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• Castle (Humans, primarily water magic, good morale)
Pikeman/Halberdier – One of the best level 1 warriors. The main advantage is a high health level (10). Attack/defense skills are also top-notch (some of the highest for their level). Speed characteristics are slightly lacking, but the damage dealt is high
Archer/Crossbowman – No defense and 10 health points for level 2 make this warrior weak against enemy attacks, but the damage they deal is high. This is a ranged creature, so it can hit enemies from a distance; the crossbowman shoots 2 times, allowing more damage to be dealt accordingly, but these creatures do not stay alive for long
Griffin/Royal Griffin – One of the best level 3 creatures. And for good reason – 25 health points, long-distance flight, decent attack/defense skills, plus it retaliates against several enemy attacks (the upgraded griffin retaliates against all attacks). The only downside is that in battle it often rushes forward, which is how it gets killed
Swordsman/Crusader – A very good warrior. The only drawback is that movement speed is not very high. Health level is average for the level, as are attack and defense, but the Crusader's ability to deal double damage justifies all this. The Crusader can attack an enemy twice. The damage dealt by them is also great
Monk/Fanatic – Ranged unit. Deals decent damage, plus the fanatic has no penalty in melee combat. But, as with archers, monks have low defense and a health level that is simply indecent for the fifth level (30). So when the enemy reaches them, they will be in trouble
Cavalier/Champion – A warrior of average quality; all skills, including damage and health, are not top-tier. Speed is decent, but not for long distances. A good plus is the cavalry bonus. For each cell passed before the strike, additional points are added to the damage. The greater the distance traveled, the stronger the same
Angel/Archangel – Without a doubt, the best level seven creature. In battle, it only loses to a behemoth, and even then not always. And it is the best in almost all parameters except health (250 units - archangel). An angel beats any non-upgraded level 7 creature. Huge damage (50), plus it is constant. Attack/defense skills are maximum (20/20 – angel, 30/30 – arch.) Additionally – cruising speed (max. 18). But these creatures cost accordingly, more than all others, as they also have the ability to revive their comrades and bring one unit of positive morale to all warriors in the army
Thus, the Castle troops have many good warriors, but things are tight with heroes in the castle.
Rampart. (Forest dwellers, primarily earth magic, magic resistance, high income, luck)
Centaur/Centaur Captain – Very good warriors. The upgraded centaur develops cruising speed (which it often pays for with its life), health level is high (8, 10), damage is maximum, but in attack/defense parameters it loses slightly to the halberdier.
Dwarf/Combat Dwarf – A purely defensive creature. For its level, it has excellent health (20) and great attack/defense skills (7/7). But its speed is very low. A good advantage is resistance to "bad" magic by 20 and 40%, sometimes it simply does not affect dwarves
Elf/High Elf – very good archers. Health level, of course, is a bit low, but this is compensated for by huge damage dealt. Furthermore, the upgraded version shoots 2 times and has a greater range than other ranged units. And speed is also high.
Pegasus/Silver Pegasus – Weak creatures, which is not even compensated for by very high speed and the ability to suppress magic. Even the fact that they come in groups of 10 (the usual amount for level 4 is 8) does not save these creatures from losing. 25 health points and low defense and damage do not allow these creatures to live long
Dryad/Dryad Soldier – Most likely, these creatures will be the last survivors in battle. Their attack/defense skills are small, but damage is decent and health level is very high (55-65), which makes dryads defensive creatures, as their speed is also far from perfect (4-5). Another advantage is the growth of dryads per week – 8, which is the maximum for level 5 (usually 6). So they can overwhelm with health and numbers. An ability – upon striking, it pins the enemy to the spot where they stand, allowing some of the opponent's forces to be distracted from attacking important creatures in one's own army.
Unicorn/Combat Unicorn – Decent creatures. The combat unicorn has a high health level (110), all other skills are on point. A very useful ability – blinding the enemy with a strike. For its parameters, this warrior is very cheap, which makes it convenient to use in battles. Additionally, it creates an aura of magic protection around itself.
Green Dragon/Gold Dragon – After archangels, these creatures should be the best. Speed is only two points lower (16), damage is roughly the same (40-50), attack/defense skills are high (27/27), health is on point (250). A useful and simultaneously dangerous ability – the capacity to deal damage to two adjacent creatures at once. The bad thing is that one's own creatures can also be hit in the process. Furthermore, magic below level 3 does not affect dragons, and for gold ones, level 4. In battle, there is a chance this creature will die first, as no one else in this army except pegasi covers their attack.
Thus, in battle the Rampart has no advantages in the center of the field. Their troops either strive straight for the enemy or remain in the rear, so there is a chance that the front-line troops will be crushed and the rest will not be able to provide sufficient resistance due to their low speed.
Tower (Inhabitants of mountains and snowy heights. Primarily air magic, knowledge and a large number of diverse spells) – the embodiment of air.
Gremlin/Master Gremlin – Gremlins are essentially extremely unfortunate creatures. Only 4 health points, low speed, no skills, including damage. But master gremlins have one excellent feature – they know how to shoot. In the beginning, this is a very useful quality that allows them to break into the lead. Also, gremlins grow in very large numbers and are cheap. But in battle, they will most likely die first.
Gargoyle/Obsidian Gargoyle – these creatures could be classified as attacking creatures if not for their weak attacks. They fly at high speed, but cannot deal sufficient damage and often die very early. Furthermore, the same things that affect living warriors affect them
Stone Golem/Steel Golem – Purely defensive creatures. Maximum health points for level 3 (30-35) and good defense, plus a reduction in damage from combat magic, make them simply impregnable to enemy attacks. But the damage dealt often turns out too weak; additionally, movement speed is naturally low.
Mage/Archmage – A decent ranged unit. Health level, of course, is a bit low, but damage, defense and attack are on point. The presence of archmages in the army allows for reducing the cost of spells for the hero. Speed is a bit low, but the damage dealt fully compensates for this. And unlike other ranged units, it is harder to kill a mage.
Djinn/Master Djinn – at first glance, an attacking creature, but usually it is recommended to keep it in defense, as all its skills are too small for advancing forward. Speed is high, but not too much, good damage. Little health. Master djinns have a good ability – casting spells (3 times) on friendly warriors. Often these spells turn out to be very useful in battle. Therefore, djinns are better used specifically for this.
Naga/Naga Queen – probably the best level 6 creature. The only downsides are low speed and generally weak defense. But otherwise – it is a real monster. Strong attack, plus a "blessing" of 30 damage units (!) gives the ability to deal very significant blows to the enemy. And in addition, creatures do not retaliate against attacks! This is a very good quality that complements the presence of 110 health units.
Giant/Titan – a giant is generally a weak warrior; the only plus is good damage (40-60), 60 for level 7 is the absolute maximum. However, the titan has 300 health points in its assets, decent attack and defense (24/24) and the ability to shoot! Magic directed at the mind (blindness, forgetfulness) also does not affect it. Having such skills, the titan often remains last on the battlefield, as breaking through its defense is very difficult, and it has no penalty in melee combat. And its speed is quite high.
Thus, Tower troops have superiority in the center of the field, holding back attacks with their ranged units. This army is also suitable for besieging castles. The drawback of this army is its expense
Inferno (forces of Hell, primarily fire magic, increased spell power)
Imp/Devil – probably the weakest level 1 creature. Only 4 health units, no attack or defense, weak damage. Speed is decent, but with such parameters it doesn't help. Devils create a magical channel that allows taking 30% of mana from a spell cast by an enemy hero. The drawback of these creatures is their low growth. For such weak warriors, it could have been larger.
Gog/Magog – quite decent ranged units. Sufficient health level and decent attack. However, movement speed is low, and this often proves fatal. The magog shoots a fireball that allows dealing damage to several warriors simultaneously. But unfortunately, friendly ones can also be among them.
Hellhound/Cerberus – good warriors for their level, but their high speeds are often the cause of their early death. Decent health (25) and good attack, however there is a large spread in damage (2-7). The cerberus is capable of attacking up to 3 enemy warriors simultaneously, and the enemy does not retaliate against attacks. A quite useful quality.
Demon/Horned Demon – For level 4, this is a "below average" warrior. No useful skills, low attack/defense, medium damage. The only thing on point is health (40), speed is low. At the same time, a demon costs about as much as other level 4 warriors who are much better than it.
Spawn of Evil/Hell Spawn – good "center" warriors – medium speed, medium skills, high damage. Little health (45), so they die quite often. Upgraded spawn are capable of resurrecting killed friendly warriors as demons, and the latter then remain in the army!
Efreet/Efreet Sultan – A purely attacking creature. High flight speed, good damage and attack. Defense, of course, is not high, and there isn't much health (90 units), but the upgraded efreet has a good means of protection – a fire shield. When enemy creatures attack it, they receive damage equal to 20% of what they dealt. Moreover, the shield works constantly. Fire magic also does not affect the efreet.
Devil/Archdevil – Its most useful property is that enemies do not retaliate against its attacks. Plus it has attack/defense skills slightly lower than an archangel (26/28) and high speed (17). But the damage dealt "limps" (30-40) for its level, and there is little health (arch – 200 units). It gives a penalty to enemy luck, which, by the way, manifests weakly; it hates angels/archangels (dealing +50% additional damage to them), and they hate it….
Thus, the army of hell is quite weak until level 6-7 creatures join it; then it's better to move it forward, attacking with these creatures and covering with others. The weakness of the army is accompanied by its relative cheapness.
Necropolis (the dead, primarily earth magic, necromancy, stealth)
Skeleton/Skeleton Warrior – In terms of attack/defense skills – these are the best level 1 warriors (6/6), but health is lacking (6), and speed is low. However, all Necropolis heroes possess the ability of necromancy, which allows them to raise skeletons from all warriors killed on the battlefield, so a sufficient number can accumulate so as not to lose in battle.
Undead/Zombie – an unequivocally bad warrior. The only plus is a sufficient health level (the upgraded one has 20 units). But at the same time, attack/defense skills are low compared to the same dwarf, and speed is also almost nonexistent. A zombie can inflict disease – the enemy's attack is slightly reduced. Almost useless even for defense.
Guard/Wraith – Also not among the best warriors. Knows how to fly, but only over short distances; damage is low, health is only 18. In terms of skills it also loses. It fully restores its health on every turn, which makes it convenient in the early stages of army development; subsequently, they clearly lose. The wraith takes 2 spell points from the enemy hero with each turn.
Vampire/Vampire Lord– In theory, the best level 4 warrior, as it wins in a 1 on 1 fight against any creature of its own level. However, the stats are not impressive – low attack and defense, weak damage. But there are two huge pluses – enemies do not retaliate against attacks, and upgraded vampires heal themselves for as many points as they dealt to a living creature during an attack. Health is average, speed is high, plus flight.
Lich/Powerful Lich – The only shooter in this army. Its skills are not high, but the building for them can be constructed very quickly. There isn't much health, as with any shooter. Defense is a bit weak. However, it attacks with a cloud of death – it hits several nearby enemies simultaneously, and this spread does not affect undead warriors, meaning "friendly" undead troops will not be hit.
Fear Knight/Death Knight – The best warrior in this army; even for level 6, it only competes with the Naga. Attack/defense skills are simply huge (18/18), and damage is very high (15-30). Health is maximum for the level (120 units), speed is also high, though not excessively so. An unupgraded knight can curse an enemy with its attack, while an upgraded one can even deal double damage! Simply a magnificent fighter.
Bone Dragon/Wraith Dragon – The weakest level 7 creature. The presence of these dragons on the battlefield is intended to lower enemy morale. However, all skills are not at their peak. Weakest attack and defense, plus low health (only 200 units), low speed for level 7 (13), low damage threshold (25-50); all this makes the dragons extremely unsuccessful warriors, and they usually lose first in battle. Wraiths have a useful ability – sometimes their attack ages the enemy, meaning the health of all warriors in the squad is halved, but unfortunately, this happens extremely rarely.
The undead are good warriors in the center of the field, where vampires and knights operate. Under the cover of liches, they are capable of dealing serious damage to the enemy.
Dungeon (Underground dwellers, no primary magic, characterized by large numbers of warriors and spell points, as well as high experience)
Troglodyte/Hell Troglodyte – An average warrior, runs reasonably well when upgraded, hits relatively hard. Blindness does not affect it, but its main advantage is large numbers. Troglodytes usually overwhelm by number.
Harpy/Hag Harpy – A very good tactical warrior, possesses the ability to return to the point from which the strike was delivered. An upgraded harpy hits without retaliation, making it roughly equivalent to a shooter (no distance penalty, but the distance itself is limited). There is a large variance in damage values (2-5), health is average, and skills are as well.
Beholder/Evil Eye – Probably the best combination for a shooter. Decent health (22), excellent attack/defense skills, plus decent damage. Combat range is great, and so is speed. It has no penalty in melee combat, which prevents the enemy from having an advantage in close quarters
Medusa/Medusa Queen – Another shooter, although more created for melee combat. The number of shots produced is not very many (4-8), but in melee combat it can sometimes turn the opponent to stone. Good defense and health plus the absence of a melee penalty prevent the enemy from gaining superiority in the attack. Speed for the level is average, but the cost is low, which provides convenience for the player.
Minotaur/Minotaur King – A good rear guard defender. Health is low, but damage is huge for level 5 (12-20, though the variance is large), with good attack and defense. Speed is above average, and it also always has a high (+1) morale level, which is maintained regardless of changes to the hero's or other troops' morale
Manticore/Scorpicore – The only advantage is high movement speed; other parameters are low, making it a rather average warrior that often dies in skirmishes. A Scorpicore can paralyze the enemy with poison for several turns upon striking... Otherwise, the fighter is unremarkable. It has only 80 health points but can fly
Red Dragon/Black Dragon – Designed to be comparable to green and gold dragons. It has more health (300), but lower attack and defense skills (25/25), and it flies one unit slower (15). However, no magic whatsoever affects the black dragon... They are quite expensive, but very useful; like other dragons, they are capable of hitting the enemy on two field cells simultaneously.
Thus, the dark army has huge advantages in attack and is very well suited for storming castles – flying creatures attack, covered by shooters, while troglodytes and minotaurs protect the rear reasonably well... Troops of an attacking nature.
Stronghold (Barbarian orcs, primary fire magic, attack, high hero movement speeds)
Goblin/Hobgoblin – Moves fast but is weak in all other respects. Attack is high, but that doesn't help it be a good warrior; the pluses are in the large growth of these creatures. Defense skill is weak, and health is only 5 units... In terms of initial development, Barbarians are not strong
Wolf Rider/Raider – A creature of an attacking nature, very little health (10) and weak defense, but a decent attack skill and high movement speed. Raiders hit the enemy twice, but they are still very easy to kill. The main thing is to manage to attack the enemy before the wolves are killed prematurely.
Orc/Orc Chieftain – The plus of this shooter is that it also deals sufficient damage in melee. Plus, like all Barbarians, it has a decent attack. Thus, it is a warrior of average quality with low health (15). Speed is not high, and damage is average. It always shoots once.
Ogre/Ogre Mage – One of the best level four warriors. Defense is indeed a bit low, but damage is high and health is huge for level 4 (40-60). This prevents them from moving quickly, but during battle these creatures have the highest chance of survival. Ogre Mages can cast Bloodlust on their warriors, which increases the creatures' attack. They are reasonably cheap.
Roc/Thunderbird – For a fast flying warrior, these creatures have a suspiciously high health level (60), but low defense and a tendency to rush forward prevent these warriors from living long in battle. Attack is high, but damage is average. However, they are capable of dealing good damage to the enemy, especially Thunderbirds, which sometimes call down a lightning strike (20% chance multiplied by the number of Thunderbirds in the stack) on the target.
Cyclops/Cyclops King – The only shooter at level 6. The building for producing cyclopes is quite expensive, which prevents it from being built quickly to start producing cyclopes for the army. Defense is not very high, and health is low (70), but it clearly stands out among all other shooters. Damage is not very great; they can only deal sufficient damage when there are many of them. Their shots are capable of destroying castle walls, similar to a catapult.
Behemoth/Ancient Behemoth – Very interesting warriors. In close combat, they win against any level 7 creature! This is because they remove 40-80% of the target's defense upon striking. That is, when an Ancient Behemoth hits an Archangel, only 20% of its defense exists – from 30 units, 6 remain. A behemoth deals decent damage (30-50), but its attack and defense skills are very weak (19/19), and speed is low (9). However, protection is provided by a large amount of health (300). The only one who wins against the behemoth is the Titan, as it shoots it from afar during approach and also has much health. Given the strength and survivability of behemoths, they are very cheap for some reason, and their building can be constructed very quickly.
Thus, the Barbarian army has an attacking nature, but against castles, it does not have sufficient strength. It possesses great power when high-level troops join it; at the initial stage, it is quite weak. Barbarian heroes cannot learn water magic.
Fortress (Swamp dwellers, primary water magic, defense, own protection)
Gnoll/Gnoll Marauder – They don't move very fast, but they are good warriors. High defense and good damage make gnolls winners in the initial stage, but health level is low (6), and attack is not at its peak. They also increase in relatively small batches.
Lizardman/Lizard Warrior – a shooter with good defense but low health (14), which prevents it from surviving long on the battlefield. Although among second-level shooters, these are quite strong warriors. Damage dealt by lizardmen is average, and speed is not at its peak. Plus – relative cheapness of production.
Hydra/Dragonfly – The fastest level 3 creatures, and also in this army. They have 20 health units and excellent defense, making them attacking-deterring creatures. They rarely survive, but they have a number of pluses; for example, they remove all beneficial spells cast on the enemy. Dragonflies also cast Weakness on the enemy, which lowers the warriors' attack. Good in attack, but weak in defense.
Basilisk/Great Basilisk – A good warrior. Speed is above average, health is normal (40), attack/defense skills are excellent (12/12) and damage dealt is good. Additionally, it has the ability to turn the enemy to stone upon striking.
Gorgon/Mighty Gorgon – The best level 5 warrior. It has the maximum number of health units (70), plus huge defense (16) and good damage (12-16), but attack is low (11), which prevents it from delivering very powerful strikes, and speed is lacking. But an additional feature is very useful – upon striking, gorgons can kill an additional number of enemy warriors with a gaze. This number depends on the quantity of gorgons. Usually, for 10 gorgons one creature dies, but this amount can vary.
Wyvern/Monarch Wyvern – Another fast and attacking-oriented creature in this army. Health level is not high (70), but this is usually compensated by large numbers of these warriors in the army. Firstly, their building can be constructed very quickly, and secondly, there are usually many hives on the map where wyverns can be obtained after fighting dragonflies. Skills and damage are average or below average, but speed is good, plus flight. Monarch Wyverns deal poison damage to the enemy upon striking, which lasts a very long time, draining health points. Also, such a feature has been noted – as the number of wyverns in the squad increases, their attacking ability rises; that is, large numbers of them deal more damage than expected.
Hydra/Chaos Hydra – A very good defensive warrior. It has low speed and small attack and damage (18, 25-45), but upon striking it attacks all enemies around it, while they do not retaliate. Health level is average (250), and defense is not great (20), but in battle they have a better chance of survival than all other creatures. They are reasonably cheap.
Thus, the swamp army is more suited for defending castles. Large numbers of wyverns usually do not help in attacks, and in the center this army is simply weak. However, they cover their rear skillfully and well.
Conflux (community of mages, no primary magic, characterized by high income, development of everything related to magic)
Little Fairy/Fairy – The only flying level one warrior, has high movement speed, and the enemy does not retaliate against attacks from upgraded fairies, but all other skills are simply laughable – attack/defense are minimal (2/2), damage is low (1-2), health is insignificantly small (3). All this should be compensated by high growth (up to 50), but in battle, if the fairies do not manage to deal damage, they usually perish.
Air Elemental/Storm Elemental – Undoubtedly, the best level 2 warrior. Initially, elementals were only individual warriors in Heroes, but then they were combined into the Conflux, so their skills do not match the usual skills of other types of creatures. Air Elementals increase in smaller numbers than other level 2 creatures because they have huge attack and defense for the level (9/9), deal terrible (2-8) damage and possess 25 health points. Speed is quite great, and Storm Elementals know how to shoot.
Water Elemental/Ice Elemental – Probably the best level 3 creature. 35 health units, strong attack and defense (8/10) and good damage (3-7). Ice Elementals know how to shoot, and like all elementals, they cast magic protection on friendly creatures (in this case – against water magic). And water magic itself does not affect them.
Fire Elemental/Energy Elemental – already a rather weak creature for level 4. Only 10/8 (12/8) attack/defense, weak damage and average health. Fire magic does not work; the Energy Elemental gains the ability to fly and has decent speed but remains a weak warrior, with the plus being that their growth is 10
Earth Elemental/Magma Elemental – The weakest level 5 creature. Growth is good (8), but nothing else in these warriors is developed. Very weak skills (11/11), low speed, no damage (only 6-10), and on top of all that, few health units for the level – only 45. Of course, there is relative cheapness, but it helps little.
Psychic Elemental/Magic Elemental– Quite decent fighters; of course, their skills are average and they don't have much health, but they deal significant damage (15-25), have good speed, and a great ability – to attack all surrounding enemies without receiving any retaliation! Magic elementals possess the ability to resist any magic. No spells affect them, even those cast by their own hero.
Fire Bird/Phoenix – A creature recognized as being the weakest of all level 7s. However, it has immense movement speed (15-21) and is added in huge parties for its level (4 per week). Of course, their skills are weak, damage is low (30-40), and health is limited (150-200), but these creatures overwhelm with numbers, ultimately bringing victory, as they are cheap, as is the building used to produce them. Additionally, they have the ability to breathe fire, like dragons; fire magic does not affect phoenixes, and the phoenix also has the ability to rebirth itself when its squad is completely destroyed.
Thus, the Conflux army has great advantages in the early stages of development, and significant army strength by the time it is fully formed.
Pikeman/Halberdier – One of the best level 1 warriors. The main advantage is a high health level (10). Attack/defense skills are also top-notch (some of the highest for their level). Speed characteristics are slightly lacking, but the damage dealt is high
Archer/Crossbowman – No defense and 10 health points for level 2 make this warrior weak against enemy attacks, but the damage they deal is high. This is a ranged creature, so it can hit enemies from a distance; the crossbowman shoots 2 times, allowing more damage to be dealt accordingly, but these creatures do not stay alive for long
Griffin/Royal Griffin – One of the best level 3 creatures. And for good reason – 25 health points, long-distance flight, decent attack/defense skills, plus it retaliates against several enemy attacks (the upgraded griffin retaliates against all attacks). The only downside is that in battle it often rushes forward, which is how it gets killed
Swordsman/Crusader – A very good warrior. The only drawback is that movement speed is not very high. Health level is average for the level, as are attack and defense, but the Crusader's ability to deal double damage justifies all this. The Crusader can attack an enemy twice. The damage dealt by them is also great
Monk/Fanatic – Ranged unit. Deals decent damage, plus the fanatic has no penalty in melee combat. But, as with archers, monks have low defense and a health level that is simply indecent for the fifth level (30). So when the enemy reaches them, they will be in trouble
Cavalier/Champion – A warrior of average quality; all skills, including damage and health, are not top-tier. Speed is decent, but not for long distances. A good plus is the cavalry bonus. For each cell passed before the strike, additional points are added to the damage. The greater the distance traveled, the stronger the same
Angel/Archangel – Without a doubt, the best level seven creature. In battle, it only loses to a behemoth, and even then not always. And it is the best in almost all parameters except health (250 units - archangel). An angel beats any non-upgraded level 7 creature. Huge damage (50), plus it is constant. Attack/defense skills are maximum (20/20 – angel, 30/30 – arch.) Additionally – cruising speed (max. 18). But these creatures cost accordingly, more than all others, as they also have the ability to revive their comrades and bring one unit of positive morale to all warriors in the army
Thus, the Castle troops have many good warriors, but things are tight with heroes in the castle.
Rampart. (Forest dwellers, primarily earth magic, magic resistance, high income, luck)
Centaur/Centaur Captain – Very good warriors. The upgraded centaur develops cruising speed (which it often pays for with its life), health level is high (8, 10), damage is maximum, but in attack/defense parameters it loses slightly to the halberdier.
Dwarf/Combat Dwarf – A purely defensive creature. For its level, it has excellent health (20) and great attack/defense skills (7/7). But its speed is very low. A good advantage is resistance to "bad" magic by 20 and 40%, sometimes it simply does not affect dwarves
Elf/High Elf – very good archers. Health level, of course, is a bit low, but this is compensated for by huge damage dealt. Furthermore, the upgraded version shoots 2 times and has a greater range than other ranged units. And speed is also high.
Pegasus/Silver Pegasus – Weak creatures, which is not even compensated for by very high speed and the ability to suppress magic. Even the fact that they come in groups of 10 (the usual amount for level 4 is 8) does not save these creatures from losing. 25 health points and low defense and damage do not allow these creatures to live long
Dryad/Dryad Soldier – Most likely, these creatures will be the last survivors in battle. Their attack/defense skills are small, but damage is decent and health level is very high (55-65), which makes dryads defensive creatures, as their speed is also far from perfect (4-5). Another advantage is the growth of dryads per week – 8, which is the maximum for level 5 (usually 6). So they can overwhelm with health and numbers. An ability – upon striking, it pins the enemy to the spot where they stand, allowing some of the opponent's forces to be distracted from attacking important creatures in one's own army.
Unicorn/Combat Unicorn – Decent creatures. The combat unicorn has a high health level (110), all other skills are on point. A very useful ability – blinding the enemy with a strike. For its parameters, this warrior is very cheap, which makes it convenient to use in battles. Additionally, it creates an aura of magic protection around itself.
Green Dragon/Gold Dragon – After archangels, these creatures should be the best. Speed is only two points lower (16), damage is roughly the same (40-50), attack/defense skills are high (27/27), health is on point (250). A useful and simultaneously dangerous ability – the capacity to deal damage to two adjacent creatures at once. The bad thing is that one's own creatures can also be hit in the process. Furthermore, magic below level 3 does not affect dragons, and for gold ones, level 4. In battle, there is a chance this creature will die first, as no one else in this army except pegasi covers their attack.
Thus, in battle the Rampart has no advantages in the center of the field. Their troops either strive straight for the enemy or remain in the rear, so there is a chance that the front-line troops will be crushed and the rest will not be able to provide sufficient resistance due to their low speed.
Tower (Inhabitants of mountains and snowy heights. Primarily air magic, knowledge and a large number of diverse spells) – the embodiment of air.
Gremlin/Master Gremlin – Gremlins are essentially extremely unfortunate creatures. Only 4 health points, low speed, no skills, including damage. But master gremlins have one excellent feature – they know how to shoot. In the beginning, this is a very useful quality that allows them to break into the lead. Also, gremlins grow in very large numbers and are cheap. But in battle, they will most likely die first.
Gargoyle/Obsidian Gargoyle – these creatures could be classified as attacking creatures if not for their weak attacks. They fly at high speed, but cannot deal sufficient damage and often die very early. Furthermore, the same things that affect living warriors affect them
Stone Golem/Steel Golem – Purely defensive creatures. Maximum health points for level 3 (30-35) and good defense, plus a reduction in damage from combat magic, make them simply impregnable to enemy attacks. But the damage dealt often turns out too weak; additionally, movement speed is naturally low.
Mage/Archmage – A decent ranged unit. Health level, of course, is a bit low, but damage, defense and attack are on point. The presence of archmages in the army allows for reducing the cost of spells for the hero. Speed is a bit low, but the damage dealt fully compensates for this. And unlike other ranged units, it is harder to kill a mage.
Djinn/Master Djinn – at first glance, an attacking creature, but usually it is recommended to keep it in defense, as all its skills are too small for advancing forward. Speed is high, but not too much, good damage. Little health. Master djinns have a good ability – casting spells (3 times) on friendly warriors. Often these spells turn out to be very useful in battle. Therefore, djinns are better used specifically for this.
Naga/Naga Queen – probably the best level 6 creature. The only downsides are low speed and generally weak defense. But otherwise – it is a real monster. Strong attack, plus a "blessing" of 30 damage units (!) gives the ability to deal very significant blows to the enemy. And in addition, creatures do not retaliate against attacks! This is a very good quality that complements the presence of 110 health units.
Giant/Titan – a giant is generally a weak warrior; the only plus is good damage (40-60), 60 for level 7 is the absolute maximum. However, the titan has 300 health points in its assets, decent attack and defense (24/24) and the ability to shoot! Magic directed at the mind (blindness, forgetfulness) also does not affect it. Having such skills, the titan often remains last on the battlefield, as breaking through its defense is very difficult, and it has no penalty in melee combat. And its speed is quite high.
Thus, Tower troops have superiority in the center of the field, holding back attacks with their ranged units. This army is also suitable for besieging castles. The drawback of this army is its expense
Inferno (forces of Hell, primarily fire magic, increased spell power)
Imp/Devil – probably the weakest level 1 creature. Only 4 health units, no attack or defense, weak damage. Speed is decent, but with such parameters it doesn't help. Devils create a magical channel that allows taking 30% of mana from a spell cast by an enemy hero. The drawback of these creatures is their low growth. For such weak warriors, it could have been larger.
Gog/Magog – quite decent ranged units. Sufficient health level and decent attack. However, movement speed is low, and this often proves fatal. The magog shoots a fireball that allows dealing damage to several warriors simultaneously. But unfortunately, friendly ones can also be among them.
Hellhound/Cerberus – good warriors for their level, but their high speeds are often the cause of their early death. Decent health (25) and good attack, however there is a large spread in damage (2-7). The cerberus is capable of attacking up to 3 enemy warriors simultaneously, and the enemy does not retaliate against attacks. A quite useful quality.
Demon/Horned Demon – For level 4, this is a "below average" warrior. No useful skills, low attack/defense, medium damage. The only thing on point is health (40), speed is low. At the same time, a demon costs about as much as other level 4 warriors who are much better than it.
Spawn of Evil/Hell Spawn – good "center" warriors – medium speed, medium skills, high damage. Little health (45), so they die quite often. Upgraded spawn are capable of resurrecting killed friendly warriors as demons, and the latter then remain in the army!
Efreet/Efreet Sultan – A purely attacking creature. High flight speed, good damage and attack. Defense, of course, is not high, and there isn't much health (90 units), but the upgraded efreet has a good means of protection – a fire shield. When enemy creatures attack it, they receive damage equal to 20% of what they dealt. Moreover, the shield works constantly. Fire magic also does not affect the efreet.
Devil/Archdevil – Its most useful property is that enemies do not retaliate against its attacks. Plus it has attack/defense skills slightly lower than an archangel (26/28) and high speed (17). But the damage dealt "limps" (30-40) for its level, and there is little health (arch – 200 units). It gives a penalty to enemy luck, which, by the way, manifests weakly; it hates angels/archangels (dealing +50% additional damage to them), and they hate it….
Thus, the army of hell is quite weak until level 6-7 creatures join it; then it's better to move it forward, attacking with these creatures and covering with others. The weakness of the army is accompanied by its relative cheapness.
Necropolis (the dead, primarily earth magic, necromancy, stealth)
Skeleton/Skeleton Warrior – In terms of attack/defense skills – these are the best level 1 warriors (6/6), but health is lacking (6), and speed is low. However, all Necropolis heroes possess the ability of necromancy, which allows them to raise skeletons from all warriors killed on the battlefield, so a sufficient number can accumulate so as not to lose in battle.
Undead/Zombie – an unequivocally bad warrior. The only plus is a sufficient health level (the upgraded one has 20 units). But at the same time, attack/defense skills are low compared to the same dwarf, and speed is also almost nonexistent. A zombie can inflict disease – the enemy's attack is slightly reduced. Almost useless even for defense.
Guard/Wraith – Also not among the best warriors. Knows how to fly, but only over short distances; damage is low, health is only 18. In terms of skills it also loses. It fully restores its health on every turn, which makes it convenient in the early stages of army development; subsequently, they clearly lose. The wraith takes 2 spell points from the enemy hero with each turn.
Vampire/Vampire Lord– In theory, the best level 4 warrior, as it wins in a 1 on 1 fight against any creature of its own level. However, the stats are not impressive – low attack and defense, weak damage. But there are two huge pluses – enemies do not retaliate against attacks, and upgraded vampires heal themselves for as many points as they dealt to a living creature during an attack. Health is average, speed is high, plus flight.
Lich/Powerful Lich – The only shooter in this army. Its skills are not high, but the building for them can be constructed very quickly. There isn't much health, as with any shooter. Defense is a bit weak. However, it attacks with a cloud of death – it hits several nearby enemies simultaneously, and this spread does not affect undead warriors, meaning "friendly" undead troops will not be hit.
Fear Knight/Death Knight – The best warrior in this army; even for level 6, it only competes with the Naga. Attack/defense skills are simply huge (18/18), and damage is very high (15-30). Health is maximum for the level (120 units), speed is also high, though not excessively so. An unupgraded knight can curse an enemy with its attack, while an upgraded one can even deal double damage! Simply a magnificent fighter.
Bone Dragon/Wraith Dragon – The weakest level 7 creature. The presence of these dragons on the battlefield is intended to lower enemy morale. However, all skills are not at their peak. Weakest attack and defense, plus low health (only 200 units), low speed for level 7 (13), low damage threshold (25-50); all this makes the dragons extremely unsuccessful warriors, and they usually lose first in battle. Wraiths have a useful ability – sometimes their attack ages the enemy, meaning the health of all warriors in the squad is halved, but unfortunately, this happens extremely rarely.
The undead are good warriors in the center of the field, where vampires and knights operate. Under the cover of liches, they are capable of dealing serious damage to the enemy.
Dungeon (Underground dwellers, no primary magic, characterized by large numbers of warriors and spell points, as well as high experience)
Troglodyte/Hell Troglodyte – An average warrior, runs reasonably well when upgraded, hits relatively hard. Blindness does not affect it, but its main advantage is large numbers. Troglodytes usually overwhelm by number.
Harpy/Hag Harpy – A very good tactical warrior, possesses the ability to return to the point from which the strike was delivered. An upgraded harpy hits without retaliation, making it roughly equivalent to a shooter (no distance penalty, but the distance itself is limited). There is a large variance in damage values (2-5), health is average, and skills are as well.
Beholder/Evil Eye – Probably the best combination for a shooter. Decent health (22), excellent attack/defense skills, plus decent damage. Combat range is great, and so is speed. It has no penalty in melee combat, which prevents the enemy from having an advantage in close quarters
Medusa/Medusa Queen – Another shooter, although more created for melee combat. The number of shots produced is not very many (4-8), but in melee combat it can sometimes turn the opponent to stone. Good defense and health plus the absence of a melee penalty prevent the enemy from gaining superiority in the attack. Speed for the level is average, but the cost is low, which provides convenience for the player.
Minotaur/Minotaur King – A good rear guard defender. Health is low, but damage is huge for level 5 (12-20, though the variance is large), with good attack and defense. Speed is above average, and it also always has a high (+1) morale level, which is maintained regardless of changes to the hero's or other troops' morale
Manticore/Scorpicore – The only advantage is high movement speed; other parameters are low, making it a rather average warrior that often dies in skirmishes. A Scorpicore can paralyze the enemy with poison for several turns upon striking... Otherwise, the fighter is unremarkable. It has only 80 health points but can fly
Red Dragon/Black Dragon – Designed to be comparable to green and gold dragons. It has more health (300), but lower attack and defense skills (25/25), and it flies one unit slower (15). However, no magic whatsoever affects the black dragon... They are quite expensive, but very useful; like other dragons, they are capable of hitting the enemy on two field cells simultaneously.
Thus, the dark army has huge advantages in attack and is very well suited for storming castles – flying creatures attack, covered by shooters, while troglodytes and minotaurs protect the rear reasonably well... Troops of an attacking nature.
Stronghold (Barbarian orcs, primary fire magic, attack, high hero movement speeds)
Goblin/Hobgoblin – Moves fast but is weak in all other respects. Attack is high, but that doesn't help it be a good warrior; the pluses are in the large growth of these creatures. Defense skill is weak, and health is only 5 units... In terms of initial development, Barbarians are not strong
Wolf Rider/Raider – A creature of an attacking nature, very little health (10) and weak defense, but a decent attack skill and high movement speed. Raiders hit the enemy twice, but they are still very easy to kill. The main thing is to manage to attack the enemy before the wolves are killed prematurely.
Orc/Orc Chieftain – The plus of this shooter is that it also deals sufficient damage in melee. Plus, like all Barbarians, it has a decent attack. Thus, it is a warrior of average quality with low health (15). Speed is not high, and damage is average. It always shoots once.
Ogre/Ogre Mage – One of the best level four warriors. Defense is indeed a bit low, but damage is high and health is huge for level 4 (40-60). This prevents them from moving quickly, but during battle these creatures have the highest chance of survival. Ogre Mages can cast Bloodlust on their warriors, which increases the creatures' attack. They are reasonably cheap.
Roc/Thunderbird – For a fast flying warrior, these creatures have a suspiciously high health level (60), but low defense and a tendency to rush forward prevent these warriors from living long in battle. Attack is high, but damage is average. However, they are capable of dealing good damage to the enemy, especially Thunderbirds, which sometimes call down a lightning strike (20% chance multiplied by the number of Thunderbirds in the stack) on the target.
Cyclops/Cyclops King – The only shooter at level 6. The building for producing cyclopes is quite expensive, which prevents it from being built quickly to start producing cyclopes for the army. Defense is not very high, and health is low (70), but it clearly stands out among all other shooters. Damage is not very great; they can only deal sufficient damage when there are many of them. Their shots are capable of destroying castle walls, similar to a catapult.
Behemoth/Ancient Behemoth – Very interesting warriors. In close combat, they win against any level 7 creature! This is because they remove 40-80% of the target's defense upon striking. That is, when an Ancient Behemoth hits an Archangel, only 20% of its defense exists – from 30 units, 6 remain. A behemoth deals decent damage (30-50), but its attack and defense skills are very weak (19/19), and speed is low (9). However, protection is provided by a large amount of health (300). The only one who wins against the behemoth is the Titan, as it shoots it from afar during approach and also has much health. Given the strength and survivability of behemoths, they are very cheap for some reason, and their building can be constructed very quickly.
Thus, the Barbarian army has an attacking nature, but against castles, it does not have sufficient strength. It possesses great power when high-level troops join it; at the initial stage, it is quite weak. Barbarian heroes cannot learn water magic.
Fortress (Swamp dwellers, primary water magic, defense, own protection)
Gnoll/Gnoll Marauder – They don't move very fast, but they are good warriors. High defense and good damage make gnolls winners in the initial stage, but health level is low (6), and attack is not at its peak. They also increase in relatively small batches.
Lizardman/Lizard Warrior – a shooter with good defense but low health (14), which prevents it from surviving long on the battlefield. Although among second-level shooters, these are quite strong warriors. Damage dealt by lizardmen is average, and speed is not at its peak. Plus – relative cheapness of production.
Hydra/Dragonfly – The fastest level 3 creatures, and also in this army. They have 20 health units and excellent defense, making them attacking-deterring creatures. They rarely survive, but they have a number of pluses; for example, they remove all beneficial spells cast on the enemy. Dragonflies also cast Weakness on the enemy, which lowers the warriors' attack. Good in attack, but weak in defense.
Basilisk/Great Basilisk – A good warrior. Speed is above average, health is normal (40), attack/defense skills are excellent (12/12) and damage dealt is good. Additionally, it has the ability to turn the enemy to stone upon striking.
Gorgon/Mighty Gorgon – The best level 5 warrior. It has the maximum number of health units (70), plus huge defense (16) and good damage (12-16), but attack is low (11), which prevents it from delivering very powerful strikes, and speed is lacking. But an additional feature is very useful – upon striking, gorgons can kill an additional number of enemy warriors with a gaze. This number depends on the quantity of gorgons. Usually, for 10 gorgons one creature dies, but this amount can vary.
Wyvern/Monarch Wyvern – Another fast and attacking-oriented creature in this army. Health level is not high (70), but this is usually compensated by large numbers of these warriors in the army. Firstly, their building can be constructed very quickly, and secondly, there are usually many hives on the map where wyverns can be obtained after fighting dragonflies. Skills and damage are average or below average, but speed is good, plus flight. Monarch Wyverns deal poison damage to the enemy upon striking, which lasts a very long time, draining health points. Also, such a feature has been noted – as the number of wyverns in the squad increases, their attacking ability rises; that is, large numbers of them deal more damage than expected.
Hydra/Chaos Hydra – A very good defensive warrior. It has low speed and small attack and damage (18, 25-45), but upon striking it attacks all enemies around it, while they do not retaliate. Health level is average (250), and defense is not great (20), but in battle they have a better chance of survival than all other creatures. They are reasonably cheap.
Thus, the swamp army is more suited for defending castles. Large numbers of wyverns usually do not help in attacks, and in the center this army is simply weak. However, they cover their rear skillfully and well.
Conflux (community of mages, no primary magic, characterized by high income, development of everything related to magic)
Little Fairy/Fairy – The only flying level one warrior, has high movement speed, and the enemy does not retaliate against attacks from upgraded fairies, but all other skills are simply laughable – attack/defense are minimal (2/2), damage is low (1-2), health is insignificantly small (3). All this should be compensated by high growth (up to 50), but in battle, if the fairies do not manage to deal damage, they usually perish.
Air Elemental/Storm Elemental – Undoubtedly, the best level 2 warrior. Initially, elementals were only individual warriors in Heroes, but then they were combined into the Conflux, so their skills do not match the usual skills of other types of creatures. Air Elementals increase in smaller numbers than other level 2 creatures because they have huge attack and defense for the level (9/9), deal terrible (2-8) damage and possess 25 health points. Speed is quite great, and Storm Elementals know how to shoot.
Water Elemental/Ice Elemental – Probably the best level 3 creature. 35 health units, strong attack and defense (8/10) and good damage (3-7). Ice Elementals know how to shoot, and like all elementals, they cast magic protection on friendly creatures (in this case – against water magic). And water magic itself does not affect them.
Fire Elemental/Energy Elemental – already a rather weak creature for level 4. Only 10/8 (12/8) attack/defense, weak damage and average health. Fire magic does not work; the Energy Elemental gains the ability to fly and has decent speed but remains a weak warrior, with the plus being that their growth is 10
Earth Elemental/Magma Elemental – The weakest level 5 creature. Growth is good (8), but nothing else in these warriors is developed. Very weak skills (11/11), low speed, no damage (only 6-10), and on top of all that, few health units for the level – only 45. Of course, there is relative cheapness, but it helps little.
Psychic Elemental/Magic Elemental– Quite decent fighters; of course, their skills are average and they don't have much health, but they deal significant damage (15-25), have good speed, and a great ability – to attack all surrounding enemies without receiving any retaliation! Magic elementals possess the ability to resist any magic. No spells affect them, even those cast by their own hero.
Fire Bird/Phoenix – A creature recognized as being the weakest of all level 7s. However, it has immense movement speed (15-21) and is added in huge parties for its level (4 per week). Of course, their skills are weak, damage is low (30-40), and health is limited (150-200), but these creatures overwhelm with numbers, ultimately bringing victory, as they are cheap, as is the building used to produce them. Additionally, they have the ability to breathe fire, like dragons; fire magic does not affect phoenixes, and the phoenix also has the ability to rebirth itself when its squad is completely destroyed.
Thus, the Conflux army has great advantages in the early stages of development, and significant army strength by the time it is fully formed.
