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I played a demon vs. elf matchup against a skilled elf (attack-retribution-leadership-haste aura - defense - light-luck), and I've confirmed the complete uselessness of readiness and gating upgrades for demons, even though the elf wasn't Wing, but Ossir. Since the elf also happened to be my best friend), we replayed the final battle several times with various upgrade variations. I played as a mentored Grol, two specialists in level 3 creatures, although those same same own "cheater" blue shooters didn't want to be countered by dogs.)
This matchup prompted me to test gating and upgrades against all Factions, which I did for some time, while simultaneously figuring out how gating works in percentages (I'll post the table below). During the tests, I reconsidered the usefulness of several skills.
By the way, I realized why I was so categorical in my opinion. The thing is, I used to play the fifth games less than the browser HWM, as many probably know. There, a demon could easily have 25-30 defense because the player distributed stats themselves. Therefore, you could calmly wait for the gate. Plus, since the player didn't know which opponent would appear before the battle, everyone tried to pick a universal build. It doesn't work that way in the fifths. Now I play people via tangle; I've given up on the browser version. In summary, my tests and matches with people allowed me to think through and reconsider a lot.
Regarding skills.
1. War Machines.
Probably every demon player eventually realizes that in short games, you can't do without them—the lack of low-level shooters and the fragility of the army forces you to take it. I don't play rush maps, and in long ones, I retrain via a mentor in extreme cases, so I still try not to take it. But if you must, the sooner the better: first the tent, then the ballista—minimizing losses and additional damage = faster leveling.
2. Defense.
I remain of the opinion that it's a must-have for demons. In earlier posts, I forgot to mention "Fight to the Last," or FTL. This perk is very necessary specifically for demons, as it not only helps clear neutrals with single units but also allows the gate to work longer in the final battle. In short, I've concluded that if the match isn't prolonged—5-6 weeks—and/or the opponent isn't high-damage, I'll take Mass Skin. If the match drags on or the opponent is a one-shotter (Light Elf, for example), FTL is better.
3. Education.
In tests, I noticed an interesting point—to my shame, I didn't know that if you reset Education and take it again, stats are distributed differently. So once I managed to get 9 in attack and 1 in defense out of 14 stats, which is significant. In short, if you have the money and a mentor—experiment.
4. Leadership.
I underestimated it. In battle against Necros, for obvious reasons, it's a must-have, and Gate Master works better than Wide (I realized this during gating tests) = it gives a stable 20 percent bonus unlike the 40 percent to only 1-2 stacks out of 7.
By Factions. I'll try to describe briefly, from "worst" opponents to "best" (here my opinion coincides with the thoughts of the respected DemonSD, who almost single-handedly defended the interests of Hell on the AG.ru forums). Assuming a non-rush game, roughly 6-10 weeks. Attack, defense, and logistics are almost mandatory in all pairs; the fourth skill is magic, the fifth—if possible.)
1. Elves.
In my opinion, the racial skill doesn't need to be leveled up; there won't be time to gate. In defense—FTL, but the skill itself seems debatable because of elven one-shots (since there will be no gate, there will be no one to deal damage while the base units are alive, unless you hope for darkness). Light with Storm Wind is mandatory, even without spells—I think everyone knows what emerald-crystal dragons and nymphs with haste aura and retribution are capable of.
Keen Mind is desirable. You can place fire hounds on the 3rd cell from the right and left edges and pray to Urgash that the shooters stand in that corner. Then as the first custom, we set Punishing Strike, and the dogs crash into the crowd of enemies, hitting the shooters with breath. As a fifth skill, I would take darkness (the only option with 2 magics)—hoping for mass confusion, berserk, or with good spellcasting—subjugation. Overall, a very difficult opponent; I'd say the anti-faction of demons.
Furthermore, I realized that my advice to take artifacts and defense boosters was wrong. In this battle, it's better for a demon to have stats 30-5 than 20-15, because due to those cursed armor units, they still can't hold a hit, but deal less damage.
2. Academics.
Mages are very versatile; the only thing that can be said is—you can't drag it out too long, giving them the chance to pump out mini-artifacts on initiative, but you also can't rush hoping for machines (pests). Don't abandon single berserk-subjugations (mirror). Gating is optional—if there are no minis on initiative, then yes; if there are, it won't help anyway.)
3. Barbarians.
Orcs close out the triad of the most dangerous opponents for demons, and they are the ones I haven't figured out what to do with yet. In tests, a demon army with 40 attack (31 + 9 from education) under light crashed into a barbarian army, managing to wipe it before rage built up; in real games, you rarely get lucky with such stats. The orc himself doesn't let you wait for the gate or darkness, while simultaneously blocking darkness with goblin shamans. Everything is optional; you can try both light and darkness. In darkness, blindness is better than berserk, as an orc stack under berserk gains rage twice as fast. Stacks must be taken out one by one, but keep an eye on the rage of others. Cursed Ground, plague, and unholy word are good at reducing rage.
4. Dwarves (in late game).
Charge immediately after gating (fast opening is mandatory). Light and darkness are equal in my opinion—darkness looks slightly better, but it's countered more by dwarven luck and the rune of exorcism. Resistances don't work on buffs, but there is a magic oversight rune. Stacks should also be taken out one by one (resurrection rune). Storm Wind performs well, because although there is only 1 flying creature opposite, it's worth a whole dwarf army.) Overall, hope for faster development due to logistics (same with mages).
5. Warlocks.
Another race, along with elves, where gating doesn't work; you must attack immediately. Unholy word and especially cursed ground perform well; against tricksters with stalkers = darkness is almost a must-have. You can try to level chaos (or take Grol) for Armageddon. And here you can actually level machines if the game moves to small growth (though with high SP, TE might blow up the ballista in one cast). Guard imps like the apple of your eye; warlocks fear them most of all. Overall, against a standard warlock tuned for destructive magic, the chances are good—you just have to prevent tricksters.
6. Necros.
In the late game, if they aren't cheating with a death herald-necro-converter in the castle (saw a replay with 900 vamps under Lucretia around week 8-9), not too difficult an opponent. The only race where you can skip fast gate opening, and the only one where you can fully gate (and even without it). Light with storm performs very well (the necro has 3 flyers; summons will be crippled with 3 speed) and leadership, for obvious reasons. I don't take FTL because there are often situations where my single unit (a nightmare, say) blocks my own path to a vampire or zombie in the corner. Against berserk, sudden attack helps a lot—just teleport the berserking stack to the necro. In general, everything is fine here in a medium-to-long game.
7. Knights.
Despite hordes of paladins and generally recognized cheating in long games, not too difficult an opponent (if you don't let it get to those hordes), or maybe I just ran into the wrong players.) The key to victory, as with warlocks, is imps. Knights have poor knowledge growth; accordingly, without magic, they can only hope for prayer-inspiration. Darkness is mandatory here—in my opinion, there's no point hoping to out-hit knight troops with excellent defense-attack stats using your own damaging but fragile ones, even under light. Berserk, confusion, blindness, subjugation—look much more effective. Destroy them again stack by stack, starting with the high-initiative ones (griffins).
And in general, the same principles of fighting enemy stacks apply—using initiative and having 14 stacks against 7, swarm one with mass, then move to the next, as demon stacks are a bit fragile in 1v1 combat.
Roughly like that. As you can see, there is no universal recipe for victory; everything is learned through comparison.
Heroes should be discussed in another thread, but briefly I'll say again—in long games, creature specialists perform well, especially tank specialists (Laslo, Tilsek, Ingvar, Orson). Demons have problems with both tanks and existing specialists.
There was one person on the Nival forum, nickname Sta1kerrr, I think. He was the first to notice that if demons had a level 2 specialist, he would play him. People almost laughed at him, but as far as I'm concerned, he's right. Having a fat stack of OD or jumpers with +10-12 defense from the hero, and under skin, the demon would be much more durable.
Regarding existing ones—I tested Grol and Jezebeth. For myself, I came to the definite conclusion that Grol should not be used except in rush games, even with a mentor. Dogs can't hold a hit; all they can do is bite hard once, but whether that hit is worth choosing Grol is a big question, especially since sometimes they aren't even allowed one hit.
Jezebeth looks more promising—after all, 1.875 damage from demons to 4 targets, and I read that with luck the modifier more than doubles (1 stack - full damage as if direct, 2 - full damage as if direct, 3 - half, 4 - quarter, info from DemonSD), and under Jezebeth, the base attack of 6 for demons becomes 16-18. Additionally, Jezebeth increases demon defense; from a base of 6, it again becomes 16-18. At level 23, the parameters of demonesses under Jezebeth equal those of nightmares.
But still, Jezebeth cannot be a universal choice like Tilsek-Ingvar. I checked: against elves and humans, taking her is pointless—elven blues even without Ossir wipe out all demonesses in one shot; with humans, 290 shooters under knights, having lost only 60 to demonesses (damage showed that even with punishing strike under keen mind it was only 43-86), wiped out 100 demonesses out of 101, leaving a single unit with 1 hp (FTL, yes).
So, elves and humans are out. Jezebeth performed well against dwarves—wiped more than half the elders (26 out of 49 I think) in one shot, and against orcs. I'm sure she'll be good against necros and dark elves. Mages are optional (if they let you shoot).
But for now, I'm trying to use Jezebeth even without a mentor—wisdom sometimes gives a phantom, and distraction helps counter casters well. One problem is surviving to a high level, as sorcery doesn't help in breakthroughs, and there's no skill synergy (for example, Nibros at level 3 has attack-tactics-BB, while Jez at best has base charms-wisdom, 1 attack-tactics or BB).