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I think in such polls, the best should be those who received the most votes, i.e., here, the Death Knights clearly lead, so they should be recognized (for this period) as the BEST level 6 units.
I don't understand what exactly we're trying to figure out. There are many parameters, and they are ambiguous.
"Best" means the strongest in the game? Or the most useful?
Judging by the posts, many people are talking about strength! But what about usefulness?
- Knights have speed, and when clearing the map, they can defeat more serious troops than Nagas and Dark Knights, which means more options to reach the desired artifacts or gold. They can be upgraded in separate stables (and they are often located frequently, which means you can save money in the early stages). Plus, they go first - who wouldn't agree that this is very important? They are not so inferior in power that their tactical advantages should be ignored.
As I understand it, all these discussions boil down to three sides arguing:
1st side: FOR the strongest.
2nd side: FOR their favorites.
3rd side: FOR the most useful.
So, who is actually right? (I belong to the 3rd group).
here you can sometimes bet, it's often better to use archers than knights:smile32:
Added after 16 hours and 41 minutes of course, knights. There's a chance to strike with a double attack, and they compensate for the weakness of dragons:smile54:.
...As usual, here are my personal opinions on all level 6 creatures:
- Champions – not the strongest unit, but quite fast and with a cavalry bonus, which makes them a decent choice.
- Nagas – good health and an overpowered attack (higher than that of Death Knights!) pose a significant threat. But fortunately for the Tower's opponents, they are quite expensive. And not very fast either.
- Ifrits – weak health, not very good defense... But I've always been afraid of them because their fire shield can cause a lot of trouble.
- Wyverns – terrible health. They die like flies. But they are fast, poisonous, and there are usually many of them, so they overwhelm with numbers.
- Unicorns – good health, somewhat weak stats, but they can blind the enemy and take them out of action for a long time. In my elven opinion, a good unit, and very cheap.
- Manticores – health is slightly better than Wyverns, but they are just as fast and annoying. If Wyverns poison, then Manticores paralyze, which is no better than the Unicorn's blinding. A weak unit, IMHO... but very cute :)
- Cyclops – weak health and defense, they should theoretically be taken down easily, but... I don't think the opponent will reach them, being pelted with stones along the way. Archers need to be protected, especially those ones ;)<
- Death Knights – overpowered. Good health, stats, speed, plus a curse (an annoyance no less than poisoning), plus they can also strike with double damage! Only their high price and the weak dragons of the Necromancer save them from being labeled as overpowered.
- Magic Elementals – immunity to magic, an attack that hits all enemies and no retaliation nicely compensate for their weak health. And all this at a reasonable price... not bad.
So, despite the obvious strength of Death Knights and Nagas, I prefer Unicorns – stable, solid infantry at a low cost (although I can sing praises to anyone, as long as they belong to my favorite race ;) ). But in principle, all level 6 creatures are good, and each has its own obvious advantages :)
Regarding unicorns, we can also add their ability: I don't know what it's called, but basically, the units standing behind them have a chance to reflect magic (i.e., ignore it).