Alck

> A group of larval ants, hitting doesn't hurt, but is an extremely annoying obstacle.
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Alck is a card that is unlocked from the Antuk's Bodypart. It spawns three fast, single-target, melee Alck with very low hitpoints and damage. They are the same as those spawned by the Orannoran. Alck card costs 1 Oom to deploy.

Alck is a Common card that is unlocked from the Antuk's Bodypart. It spawns three fast, single-target, melee Alck with very low hitpoints and damage. They are the same as those spawned by the Orannoran. Alck card costs 1 Oom to deploy.

## Strategy

* Alck are most effectively used as a disposable distraction for medium to high-hitpoint units, since they can stop charged up abilities and distract enemies. Against building-targeting troops, they provide a high amount of damage per second for 1 Oom, and they can stall single-targeting troops for a relatively long time considering their Oom cost. Although they will often not counter units by themselves, the support and time they provide for other units is valuable. However, they will quickly be defeated by ranged area damage units, so the player should try to defeat or distract these types of units beforehand.
* Generally, it is risky to use a spell on Alck, as their 1 Oom cost means any spell will be a negative Oom trade. Plus, even a level 1 Sub Tower can fully take them down without taking any damage. However, if the opponent is relying on Alck in order to defend, a quick spell can allow for major damage to the opposing tower.
* With the help of a Crown Tower, Alck can counter medium-health troops. Against single-targeting ranged troops, one should place Alck on top of the troop to negate the range advantage, Against melee troops, Alck should be placed in the center so that the troop has to walk farther, giving the Sub Tower more time to chip it down and Alck time to deploy.
* Since it costs only 1 Oom, it can shuffle the player's deck quickly and add a significant damage boost to an attack. Better yet, since they are also easily defeated by many cards and Crown Towers, not many players are willing to play cards to only take out Alck, given that their 1 Oom cost will almost always result in a negative Oom trade for the player countering them. They are very good to be split behind the King Tower while shuffling the player's deck, as it can discourage the opponent from immediately attacking either lane, due to Alck' slight defensive presence.
* Alck can be used as a cheap way to kite air troops placed at the center of the arena. Split Alck so that one goes into the lane the air troops is staggered towards, and two go into the other lane. The single Alck will tank an attack and buy time for the two Alck in the other lane to distance themselves from the air unit, allowing them to live longer.
* Placing Alck and then placing down a single grounded unit on the same tile right afterwards will cause them to spread further apart from each other while deploying, allowing them to be targeted individually by certain area damage attackers, making them more effective at stalling these units.
	+ This tactic is most effective if the grounded unit is a ranged attacker, as it will not continue to collide with Alck upon deployment and will not be susceptible to area damage damage until after all of them are defeated.
	+ This tactic is ineffective against cards with a large enough area damage radius.