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Posts from Tactics for playing against Wizards.

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#33
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Ideally, in our build, we have a perk in the luck branch that gives 15% resistance, plus the unique aura = 45% resistance to archers, druids, and the uniques themselves:), and also to treants. It's even better if you also have boots with +10% (although if you have boots with speed, those are better). So, the magic resistance is quite good.
Who to put in the sworn enemies list depends on the situation, but in principle, DrNick is right.
Белый и Пушистый! Иногда.....
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#34
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Drnik;149294
Yes, I almost forgot, it's good that Sneg mentioned the "dangerous" ones. For sworn enemies, take a Raj (no need for comments), mages (so they don't throw fireballs at archers and druids, and they stand in the back ranks), and someone else. I recommend golems (endless retaliation + they are quite strong)... Titans? I think they might cause fewer losses than hundreds of golems... but it's up to you...


But it's better to destroy a titan than ten golems. Golems are slow (without a speed boost), you can ignore them at the beginning, but otherwise, I agree with everything.
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#35
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It would be good to take out the Rakshasa quickly, otherwise they will withstand a significant onslaught. Also, don't forget about the mages, as they can severely damage the archers and druids with their fireballs. There are also Djinns and elementals that can block the archers. So, the question remains: who should be eliminated first?
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#36
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You can protect the Archers. For example, with Ents... Djinns die quickly... Gargoyles are resilient, but they still need to fly in! What if there isn't any minor artifact for speed? Then only magic can help the Archers...
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02:
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#37
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Hero-Wing, definitely take Logistics, take Light, Luck is a must, Leadership up to the Speed Aura or Defense, Attack can go up to Devotion! IMHO. For cursed creatures, it's better to take (if you have a choice) - Golems, Titi, Rakshasa, or Mages; I don't recommend Djinns, they run out of steam too quickly! In the battle, it's better to position the Druids further away from the Archers, protect the Archers with Ents, and the rest rush into the attack (new grade guys, old Dryad, because the Mage might have Dark Magic, and the Dryad can remove charms, old grade Archers, new grade Druids, old Ents, and Immortals. Unicorns are better if they are new - if there is Light). In general, you need to play aggressively!!!! :smile49:
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#38
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2. Ghost. Gargoyles usually fly in quickly... and without buffs. 2. Lucky Skull. Why do you like Golems so much in Enchanted? Enchanted are primarily for casting a lot of spells... And the new Golems are just terrible, and the old ones are also vulnerable to magic... Dryads can't remove the spells of a powerful mage....(((A Unicorn can also receive Holy Vengeance... because it's often found on the upper floors of the Academy (imagine casting a Wizard's Sign on someone, hitting them with another spell, and then they also get hit by Unicorns...)) And mages usually level up Light-Summon or Light-Chaos...
So many centuries
So many Gods
We were the prisoners of our own fantasy
But now we are marching
Against these Gods
I'm the wizard, I will change it all
Valhalla - Deliverance
Why've you ever forgotten me


19.08.2008 СК Олимпийский.Я запомню это навсегда!!!

Как играть онлайн в Герои 5??Ответ здесь
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#39
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I don't understand you, ValgallaWolf! The revenge doesn't apply to the new unicorns! And whether they are light-summoning or light-chaos..., it's not just that, sometimes darkness appears too, and for the Stronghold, darkness is a real pain because they are a very initiative race! Still, they need to be eliminated as quickly as possible!
And you should take the old dryads, firstly, the mage will definitely have darkness, secondly, the chance of removing the effect is 50%, and thirdly, even if she doesn't remove it, she will at least reduce the duration of the spell.

P.S. The hero is definitely Wing. IMHO.
Эсквайр клана "Lost Heroes":smile10:
Вступай в клан "Lost Heroes":smile20:
Я думаю с тоскою, глядя в даль,за мною радость, впереди - печаль...

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#40
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I don't know about you, but I use dryads as a unit to block archers (mainly titans), so they usually don't live long. To make them last longer, I take the upgrade (+ Battle to the Last).
2. Lucky Skull: Divine Punishment affects unicorns, but the attraction of this light magic does not affect them.
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#41
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Yes, that’s exactly what I meant! I just didn’t express my thoughts correctly!
Эсквайр клана "Lost Heroes":smile10:
Вступай в клан "Lost Heroes":smile20:
Я думаю с тоскою, глядя в даль,за мною радость, впереди - печаль...

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#42
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I have a one-page strategy for playing as Elves against Mages...
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#43
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I have a one-page strategy for playing as Elves against Mages...
This post is somewhat off-topic, but if you have it, please share it (it's very interesting).
#45
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So, I was playing with my brother, and I defeated 3 of his armies with 1 Elven army: 1 Mage army, 1 Dark Elf army, and 1 army with 6 Hydras from the Dark Elf faction. IMHO, these dragons, archers, and druids are the best.
In reply to ValgallaWolf
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#46
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ValgallaWolf
I've been playing online for three years, and for three years I've been trying to implement this tactic – it's definitely good. And it's even better against the new "Dancers"… But they don't give you that aura, and that's it. And also… can you imagine naked Archmages? They are always heavily armored. And you come rushing in happily to the enemy's side (maybe after taking out some towers or Djinns) and get kicked or shot by Titans, so it's better to run a couple of cells first, depending on the situation, and then move forward with archer support.
The tactic is good, and if you add light magic with teleportation… then you can teleport Ancient Ents to the Golems so they don't run away. The only problem is that the mage might do the same… and to our archers (

Added 2 minutes ago
Sereo
And here, I'm playing with my brother, and I wiped out 3 armies with 1 Elven army: 1 mage army, 2 Dark Elf army, and 3, but there were 6 Hydras in the Dark Elf army. IMO, Ents, Dragons, Archers, and Druids.
It seems your brother isn't that experienced playing as Dark Elves and Mages, because that's how many mage guilds there are:eek: You can try to learn all the Chaos spells here.

Added 10 minutes ago
Gunslinger
It would also be good to take out the Rakshasa faster, because then they will create such a "meat grinder" with their "attack" that they will be hard to deal with. You also shouldn't forget about the mages, because they can seriously damage the archers and druids with a fireball. There are also Djinns and "stools" that can block the archers. So the question is still who to take out first.
I think it's better to take out the Djinns first. IMO, their damage + mini-artifacts for attack + initiative + luck… then the "Dancers" and maybe Unicorns will suffer:(

За кланы! За кровь!
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#47
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Rakshasas, I think, are stopped by Ents, and no attack will help – Ents put down roots and activate their defense.

Mages should definitely be targeted by Archers first.
Djinn, with their health, are easily defeated even by Dancers.
Nymphs should preferably wait a bit to heal the Ents.
Symbiosis is also good because sometimes you have to spend an entire turn to finish off the remaining Nymphs, because there will be a symbiosis, and you will have to kill them again.

In Blood, I think you should take Titans, Golems, and Gargoyles, as they are very durable, and this is a good support for the Mage with his spells.
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#48
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It's interesting how you plan to defeat Djinns with Dancers if they only have Luck... but there's a catch: usually, Djinns move before Dancers. So, they will either cast a spell or attack the "softest" unit – maybe even Unicorns. Dancers won't survive under attack from Djinns with high Luck:D:smile20: And secondly, if you attack Djinns with Dancers, Druids or Archers will be left exposed...
...Trees should be attacked with Chaos magic, as they are easier to destroy that way, and Rakshasa don't have magic resistance:smile03:

За кланы! За кровь!