Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
And that remaining third is noticeably weaker than both the dragon and the titus.
I would probably call magogs the worst ranged unit. Without an upgrade, they are just mediocre ranged units. With an upgrade, they are practically useless ranged units, and their AoE attack either doesn't find any application or also hits their own units.
And magogs are one of those units that you don't want to see either in your own army or in the enemy's. Typical.
In the sacred second game, the lich of the undead, at the second-to-last level, also attacks its own units, but being a high-level, expensive unit and the only, not particularly useful, ranged unit for the castle, it moderately fulfills the role of a gimmicky AoE artillery support. In the oligophrenic, low-quality third game, the masterpiece of game design of which is the autistic shooting of archers at neutral creatures, the mediocre imps perform a mediocre role in a mediocre castle, and the casual liches that don't harm their own units simply add broken mechanics to the already over-powered Necropolis. This is all you need to know about the design of AoE units.