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The first Offline Tournaments for Heroes 5!

#400
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Major Battles 1. Earth Elementals – they are easily defeated by elf clones without any losses. Separate the demons – this reduces the defense of the elementals. Distract some of the elementals with clones, lure one group at a time, and eliminate them. It's a good idea to create a clone of Imps – they can summon another group of Imps, and then be used to finish off the elementals that break through. Don't spare mana – anyway, the useless Hellfire will burn everything. And mana is not restored from elementals. No losses. 2. Messengers of Death – you can ignore them, but it's more interesting to defeat them, and we really need the knowledge, plus it will shorten the path for the future troop supply chain. Losses are inevitable in this battle (47 Imps). Use an Imp clone and Slow. 3. Druids on the road. Lose 28 Imps and 8 Succubi. It's played on autopilot. It could be better, but this result is sufficient. 4. Battle with Ents – the most interesting battle (39 of them), which are standing in front of the Druid clearing. I lost only one of my Ents and 2 Imps in the battle (this doesn't always happen; sometimes I lose two Ents). Deploy only Elves and Ents, and a couple of minor units for one strike (I put 2 Imps in 2 stacks). Place Elf clones (21 Elves). If you move an Ent one step forward, 2 Elf clones will hide behind it. As the arrows run out, move these clones forward to be destroyed. Periodically use Slow, and if things get really bad, resurrect the Ents once (then you will lose both). Don't attack with your Ents – go into defense. Try to eliminate one group immediately – we will take the mana we need from it. 5. The final step – kill the Elf in the town. Attack Gilraen with the hero Agrael. Agrael has: Level 17, total skills 25 (12, 1, 4, 8), Mercury 4. Mana 80. Troop count – 8 Ents, 8 Dryads, 7 Unicorns, 40 Archers, 1 Cave Demon, 20 Imps, 41 Demon. Has – Ballista, Cart. Gilraen has: Level 12, (4, 7, 3, 4) Troop count – 6 Unicorns, 2 Ents, 55 Dryads, 32 Master Archers, 42 Dancers, 11 High Druids. In short, the battle is very easy (screenshots attached). First, hit the Elves with Elves, block the exit from the castle with Ents. Then, periodically use Slow, Resurrection, and Clone on Elves. Easily eliminate everyone with Elves. Finish off the remaining units with Dryad magic. Added 10 minutes ago Key points: 1. Upgrade the Imps. Imp clone is the main striking force until 14 Elves from the lower castle arrive. 2. Magic is needed – Resurrection, Slow, and, of course, the existing Clone. Resurrection and Slow are taken in the nearest lower Elf castle. 3. The necessary skill is Soul Eater (otherwise, Hellfire will consume all mana, and that's it). 4. Don't lose any Elves before the final battle. This is possible. If they are attacked in any battle, don't deploy them. For example, in battles with Fairies or Dryads. Deploy only 2 Cave Demons. The battle takes place without losses. (Of course, don't deploy Demons in the first battle with the Elf. The Elf always starts the attack with them and kills at least one). On the map: Day 1. Build a tavern. Buy both heroes. Rutger takes the Imps, leaves them in the castle for an upgrade, and runs to the gold. He gives his army to A. (A – Agrael, the main hero). The second hero stands in the castle. A attacks the Elf – we get a developed Gate opening and developed Spellpower in the hut, take the chest of money. Day 2. Upgrade the Imps. Take A. We don't have time to deliver. Rutger takes the gold and runs to buy Demons. A breaks through the Dancers, takes the money, breaks through the Stone Mine (he doesn't take it himself). Day 3. A fights the Fairies. Takes the castle and runs to the gold mine, gaining 1000 experience. Build a tavern in the Elf town. Rutger bought the Demons and runs to A. Marbas gives A the Imps, takes the peasants, and runs to the Stone Mine. We get Soul Eater. Day 4. Build level 1 magic in the Elf town. A breaks through the gold mine and runs to the Elf castle. There is no time for +1 to spellpower, and it's not needed for the Clone. Marbas takes the gold mine. Rutger takes a wood stack. Day 5. Build level 2 magic in the Elf town. A enters, learns magic. Fights the Skeletons and breaks through the wood mine. A takes it. The two heroes pick up resources, take the Stone Mine. Day 6. Build money in both towns. A breaks through the Unicorns and Ents near the wood. (We don't have time to get +1 to attack, and there won't be enough money for the wood). Build a chain of 2 secondary heroes, simultaneously collecting resources from the Skeletons. Day 7. Build Elves. (We won't build anything else here for now). A enters the arena (+2 to attack) and runs to the Earth Elementals. Align the chain. The main thing here is to place the heroes so that the chain does not break when neutrals appear. (This is achieved experimentally). Day 8. Rutger takes 500 coins in the garden. Buy the hero Nibros. Buy 14 Elves and Fairies. Pass them along the chain to A. A breaks through the Elementals and runs through the Source to the Ent dwelling. Receives Secret Knowledge. Distribute the unnecessary troop units to the secondary heroes so that, if anything, they can catch enemy secondary heroes. Day 9. A takes 2 Ents. Run to the 2nd Elf castle. The secondary heroes follow, picking up resources along the way. Day 10. A takes the castle, fights the Messengers of Death, gets +1 knowledge. Receives Skilled Logistics. Build Unicorns in the castle. Buy the hero Grog, equip him with small, unnecessary troops. Grog goes right behind A. The other heroes get closer, take the wood mine, run to the gold. Day 11. Build a Citadel. A kills the strongest secondary hero. Gets +1 to attack. Grog kills the other two and blocks the third. From the secondary heroes, we start building a chain. The purpose of the chain is to transfer troops from the castle and the Ent dwelling to A in one day. Day 12. Build markets in the first two towns. A breaks through the Druids on the road, buys Elves, and runs to the Ents through the flag. Grog runs after him. The secondary heroes continue to build the chain, picking up almost unnecessary mines along the way. Day 13. A fights the Ents, turns around, and runs to the last enemy castle. Gets Skilled Spellpower. Grog takes all the troops from A and breaks through the Druids in the clearing. Day 14. Build Ents. Transfer the remaining army to A. A runs to the last enemy castle, breaking through minor units along the way. The main thing is not to get too close. You need to stand at a distance of one move, so that you can just reach and take the castle (together with the Elf). Otherwise, the Elf jumps out of the castle, and we will lose a turn. Align the chain. Day 15. Buy the hero Deleb (she closes the chain). Sell all resources except Mercury. Buy all troops except Dancers. Also, there won't be enough money for half of the Dryads. (Don't forget to buy 7 Elves along the way, and, of course, Ents in the dwelling). Transfer the troops to A. Attack the Master Archers along the way and attack the castle. Victory.