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Posts from Tactics for playing as Ossir on the ubi.com duel server.

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18 years ago
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Ossir - Hero Information



Attack — 7
Defense — 12
Spell Power — 5
Knowledge — 7
Morale — 1
Luck — 3
Mana — 20

Hero's Special Ability:

Skilled Hunter: All Elven Archers and Bowmasters in the hero's army receive 1 point to their attack and defense for every 2 levels of the hero, starting from level one.

Skills:

Trained Avenger, Permanent Luck, Skilled Attack, Skilled Magic Resistance, Deadly Shot, Arrow Rain, Magical Resistance, Soldierly Luck, Elven Luck, Archery, Tactics.

Spellbook:

Slow, Destructive Ray, Magic Bolt, Ice Bolt, Haste, Divine Shield, Stone Skin, Dispel, Reprisal, Dodge, Teleport, Fire Trap.

Artifacts

Armor of Forgotten Hero – adds +2 to the hero’s primary stats and grants the hero’s army 20% magic resistance.

Ring of Dragon Eye – +1 to all hero characteristics and +10% to the initiative of all archers in the hero's army.

Necklace of Bravery – +1 to the hero's morale.

Bow of Unicorn Horn – all archers in the hero's army shoot equally well at any distance.

Army

Ancient Ent — 16

Dryad — 90

Death Dancer — 60

Bowmaster — 80 :)

Silver Unicorn — 30

High Druid — 30


Ossir is one of the best heroes on the duel server. Just look at his army and skills. 80 Bowmasters are such a powerful force that, if luck triggers on both shots, you can kill 25 Death Knights with a single attack! Thanks to the Bow of Unicorn Horn, Ossir’s archers shoot equally well at any distance - they don't care how far away the enemy is. 30 Silver Unicorns, granting magical protection to everyone around them, combined with the fact that Ossir himself has good magic resistance, means that magic is not effective against his troops.

He does have some spells, but not combat ones. One of the best spells is Teleport, which allows him to either move the archers out of danger or send in the tough Ancient Ents into battle.

Conclusion: Ossir rightfully deserves to be considered one of the strongest heroes. However, he won't show much potential in unskilled hands; the ability to play as Ossir comes with experience.
In his spellbook, Ossir has "Teleport". This makes it possible to teleport ents to enemy archers.
Remember that unicorns provide good magic protection to surrounding creatures, but this protection is useless against Sinister.

Interesting topics:
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18 years ago
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Tactical features of playing as Ossir

1) When playing with certain heroes, such as Axel, Ossir loses the "Tactics" ability.

Thus, Ossir has 3 main ways to arrange creatures before a battle (see attachments):

* Against a mage (tactics)
* Against a warrior (tactics)
* 2 squares

2) Don't be afraid of enemy griffons using their "Dive" ability. There are several reasons for this:

* Carefully observe how the griffin takes off. Usually, during takeoff, it turns towards the target. When using the "two squares" formation, you can easily determine who it is going to "land" on (usually archers or druids).

* After you see where the griffin has flown, teleport Ossir's unit that is most likely to be attacked by griffons from the sky.

3) Ancient Ents are not just "a punching bag." They have a specific task: to pin down and hold large and initiative-rich enemy units using their magic (dark riders, paladins, archangels, archdevils, etc.).

4) Don't rush to attack with unicorns! Often, this is precisely why Ossir suffers defeat. First, reduce the enemy's forces with your archers. After all, they are Ossir's main combat force. Moreover, unicorns protect archers not only from enemy attacks but also from enemy magic.

5) If you have a free "seventh" square when arranging your units, separate one druid. He can cast Stone Skin on a friendly unit.
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In reply to Inquisitor
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18 years ago
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Ossir - Razaz

Razaz strikes fear into the hearts of some heroes and players. And there's good reason for it! 240 golems represent immense power! They can destroy the entire army of half the heroes on a duel server, and with the support of Razaz's teleportation, they go wherever they want and move twice as often as regular golems. But there are ways to counter him. One of them is Ossir.

1) A slight variation of the "anti-warriors" formation (see attachment).
2) We advance with the dancers and gremlins, but in such a way that the iron golems cannot reach them. The titans are unlikely to spend a turn on the dancers. There are more important targets, such as the "archers."
3) The titans move before the archers and kill about 25 of them.
4) All troops, except the dancers, remain in place. Because if, by mistake, a cell next to the archers is freed, Razaz will immediately teleport the golems there.
5) Razaz leads the golems into battle. They attack the unicorns, the unicorns attack the golems, and the surviving gremlins quickly repair the golems.
6) A volley of archers against the titans. There are 3 fewer titans + two shots from Ossir, and the plural becomes inappropriate.
7) Ents block the golems; Razaz is doomed.
8) Attack by unicorns, druids, and archers. The golems are neutralized. Meanwhile, the dancers finish off the gremlins, so there is no one to repair them, and nothing to repair.
9) Ossir wins! Hooray!
Alliance of Lightлидер клана (список кланов на HW) :)

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18 years ago
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Ossir - Erin

There was a time when Erin was the queen of the duel server. No one could defeat her! Players asked not to choose Erin, believing that it was a guaranteed defeat. Two-thirds of the heroes with Erin could be defeated without even trying... but those times are gone.

1) The setup is available only in two cells (see the attachment)
2) Our primary task and goal is the Furies. We must not allow them to break through to the archers or druids. Yes, the archers are protected, but this is unreliable. In their first turn, the Furies will break through such a defense. Therefore, we need to reduce their number.
3) 40 riders are a very serious force. We are lucky that the single witch moves later than the riders and will not have time to cast a punishing strike on them. Otherwise, goodbye unicorns! The riders, using their ability, destroy all the unicorns' defenses and inflict significant damage.
4) The unicorns did not remain in debt. After the counterattack, the number of riders decreased by 20 units, and they were also blinded by the unicorn's magic. What luck!
5) It is the turn of the master archers. Now the selected squad will have a bad time. These will be the Furies...
6) The druids attack the second squad of Furies. Now the Furies are out of the game.
7, 8) Erin and her "spellcasting brethren" successfully destroy all the master archers. Erin's luck played a role. After all, not always all the Twilight Witches help her in a magical attack!
9) Erin deliberately hit the dark riders with her magic. They saw again... but not for long :)
10) Ossir successfully teleports the ents closer to the witches... now the second will have a hard time. The Twilight Witch seems to have forgotten that Ossir has good magic resistance... and they didn't have time to teach her an irresistible spell... :(
11) After the attacks of the witches and Erin, the number of unicorns, druids, and other creatures has greatly decreased, but there should be enough of them to complete the battle, fortunately, Erin's mana is not infinite (let's remember Jaliba and Oru).
12) Several successful attacks by the ancient ents, and the Twilight Witches went to court the vampires :smile23:
13) Ossir's victory! Hooray!
Alliance of Lightлидер клана (список кланов на HW) :)

ФЛУДОВСКИЕ ССЫЛКИ! — сообщить о бесполезной теме/сообщении.

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