- Better use coordinates so you can have the 'walk' animation played while the 'lycans' rushes forward. The stand animation doesn't really fit the 'rush' part ..
- The "RL_Group[1]" group doesn't filter dead units, mechaninal or flying units.
- You can make the lycan's to become transparent as they rush forward or simply increase their size. One of those effects would be really nice.
- Paladon's Knockback system might as well fit the spell well.
- Summoning loop look kinda weird
- You could also increase lycan's speed slighty for every 200 range they move on.
Overall, nothing really special. You might want to change the SFX when you move the lycans, 'cause it doesn't look really amazing.
3/5 with neutral vote.
EDIT: Moving a unit with coordinates instead of location:
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Actions
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Custom script: set udg_x = GetUnitX(udg_<unit>)
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Custom script: set udg_y = GetUnitY(udg_<unit>)
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Custom script: call SetUnitX(udg_<unit> , udg_x + 10.00 * Cos(GetUnitFacing(udg_<unit>) * 0.017453292) )
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Custom script: call SetUnitY(udg_<unit> , udg_y + 10.00 * Sin(GetUnitFacing(udg_<unit>) * 0.017453292) )
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// Removed the "Speed" variable and replaced it with the actuall value.
X, Y and are '
real' variables and udg_<unit> (for example, make it lycan) is a '
unit' variable, but, since you are picking the 'lycans' from a group, you can use GetEnumUnit, without the need of a separate unit variable.