I'll explain everything now =)
Level 1:
Imp - with 2-3 damage combined with Battle Fury, it's already quite strong 8)
Level 2:
Fury - no need to comment. Highest damage, initiative, and speed, excellent abilities.
Level 3:
It's more complicated here =) I hate these guys, but still, I choose Ghosts. Their ethereal nature significantly affects the tactics, and that's better than any damage or HP differences.
Level 4:
Even more complicated: they're all strong. Let's eliminate those who are just strong (Druids, Vampires, and Mages). The ones left have extremely interesting abilities. Ultimately, Griffons, especially the Royal ones, have a very diverse range of tactical options.
Level 5:
We have opposing forces: Nightmares and Unicorns, Inquisitors, Liches, Hydras, and Djinn Sultans. Here, we can highlight the super-awesome mega-cannon fodder of all times and peoples - Cave Hydras. You can safely send them into battle, especially it's fun to teleport them into the thick of enemies who haven't retreated from their positions. An unreal amount of HP + regeneration + an unyielding area attack overshadows even the abilities of horses, both good and evil, each of which, if successful, will take out some unit.
Level 6:
Probably the most difficult choice 8)) Let's eliminate the mundane Paladins, Twilight Witches, and Rakshasa Rajahs. Three completely unique creatures remain. Death Knights are still slightly behind the remaining two.
So, we have: Pit Lord (the highest damage among all level 6 troops + kills any enemy + and also throws spells) and Ent. My choice: Ent. He stands out too much. So, Ent has the highest amount of HP among not only level 6, but also half of level 7 units; rooting, a response to all attacks + 50% defense - teleport him into the thick of the enemy and let him stay there. Plus, he can hold back powerful enemy units like dragons with roots, and dragons will either have to wait or attack the Ents, which is usually not desirable if there are Druids, Archers, etc. Again, the choice fell on the tactical component of the unit.
Level 7 - Black Dragon. No need to comment here - it's very obvious: the strongest unit.
Elementals: I'll give preference to Water Elementals, it seems quite logical to me because they can cast spells twice)
Posts from The most powerful warrior.
Level 5: Unicorns and Archliches clearly stand out, depending on the hero and Hydras. Inquisitors and Djinns are not very impressive.
ФЛУДОВСКИЕ ССЫЛКИ! — сообщить о бесполезной теме/сообщении.
Е.Летов царство ему небесное...
Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
Inquisitors are no worse than liches!
1. At the first level, among those who can guard neutral mines, the upgraded Dryads are simply terrifying; thanks to their Swarm ability, they can quickly defeat your units, especially when you're playing as the Dungeon faction....
In combination with Golems, Goblins are indispensable, especially against neutral creatures.
5. At the fifth level, I forgot about Nightmares; they have a good aura, they can run across the entire map, and they can attack without being countered.
Inquisitors should only be used in attacks through control, to tie up someone in combat or remove a counter, as they are incredibly durable.
6. Only against those who summon and Phoenixes are Lords and Undead indispensable, even in relatively small numbers.
7. In tactics involving mass attacks and mass Haste, the Emerald Dragon can be more useful than its competitors, as it can strike together with Dryads and Dancers, potentially destroying 4-5 units at a time, and then teleporting the trees there.
Titans (before patch 1.3, where the cost of upgrading their building was reduced) were completely useless due to their high cost; now I don't know, I need to test them again (for now, I don't build them out of habit).
2 Fireball
1. At the first level, among those who can guard neutral mines, the upgraded dryads are simply terrifying. Thanks to their swarm ability, they can quickly eliminate your units, especially when you're playing as the Dungeon faction....
In combination with golems, gremlins are indispensable, especially against neutral creatures.
5. At the fifth level, you forgot about nightmares; they have a good aura, they can run across the entire map, and they can attack without taking damage in return.
Inquisitors should only be used in attacks with control, to tie up enemies in combat or to absorb damage, as they are incredibly durable.
They are only effective against those who summon, and they are indispensable against Phoenix Lords and Undead, even in relatively small numbers.
In tactics involving mass attacks and mass haste, the Emerald Dragon can be more useful than its competitors, as it can attack together with dryads and dancers, potentially eliminating 4-5 units at a time, and then teleporting the trees there.
Titans (before patch 1.3, when the cost of upgrading their building was reduced) were completely useless due to their high cost; now I don't know, I need to test them again (I don't build them out of habit yet).
Of course, the quantity and level of the unit are decisive.
But if you take a single unit, then the Black Dragon is still the best! And don't argue...
DeniusM:cool:
2. Crossbowman
3. Hunter
4. Succubus
5. Lich
6. Pit Lord, Witch
7. Archangel
1. Skeleton Archer
2. Crossbowman
3. Hunter
4. Succubus
5. Lich
6. Pit Lord, Witch
7. Archangel
Everything is the same, with some minor changes from me...:D
Нет невежества - есть Знание
Everything is with minor changes from me... :D
1. Skeleton Archer
2. Crossbowman
3. Hunter
4. Succubus
5. Lich
6. Pit Lord, Witch
7. Archangel
This looks more like the truth, only XL? Still, it's better than the Archangel.
DeniusM:cool: