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.
P.S. I forgot another "shortcoming" - they can't attack a unit surrounded by others, for example, an enemy archer that is being protected. But I still think they are equal to archers.
I'd like to point out one not-so-obvious feature of the game - Dendroids are definitely dangerous for Harpies (unbuffed ones). The roots of the Dendroids don't activate immediately after their attack, but only after the turn ends. This means that the Harpy returns to its starting position and remains there until the stack of Dendroids is destroyed, which is quite possible - considering the damage range of the Harpy (1-4), you can tie up a large stack of Harpies with a starting number of Dendroids, which only need to withstand the first attack. The Harpies themselves can no longer reach the Dendroids and are taken out by archers. This is an effective tactic against enemy and neutral Harpies on the map, if the goal is to break through defenses with small forces.