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Terra dei Demoni

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#132
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u2noob
10.11.2013 u2noob (Red, Necromancer, Tower, Tower) def PReDS (Blue, Inferno, Marius, Marius) Terra Dei Demoni 124.
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I confirm. Based on the game results, I didn't see what makes this build remarkable for demonology. I cleared 5 zones, almost completely, but by the time the Red player arrived, I barely scraped together enough money for a double castle of my own, and even then, only to get Ifrits with a town guard: what's the point of building up meat shields in secondary towns for demonology, plus Marius, even though he ate chests for experience, barely reached level 9. The opponent's Tower player wasn't particularly well-leveled either - level 15, but that was after clearing 3 or 4 Guardian Orders and running through the center. Maybe on L+U or HL-U, it would have been better. The function of the center in this form is completely unclear: it's so small that it's hard to tell what else can be placed there besides a village.

Thanks for the game.
KobRa_RR

Dima, at the cost of his own sacrifice, proved that you shouldn't give Necromancers to anyone)) And in general, the build can be renamed to "Necromancer's Paradise": 600 skeletons on level 122, and that's not the limit! (new week, converter with 5 castles, 2 heroes, Beastiary))
Well, Vic declared that the build was designed for demonology, so I tested it. I'm not particularly interested in reading through kilometers of theoretical arguments that were here; as they say, the criterion of truth is experiment, and it showed everything clearly.

Interestingly, even if the opponent hadn't shown up, I'm not sure how "ganking" would have worked - all the more or less accessible neutrals were cleared out in the first phase.

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