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Mahir

Posted: Fri Dec 18, 2009 12:14 am
by ThreeTigerSilverWind
Is there a way to make a unit immune to the Mahir's melee attack and hold spell? I am referring to the constant flinching effect. Thanks.

Re: Mahir

Posted: Fri Dec 18, 2009 12:32 am
by Pyro
Nope. All units have a flinch value. However, I suppose if a unit had a high flinch value the Mahir's primary attack might not make them flinch. I forget though, it is possible the attack is set to stun. If so, there is no way around this without altering that attack. As for the Mahir's hold spell, no way to be immune to that.

Re: Mahir

Posted: Fri Dec 18, 2009 3:48 pm
by Arthim
Regarding the flinch suggestion, the deciever has an attack that is the same as a mahir's attack, and he can use it to parylize both shiver and a myrkridian giant even though both have very high flinch values, so I don't think raising a unit's flinch value would work.

Re: Mahir

Posted: Fri Dec 18, 2009 3:58 pm
by Pyro
That is because he isn't making them flinch from the damage. That attack is set to stun which can't be blocked. So that is why even units with a high flinch value will still get stunned.

Re: Mahir

Posted: Fri Dec 18, 2009 4:33 pm
by ThreeTigerSilverWind
Thanks for your responses.