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Poll results will be visible after you vote or when the poll closes.
Soljie
15 years ago
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In the early game, I think demonesses are better. In the late game, succubi.
Unless it's a ten-to-one ratio.
What about hellfire? :confused:
Happy Life
15 years ago
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And what about the chance of it triggering?
Choice
15 years ago
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1. If you use Lords, the Imps will be at your disposal. No? Then take the Devils. Personally, I'm not a fan of the demon mage, so I'll go with the gray ones.
2. Both are good, but the second one is better.
3. Cerberuses against neutrals, Hellhounds against heroes.
4. Everything is the opposite.
5. The enemy isn't leveling up their leadership, but is still alive? Nightmares are great. Is the enemy a Necromancer or an expert in leadership? Then take the Hell Steed.
6. The Warlock is always better.
7. Devils. I don't like these demons.
1. If I play as the Hammers of Fate, I choose imps; if as the Necropolis, I choose devils. Although, I think the first option is more useful. The hero can gain mana by consuming corpses.
2. Jumpers. Although sometimes you can also use fire elementals...
3. Fire hounds, definitely.
4. I understood the advantage of Succubi when I defeated an elf army that was at least five times larger than mine. It was a computer-controlled army. It attacked my castle, and I was out of mana. Then, the Succubi took out their "Dancing with the Wind" units, and these dancers, which made up half of the army, turned the tide. Although, I don't give up on demons either.
5. I choose Altars. Because I haven't really explored the abilities of Nightmares...
6. It's written in the first point. Having a Warlock in the army is good. But at the same time, I also take Necromancers.
7. I just take Archdevils for the ride, since I'm already using mostly Altars. I don't want to lose the ability to summon Cave Lords, but I'm wary of moving enemies closer:smile30: What if I move them, and they hit me hard...
$an4es
15 years ago
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1. Usually, Imps. They have more predictable damage and don't waste a turn on mana drain.
2. Almost always, creatures that can jump; at least they have some use.
3. Always fire-based; after all, hitting ranged units is effective.
4. At first, I took Demonesses, but then I tried Temptresses and started taking them all the time (except against Necropolis).
5. Both are good, so I take them differently depending on the situation (against Necropolis, I only take the older upgrade).
6. Most often, Broodlings. A melee attacker is better than a spellcaster in this case.
7. Most often, I don't use them at all, or I use so few that they are practically insignificant. If I do use them, I usually take the older upgrade.
Его Высокопреосвященство
15 years ago
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Are you saying that Archdevils are stronger than the old ones (more health: 211 vs. 199, more attack and defense)? And they can also teleport: if an Archdevil moves to the other side of the battlefield, it can summon Cave Lurkers (level 6 upgrade), and then things get interesting. The regular level 6 upgrade is weak: it can only kill someone, and if it casts Meteor Shower once, it will become almost useless.
Are archdemons really stronger than the older ones (more health: 211 versus 199, more attack and defense)? And they can teleport: if an archdemon moves to the other side of the battlefield, it can summon cave lurkers (level 6 upgrade), and then things get interesting. The regular level 6 upgrade is weak: it might kill someone, but if it casts Meteor Shower once, it will become almost useless.
You probably just haven't figured out how to use archdevils properly. Of course, archdemons have a little more health (12 units for level 7 creatures isn't a very impressive difference), but they have less initiative (10 versus 11 for the older upgrade), and summoning Cave Lords is a very good ability.
As for the lords, they're not just strong because of Meteor; "Ray" is often much more effective. And lords can cast Meteor much more often – either when demons retreat to the Light, or with the help of imps, or if they have two Sar-Issa artifacts (which is not uncommon).
Его Высокопреосвященство
15 years ago
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Well, if none of that is available, the cave creature becomes much more powerful. What good is a destructive beam if the hero can learn Dark Magic to perfection and "irradiate" everyone? And a meteor shower is nothing when you have to fight a huge enemy army (the lords cast their spells at a normal, basic level). And the cave creature's slicing sword will almost always kill at least one. And let the imps steal mana; it's much more useful for the hero; the lord won't move any faster from gaining mana (and he moves twice as slowly as the imps). Not a very useful feature for archdevils; it's not always needed. Only for critical situations, if the army is dying quickly. Archdemons are more useful with their teleportation. P.S. Anyone who has completed "Agraal's Trial" and watched all the videos probably remembers that in the final plot, an archdevil fights an archdemon and wins. This is about initiative.
Победитель
15 years ago
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1. Imps. Even if the hero isn't a powerful mage, depriving the opponent of mana is useful.
2. Greater Demons, due to their jump ability.
3. Fire Hounds. Similar to Cerberuses, but with fiery breath.
4. 50/50. It seems to me that they are equally effective at each stage of the game.
5. Against neutrals – Nightmares, against heroes – Hellhounds.
6. First, Lords, then Pitfiends.
7. I like them equally. It seems to me that Archdemons are better against neutrals, to pull archers closer, and Archdevils are better against heroes (especially strong ones). Then there is a higher chance of losing a unit, and reinforcements will be very useful. Although, lately, I've been using Archdemons more often.
I'm surprised that some people write that a defensive build is useless against demons? :eek: It significantly increases defense, which is perfect for demons. ;)
Mr. Noobcake
12 years ago
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1) Definitely Imps. More consistent damage, and preventing the enemy Warlock from casting spells is a powerful ability (and not just against him).
2) Fire Demons, because I often play as Grok and like to teleport them to neutral ranged units, and they are also more durable than the higher-tier demons. Yes, the damage from "Explosion" isn't amazing, but the higher-tier demons die too quickly despite their jumping ability. Unless you jump with them when the enemy will be 100% killed by their attack, but unfortunately, this doesn't always happen.
3) First, Cerberuses, then I transform them into Fire Hounds to fight against heroes.
4) Still, Succubi, except when playing against demons. Temptresses are good because of their ability to charm, but losing your only ranged unit among demons for a few turns to an enemy unit is not ideal. It's better to eliminate the enemy ranged units with Succubi, and they are unlikely to retaliate. :)
5) Hellhounds, if the enemy doesn't care about their defense (Undead, Minotaur Overseers for Castle), or if they have high defense (Humans, Orcs, Dwarves). Nightmares, if the situation is the opposite.
6) Usually, I take Cave Lords, and together with Archdevils, they can deal significant damage to stacks of levels 6-7. If I'm playing against races where small units with weak defense dominate (Demons, Castle, Orcs, Academy), then I take Cave Dwellers. An extra 50% resistance to impact spells from a mage won't hurt. :)
7) Definitely Archdevils. No summoning can compare to teleported Lords/enemy ranged units. Also, with their help, you can move Hellhounds with Cerberuses or again, Cave Lords through walls (if they make it).
Azmadon
11 years ago
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As a demon enthusiast, I'll say this: there are four main selection criteria:
1. Your opponent.
2. Tactics.
3. The map and game conditions.
4. The hero's development path.
I don't see any clear advantages of one upgrade over another (using Hellhounds as an example: the "fiery" breath is only useful against a player (the chance of a successful breath is very low, plus or minus the probability of hitting your own units), while -1 damage works everywhere, especially in large-scale battles... Cerberuses, on the other hand, provide a confident and stable attack with noticeable damage).
The same applies to other units.
---
*P. Offspring reliably halves a unit of goblins, peasants, skeletons, or imps.
*It is not recommended to use demons in a squad or when "foreign" troops are present.
*The Archdemon's skill is very useful from a tactical point of view.
*A squad of Cave Lords does an excellent job against outposts and strong neutral creatures.
*Imps and Lesser Imps in large numbers significantly reduce losses from enemy magic.
*Lesser Imps are an excellent companion for druids and archmages (by the way, replenishing the Inferno army with them is always a good idea).
*The disadvantages of Inferno can be mitigated with appropriate artifacts.
as a demon enthusiast, I'll say... there are four main selection criteria: 1. your opponent. 2. tactics. 3. the map and game conditions. 4. the hero's development path. I don't see any obvious advantages of one upgrade over another... (using hounds as an example, the "fiery" breath only makes sense against a player (the chance of a successful breath is very low, plus or minus the probability of hitting your own units), while -1 damage works everywhere, especially in large-scale battles... Cerberuses, on the other hand, offer a confident and stable attack with noticeable damage) the same applies to others... --- *p.s. Broodlings reliably halve a unit of goblins, peasants, skeletons, or imps. *it is not recommended to use demons in a squad or when there are "foreign" troops. *the Archdemon's skill is very useful from a tactical point of view. *a squad of Cave Lords does an excellent job against outposts and strong neutrals. *imps and lesser devils in large numbers significantly reduce losses from enemy magic. *lesser devils are an excellent companion for druids and archmages... (by the way, replenishing the Inferno army with them is always a good idea) *the downsides of Inferno can be offset by appropriate artifacts.
Jumping demons are much better because they can quickly reach and attack. And there is dispersion and summoned stacks to counterattack. They don't halve, because resistance increases. Archmages and druids severely damage morale.
Magistar
11 years ago
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I liked the new upgrades for the demons; not all of them are a change for the better, but more than half are.
1. Here are the imps.
2. Greater demons are better.
3. Hellhounds are generally better.
4. I start with a succubus, but I prefer temptresses against heroes.
5. Hell steeds are better in terms of aura.
6. I start with cave lords, but cave spawn are better against large armies.
7. Archdevils are better in terms of special ability.
Jumping demons are much better because they can quickly reach and attack. And they have a chance to retaliate, as well as summoned stacks. They don't get halved because their resilience increases.
I agree with you to some extent... but their target is archers and mages; they lose to regular infantry...
Get artifacts that boost speed and initiative... and you'll compensate for the fire demons' weaknesses. --- *no one is perfect...