The Ha'Ku Are a race from far southern dark, malaria infested rainforests of Aio. Having very little to nothing known about them they have been dubbed the "Dark Forest Hunters".
Their focus is slightly more Alin-like early game, changing to more of a Vinci Playtype late-game.
Elephant Corral:Corral made to expertly catch all elephants who go for the bait. Trains elephant line. Bone Temple: Temple made of bones, a Ha'Ku obsession. Trains the shamen lines. Tower: simple outpost tower. Powers: Jorgandr the Hell Shaman: The darkest man known to the Ha'Ku, there is not one who does not fear all he can do with his great dark power. Shamen are faster in his presence. Powers: Harsenien the Wisenin: the wisest man of the Ha'Ku, trained even Jorgandr in the dark arts. Not much else is known about him.... Units: Hunter- Simple spear unit of the Ha'Ku, slightly weaker but faster and more durable than DW. Shaman: simple shaman, has a bolt attack that is the one of the best anti-air unit attacks in the game. Druid: High level Shaman, with Darker abilities. Attacks with a dark flux ball.
L2-1.5hp/sec(NOTE: all these l ups only effect building heal ratesuntil L4)
L3-2hp/sec
L4-3hp/sec buildgs. 2hp/sec units
Buildgs.
-Arcana District:
Improves power of towers, strength and endurance of shamen, and increased hp to city. Gives upg's to shamen lines.
Market Dis.
Military Dis.
Hunting Hut: Simple Grass Hut with outlying weaponry, trains infantry.
Yuaku The Great Hunter: Hunter Known to the Ha'Ku as the best in the art. Has taken thousands of enemy heads, and is known to know a small amount of the dark arts. Fight with a bow, with which he is known to be able to shoot faster than anyone. Gives no bonus to nearby troops.
-Sniped arrows:Kills any infantry squad instantly, useless against other unit types.
-Take Head: If an enemy hero is more than 50% damaged(gets lower as lvled up) Yuaku can take their head, killing them and rendering them unresummonable for a time.
-Toxic Rain: Rains poison arrows over an area, dealing damage that continues after the attack is finished,(the time the poison lasts is improved as lvled up.)
-Darklings: Summons many beings from the dark that fight with blowguns, they are fast but not very durable with an excellent attack, the number summoned goes up as lvled up.
-Darkest Fingertips: 50% damage to any hero unit, amount goes up to 80% as lvled.
-Hellhole:Opens a great pit to hell, suking all noraml units in for great damage. Aoe increases as lvled up.
-Split the Living:In a small area all enemy troops will have their bones pulled out from within, making undead soldiers for the Ha'Ku.
-Darkest Judgment: Instant death to one unit, even masters.
Can only be used once then never recharges.
Powers:
-Darkness upon Them: all enemy techs that up Los are nullified, enemy unit and building los's are halved. lasts for about a minute, going longer as lvled up.
-Raise the Earth: Pulls a chunk of earth out of the ground, creating a giant earth golem, the golem gets stronger as lvled up.
-Black Hole: halves the health of all units in it's Aoe.
-Great Dark Stasis: Freezes time for the enemy. Units still take damage, incomes stop, anmd attrition is always received(even with supply).
Slinger: Antiair and ranged unit, weak as heck, but cheap and REALLY fast.
Blowgun: Lesser ranged than slingers but can hold their own in combat better, have some nasty upg's.
Elephant: Simple man on back of elley with two spears, deals nice trample.
Elephant platform: elley with platform on back, slinger and blowgunners all attack from there. Has less trample than normal elley.
Elephant Siege Tower: Elley with large tower on back, filled with archers with burning rubber pitch arrows.
AB: Tstorm: summons a great storm that eats air units alive.
(waiting for suggs for second)
MASTER UNIT: Mara'Ken
Large Bird Godess of the Ha'Ku, fight with Tbolts to air, and wind gusts to ground.
(need suggs. for abilities!)
Tell me what you think.