Icekin

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Icekin
Aliases: Icer, Iceking
Introduced: Round 13
Round Wins: 2
Attacker: Advanced
Explorer: Beginner
Converter: Intermediate
Alignment: Evil
Land type: Mountain
Scribes: [1]

Icekin is the best example of a converting and/or teching race. Icekin require at least one tech 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 extremely 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[edit]

  • Food Consumption: -50%
  • Lumber Production: -10%
  • Archmage Cost: -100p
  • Defensive Power: +5%

Military Units[edit]

Unit OP DP Platinum Ore Special
Icebeast 3 0 300 0
Snow Witch 0 3 350 25 Reduces losses in combat
FrostMage 3 3* 965 100 Increases by 1 for every 20% mountains, maximum +3.
Ice Elemental 4* 2 1100 0 Increases by 1 * Raw Wizard Ratio, maximum +3.

Casualty Reduction[edit]

Snow Witches reduce casualties depending on what percentage of units at home they are. If 20,000 Snow Witches are at home with 6,000 other units, they will reduce casualties by:

(20000/(20000+6000)) / 2 = 0.384615
38.46% less casualties
100 - 38.46 = 61.54% casualties

General information[edit]

Racial Spell[edit]

Alchemist Frost: Stronger version of Midas Touch (not cumulative) giving +15% platinum production

Pros[edit]

  • 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[edit]

  • Difficult as attacker
  • High wizard ratio required for attacking or converting
  • Land dependent DP removes strategy variation