Skip to content

Posts from The most powerful warrior.

General Closed Topic
4.3 (3 ratings)
In reply to Imp
User Avatar
Auto-translated
Imp;38793
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)
Still, I think that summoned Phoenixes can compete with Pit Lords and Black Dragons, but that's just my opinion
User Avatar
Auto-translated
OK, then I'll share my point of view too!!! I'll focus on the stats, not on the fact that there are many skeletons – that's obvious to everyone. 1st level – Assassin, I don't think I need to explain why. 2nd level – Fury, I won't explain this either; I hope it's clear. 3rd level – Master Archer, due to the damage and initiative reduction. 4th level – Vampire Lord, well, what can you do? I don't even need to cast Raise Dead on them; I almost never lose them. 5th level – Let me think, who's even available there? Well, Lich or Hydra, but I still prefer Hydras. 6th level – Paladin, right off the bat. 7th level – Something from the high tower against black dragons, but maybe I just like
User Avatar
Auto-translated
Let's talk a bit about the animations of the units at the most discussed level – level 6. Paladin – beautiful, but the attack is quite ordinary. 7/10 Shadow Empress – no less beautiful, attacks very impressively with a whip. But... the appearance isn't quite right for a 6th-level unit; I used to confuse her with Fury units on the map. 7/10 Rajah Rakshasa – very original in appearance, the charge attack is well-animated, but IMHO, it's the WORST because the animation is too simple. 6/10 Ent – controversial in terms of appearance, but there are many animations, and they are great. 8/10 Harbinger of Death – original appearance is a plus, the special ability attack is a huge plus. It was simply amazing at first, very impressive! Cave Lord – I sing praises and burn incense =) Appearance – the coolest of all the inhabitants of Inferno, perhaps only the Succubus can compete. And the attack is beyond praise: magic is perfectly animated, and the attack with a cleaving sword is just top-notch! It's immediately clear that this guy is serious – the sound and animation are truly characteristic of level 6 and higher. I don't know why, but I really like the Pit Lord's animation. 10/10
Знание - это сила, сила - это свобода...
User Avatar
Auto-translated
Guys, what's the point of comparing units one-on-one when they have completely different growth rates and survivability in the game? Plus, we shouldn't forget about the unique characteristics of heroes from the respective factions. Within these parameters, I'll share my own opinion. Level 1: As a rule, only skeletons and imps (which are carefully protected) pose a serious threat, so they are the strongest. Even a powerful assassin, due to his meager growth rate and distance penalty, is sometimes useless, despite the poison effect. And if the opponent is undead, then it's game over... Level 2: The Fury, beloved by many, undoubtedly dominates, although in a prolonged game against the Arabs, there might be too many of them. Level 3: In defense and tactics (especially when killing superior neutrals), ghosts are the most useful, but in a pure PvP setting, hunters are unmatched. Level 4: With small numbers, druids are effective; with large numbers, upgraded lizards (primarily) and griffins, sometimes vampires. Succubi die too easily and suffer from simple weakening, which is the main bane of Inferno. Level 5: Unicorns and archliches clearly stand out, and depending on the hero, hydras can be effective. Inquisitors and djinns are not very impressive. Level 6: Everything is very diverse and balanced, although as the number of units increases, cave lords, like all casters, perform much worse, and the slicing sword ceases to play a significant role. Level 7: All are good except for the spectral dragon, which is not saved even by its increased growth rate. And the most balanced unit seems to be the Black Dragon.
In reply to Fireball
User Avatar
Auto-translated
Fireball;38961

Level 5: Unicorns and Archliches clearly stand out, depending on the hero and Hydras. Inquisitors and Djinns are not very impressive.
Inquisitors are no worse than Liches!
User Avatar
Auto-translated
There are no Inquisitors that are worse in terms of attack... but they are also very tough, it's hard to break through their defenses.
Убей в себе государство...
Е.Летов царство ему небесное...

Ибо во многой мудрости много печали,умножающий познание умножает скобь...
Царь Соломон
User Avatar
Auto-translated
Inquisitors are no worse than liches!
Yeah, sure. An Archlich deals 18.4-23 damage to an Inquisitor. An Inquisitor deals 7.8-10.4 damage to an Archlich. 80 HP doesn't compensate for such meager damage, because even in melee combat, it's clearly too low for level 5. He's not much better as a caster either. And he doesn't have the Deadly Cloud spell, and his initiative (which is twice as important for archers) is lower. Inquisitors are really only good for converting them into Paladins. Haven has many of its own advantages, but Inquisitors, in my opinion, are not among them.
User Avatar
Auto-translated
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 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).
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
User Avatar
Auto-translated
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.
. The discussion was about large-scale battles, and it's often not about capturing mines anymore. Of course, upgraded dryads (and even master gremlins) guarding a lumber mill are very unpleasant, especially for the Dungeon faction, but this isn't a definitive indicator. The Dungeon faction would prefer an army of steel golems over an army of dryads, but that doesn't mean golems are weaker.
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.
. I didn't forget; I'm just not satisfied with their survivability. As a combat unit, I'd prefer a unicorn, although the difference isn't that significant.
Inquisitors should only be used in attacks with control, to tie up enemies in combat or to absorb damage, as they are incredibly durable.
6. Replied to UTER.
They are only effective against those who summon, and they are indispensable against Phoenix Lords and Undead, even in relatively small numbers.
. And who is disputing that? But these are rare cases. 7.
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.
. Of course, it can be more useful (that's why it's so expensive), but it might not be, or it might not work at all. In reality, only the Phantom Dragon is truly effective.
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).
. They are significantly more useful, at the very least.
User Avatar
Auto-translated
During the game, I realized that the most powerful unit is the skeleton. Yes! There are so many of them... and it's quite difficult to defeat them...
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...
А у нас план... Погост!
DeniusM:cool:
User Avatar
Auto-translated
1. Skeleton Archer
2. Crossbowman
3. Hunter
4. Succubus
5. Lich
6. Pit Lord, Witch
7. Archangel
In reply to Silovik
User Avatar
Auto-translated
Silovik;42987
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
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Darth Saruman
User Avatar
Auto-translated
Darth Saruman;43011
Everything is with minor changes from me... :D
I just like archers when they are on my side, but I immediately try to eliminate them when they are on the opponent's side.
In reply to Silovik
User Avatar
Auto-translated
Silovik;42987
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.
А у нас план... Погост!
DeniusM:cool:

Statistics