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The player is right. Imps can significantly influence the outcome of a battle, especially in a fight against a Mage or Warlock. To prevent this, you have to use spells on them first, which gives more freedom to stronger units.
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The player is right. Imps can significantly influence the outcome of a battle, especially in a fight against a Mage or Warlock. To prevent this, you have to use spells on them first, which gives more freedom to stronger units.
But these demons can be destroyed before their turn, and this is especially helped by either the bear's paw attack, which reduces initiative, or the wasp swarm spell. However, it's better to destroy the demons, and for this, Timhan with the "Sands of Time" skill will be useful, allowing you to change the order of creature turns and other things on the initiative scale.
Demons are demons, I'd give them 3rd place! You can defeat them before they steal mana from your hero! The Dryad and Assassin are fighting for 2nd and 1st place, but still, the Assassin is more expensive, which means it's better!:)
No, you, as Sylvan elves, are in a good position in this regard; you have Wingael, and you usually have more mana than you need... But still, spending the first turn of archers or dragons on a level 1 unit – isn't that the very strategic advantage that makes demons worth respecting?
We, the Inferno faction, now have little devils that drain mana from enemy heroes at a rate of 0.5 mana units per devil! Considering their growth rate is 16, meaning at least 32 of these little pests will be produced in a single castle within a week, and it's not difficult to have around 400 of them by the end of the game on a medium-sized map, so beware, Necropolis, Dungeon, and other factions that rely heavily on magic... -200 mana instantly + after summoning...
Under normal circumstances, they won't have time to react; the Devil's initiative of 13 almost guarantees this, but you can try to kill them with fast units, like Imps... in this case, you won't be able to hide them because of the acid breath.
Under normal circumstances, they won't have time to react; the initiative of the demons is 13, which almost guarantees this, but you can try to kill them with fast units, for example, Imps... in this case, it won't be possible to hide them due to the acid breath.
Are you talking about which units, and why do they steal 0.5 mana? AoH states that a regular upgrade steals 0.25, while the alternate upgrade steals from creatures.