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The squirrels he summons have haste (can attack right away) and are invisible. The invisible part means they can ignore patrollers and attack whatever they want, and it also means opponents can’t attack them or even target them on their turn unless they have a detector or a Tower add-on, which they probably don’t.
Let’s do the math with Moss Ancient. Let’s say you want to do all the damage you can to your opponent’s base. The turn he arrives, he can have 3 squirrels attack for a total of 3 damage. On the second turn, he can surely attack *something* and live, which means he’ll summon 3 more squirrels. So the squirrels alone will do 6 damage this turn. Same story on the following turn, except there will be 9 squirrels by then.
The summary is that on turn 1, 2, 3 of having him your squirrels did a total of 3, then 9, then 18 damage. That’s 18 damage that probably can’t be stopped by patrollers, PLUS 16 more damage from Moss Ancient himself attacking on turns 2 and 3 of this sequence. Also factor in that tech III units are generally hard to get rid of with spells, and Moss Ancient is untargetable, making him practically impossible to deal with outside of combat.
From the biggest of creatures to the smallest, the Feral spec commands them all!
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