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Couatl and Crimson Couatl
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== Special Ability: Meditation == [[File:Meditation.png]] Couatls and Crimson Couatls can activate their meditation ability once per combat to become completely invulnerable until their first turn in the next round. Opponents cannot target them with spells or attacks and they cannot be affected by anything while they are invulnerable, even if a player has [[Orb of Vulnerability]]. Couatls must skip their turn to meditate, while Crimson Couatls can still move and attack after meditating. While meditating, a glow pulses down the unit's body periodically. '''Note:''' It's unclear why you have to cast [[Frenzy]] BEFORE Meditation and not the other way around, or why [[Master Genie]]s can still buff immune Crimson Couatls. Judging by the description, the unit should be immune to OPPONENT targeted spells or attacks. So either the description is wrong or there are certain bugs at play. [[Master Genie]]s seem to only buff immune Couatls with [[Anti-magic]] or [[Magic Mirror]] too. {{user commentary| Couatls and Crimson Couatls are statistically weak for level 7 creatures, however their strength lies in the meditation ability. This can allow you to cast [[Armageddon]] without taking any damage, although you will need another unit to cast the spell from if you don't have Crimson Couatls yet. Once upgraded to Crimson Couatls, the units can also dive the opponent's shooters and meditate to avoid taking damage. It also makes them extremely powerful with the Frenzy and Clone spells, with the ability essentially granting them a free frenzied hit without the possibility of getting hit while in the 0 defense frenzied state. The cloned Couatl's meditation ability allows them to deliver 2 hits instead of the usual one. Couatls are much cheaper than [[Dreadnought]]s, making them ideal as your first tier 7 to build or for shorter maps. They're also the fastest creature available to Factory, both unupgraded and especially upgraded.}}{{end of user commentary}}
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