with Icekin is also a very viable option as their defensive elite is very cheap for a potentially very efficient unit. Attacking full round with Icekin is not advised due to the difficulty in keeping a high WPA all round. Icekin are much stronger as a slow attacker rather than a fast attacker.
Racial Bonuses
- Defensive Power: +5%
- Food Consumption: -50%
- Lumber Production: -10%
- Archmage Cost: -150p
Military Units
| Unit | OP | DP | Platinum | Ore | Special |
|---|---|---|---|---|---|
| Icebeast | 3 | 0 | 300 | 0 | |
| Snow Witch | 0 | 3 | 350 | 25 | 50% fewer casualties on defense. |
| FrostMage | 3 | 3* | 965 | 100 | Increases defense by 1 for every 20% Mountains, maximum +3. |
| Ice Elemental | 4* | 2 | 1140 | 0 | Offense increased by 1 x raw WPA, maximum +3. |
General information
Racial Spell
Alchemist Frost: Stronger version of Midas Touch (not cumulative) giving +15% platinum production
Pros
- Cheap DP elites, good flex.
- If attacking, the high wizard ratio required makes Icekin very solid for getting ops on targets, even against Sylvans and DEs
- Can be very efficient late round
Cons
- Difficult as attacker
- High wizard ratio required for attacking or converting
- Land dependent DP removes strategy variation
- Low turtle