Follow TV Tropes

Following

YMMV / Paladog

Go To

  • Anticlimax Boss: The Dark Lord can end up like this, since his only attack, while being a One-Hit Kill on troops and a HP to One on Paladog, has a long delay time allowing Mouse Spam to overwhelm it while masses of Hood The Rabbit, safe from his attack thanks to their range, can shoot him down. Furthermore, all the Mooks accompanying him are melee units, meaning that enough Hoods with their Special Attack will be able to hit through the Dark Lord and kill them before they can even reach Paladog's front lines. As such, the only trouble would be the gigantic amount of health the boss has and the constant upkeep of Mouse to use as a sacrificial shield.
  • Demonic Spiders:
    • Giant Mook variants of Ghosts. These are very painful, have a lot of health, and basically do the same thing that ghosts do below.
    • Beholders. Their Beam Spam will bring down even the toughest of units quite fast, and from a good distance too. While their health is so-so, their mechanical variants have even more health.
  • Fridge Brilliance:
    • The enemy legions are all waves of humanoid undead. Presumably, they're the corpses of the vice-ridden humans who were killed by the disaster in the backstory.
    • The final 12 levels contain tons of spearman enemies. Why? Since they're the Evil Counterpart of Bear the Royal Guard, it makes sense that they're the Royal Guard of the Dark Lord.
  • Fridge Logic: The Critters were stated to be Incorruptible Pure Pureness in the backstory, but the shopkeeper is literally a greedy pig, and it's explicitly stated that Dark Dog succumbed to brainwashing.
  • Game-Breaker: Hood the Rabbit. By virtue of being an archer, Hood is capable of hitting enemies before they even come into range, which is an enormous advantage as this means they can completely avoid getting hit. It's intended to be balanced out by a slow rate of attack, so that the enemies that survive a hit can get in range and take out Hood, who stat-wise is a Glass Cannon... but then you realize that Hood is very cheap to summon (as in, second cheapest unit in the game) and that you can just summon nothing but Hood the Rabbit. A slow rate of attack means nothing when the enemy is facing an enormous Zerg Rush wall of these attacks. And if that's not enough, Hood's Special Attack hits all enemies in front of him as he shoots a piercing flaming arrow. Best of all, he stays out of range from both the Ice Dragon's and Dark Lord's very threatening attacks.
  • Goddamned Bats:
    • Ghosts. By far the most irritating enemy in the game, they basically turn intangible (and completely invulnerable to EVERYTHING) when nearing your front-most troops to bypass them, only rematerializing when they're past your front line. This makes it extremely irritating to take care of them, as well as causing them to stall your reinforcements, or forcing you to keep spare melee troops to catch them in Destiny levels. To top things off, they also have quite a good bit of health and very rapid attacks. Did we mention that the first 12 stages of the Icy Glen is chock-full of them?
    • Ranged enemies. Similar to how Hood can be dangerous in huge groups, these guys are in a similar boat. If too many of them get amassed in one area, prepare to have your non-ranged units get owned by a hail of arrows.
  • Goddamned Boss:
    • A number of the bosses have attacks that aren't very lethal, but simply prolong the time you need to take before your units kill them. Examples are the Frog Witch, Soccer Skeleton and Ice Dragon, the first temporarily turning up to 5 units into useless frogs, the second kicking units backwards and knocking them down forcing them to get back up and make their way to him again, and the third uses an area ice breath to temporarily freeze groups of units while also dealing a great amount of damage.
    • The Ghost King will teleport around the battlefield very often, and since your troops can only move forwards you have to keep summoning more so that the new ones can hurt him as the ones before leave the screen. He also attacks quite rapidly for a good amount of damage meaning that you can't stall him with Paladog.
    • Ghost Paladog can only be harmed by Paladog's attacks, making much of the fight tedious if you don't have good enough damage. All of your troops will pass him by meaning that you have to keep summoning more if you don't want his Fist of Fury to hit you. Worse still, he can also appear as a Degraded Boss in one of the final set of levels.
  • That One Level:
    • The entirety of Level 3-1 to 3-12. The reason? The levels are chock-full of Ghosts. Hope you know how to summon weaker units to take the heat off from them!
    • Level 4-3. The levels that restrict the player's selection of units and spells had always been annoying, but this one takes the cake. Wave after wave of miner goblins, all of which will easily take out Paladog if even one of them gets close. Your main force consists of the vastly Overrated and Underleveled Monkey the Pirate, who can barely scratch the goblins, even in groups. Your backups are Defensive Tortoise, who can't attack at all and gets overrun easily, and Penguin the Wizard, who is actually useful but is a Glass Cannon with the inexplicable tendency to get close to the goblins. The only spells you can hold are Fire (which is so close-range that by the time it would be useful, you're probably already dead), Ice (which only hits one enemy), and Turn Undead (which is a purely luck-based One-Hit Kill). About the only "strategy" that will work here is repeated abuse of Turn Undead, which means lots of prayer to the Random Number God.

Top