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I've noticed that there's a topic for every race, but not for demons. Don't offend the demons, or they'll burn everything down and dance on the ruins... :smile10:
So, let's choose which upgrade or alternative upgrade you like best, and ideally, explain why. :)
А что я здесь делаю то?
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I voted, but the options I chose aren't universal. It's just that in most cases, I would choose this way. Well, it's all relatively obvious: for example, Cerberuses are fire-based. It's clear that getting to the enemy in 1 turn is the most important thing in this case. Therefore, if we have boots of speed/tactics, then fire is better. Otherwise, Cerberuses.
 

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When it comes to upgrading imps, a serious question often arises. Hellhounds have more balanced damage, and mana is transferred to the hero. Imps have 1 more speed, but a fourfold damage range, and mana transfer to casters, who are only pit lords, is useless in the late game. With demons, it's simpler; I almost always do an alternate upgrade to jumpers. The explosion damage of fire demons isn't very impressive. With hounds, there are no questions – only an alternate upgrade. With one bite, they can reach even ranged units in cover. I almost always upgrade succubi to temptresses; seduction is just too powerful. I only use demonettes in battles against necromancers, and only if I don't have Sandro's cloak. I'm having trouble answering about horses. Nightmares have higher initiative and an aura that reduces morale by -3. But the withering aura also deals very good damage. However, I more often use nightmares against living opponents and only use hell horses against undead. In shorter games, I prefer pit lords divided into 2 squads. But if the game drags on, the damage from rain and a magic bolt is no longer decisive, and the initiative shifts to cave lurkers, which are excellent at shredding numerous low-level units. The most difficult choice is with devils. Pit lords made from corpses are great. But pulling a ranged unit towards you is also very attractive. It depends on how the map is laid out
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1. I usually choose Imps because the hero needs mana, and Caverns aren't always effective enough. 2. I only use Horned Beasts at the beginning of the game, and later I try to replace them with something more useful. But if I do use them, I prefer the stronger ones. 3. For Fire Elementals, I use the Hound. An attack with three heads on two squares is powerful, regardless of speed. 4. Strangely enough, I use the Demoness. Chain attack is very good, in my opinion. 5. For Hellhounds, I see the effect, not just some numbers like -1 to morale. Attacking with fear is rarely needed, although it can happen. 6. I only take Caverns for Sorceresses. Support for archers and the hero is definitely needed, and there are plenty of other strong units. 7. Archdevils. Although I want to change my tactics here. The thing is, in my "licensed" version, the Archdemons had "slightly different" abilities, but only in the description, thank you, Urgash.
А что я здесь делаю то?
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Here I see an effect, not just some numbers like -1 to morale.
Actually, it's -3 morale, which is quite a lot. Without the fear attack, the horses are useless because they'll die from the first counterattack.
Support for the archers and the hero is definitely needed, and there are still quite a few melee units.
The problem is that these melee units die very quickly (meaning the dogs and horses). In late-game battles, you need a larger unit with a powerful attack, which is what the offsprings provide.
In reply to NikBond
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NikBond
4. Strangely enough, I use the Demoness. Chain attack is very good, in my opinion.

Well, it depends... If you're lucky, it might work. It's good for mowing down neutrals. But in a tough battle, I still recommend using the Succubus. To seduce Ents and then use them to kill Archers is a dirty trick!
Мой девиз 4 слова: тонешь сам - топи другого
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If there's luck, it might still work. They're good for mowing down neutrals.
It's much easier to lure and defeat mobs.

I'm just starting to learn about demons, but I really like the jump attack of the stronger ones; it's not even so much the jump itself, but the damage.

Well, with imps, it's pretty straightforward: first, upgrade for pets against mobs, then upgrade for the hero and frenzy.
Fire hounds are great :) I haven't figured out the horses yet, but the nightmare ability seems more appealing in theory. The draining aura is also not bad, but for it, the horses need to live a long time, and it's not very effective against mobs either - I'll only keep a stack of horses under constant attack in strictly defined conditions.
It's roughly the same with cave lurkers as with imps.
And with devils, I don't know... probably upgrade for attack, it's a little tougher too.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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Zybr
It's much easier to lure and kill mobs with bait.
There's not much room for maneuvering here; it's best to save them for the final stage, as there are only 9 of them.
Zybr
I'm just starting to learn about demons, but I really like the attack with a jump from the higher-level ones, not so much the jump itself, but the damage.
Just remember that they take much more damage in return than they deal (twice as much)).

When it comes to Lords and Broods, look at what they're effective against. Lords are effective against levels 6 and 7, and Broods are good against levels 1-3, and the resistance will also be useful.
Zybr
As for the devils, I don't know... maybe the Alt, it's a little tougher.
I think Archdevils look better because of their ability and stats, even though they have less health...
Будьте осторожны со своими желаниями. Иногда они исполняются.
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experienced players, check this out: "Playing as Inferno (a multi-page thread: 1 2 3 4 5)" :)
Самая тёмная ночь перед рассветом...
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4. Strangely enough, I'm using the Demoness. Chain attack is very good, in my opinion.
If there are fewer than forty or fifty of them in the stack, the damage from the chain attack is not impressive at all. But even a small number of Alt units can charm a medium-sized stack of neutral creatures.
Well, with Imps, everything is clear: first, upgrade them for pits against mobs.
What's the point of pits in these "against mobs"? These slow units move only a couple of times per battle and don't deal much damage. Their ability on the sword is much more useful, so there's no need to replenish their mana.
My sword, my trusted ally, unphased by my aspect.
In reply to Zybr
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Zybr
It's much easier to lure and kill mobs with Seduction.
After using Seduction, the initiative drops dramatically for both sides. So...
What if there are 3 groups of archers against you? You seduce one, and they're standing right in front of you. You have to send in your melee units. And if there are other Succubi, you can at least take out half of them. With some luck, you can even kill them all in one shot.
Мой девиз 4 слова: тонешь сам - топи другого
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Perhaps in a ratio of ten to one.
My sword, my trusted ally, unphased by my aspect.
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When tempting, the initiative of the tempted creature does not change.

And no one ever keeps temptresses in a single stack.
In reply to Ganseng
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Ganseng


And no one ever keeps temptresses in a single stack.

So, what will that be then? When breaking through thick "hordes," there won't be enough strength/duration for the seduction, and in the final stages, it only increases the chance of falling from enemy archers' shots...

P.S. In general, I was very confused by this categorical "no one" and "never" ;)
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This will be a double temptation. And by the time the hordes of beefy creatures and temptresses arrive, there will be many more of them.

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