Skip to content

Posts from Discussion of level 2 monsters.

No ratings yet — be the first to rate!
Open
Best level 2 monster
17 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
8 years ago
Auto-translated
from daily life: 1) Pikeman - a decent, average unit; with a growth rate of 9, it looks good. 2) Ballista - the best ranged unit; if it didn't move so slowly on the map, it would be even better. I prefer them more often; sometimes I choose pikemen so that I don't end up with 4 ranged units (3 archers + hero) and so that I can move faster. from the undead: There are 4 units in the undead faction: 1) Ghosts - the most useful; the only serious drawback is their hit points. I always build them when I have resurrection and the opportunity to do so. A drawback is the building requirement: it's expensive in terms of ore and costs 3 crystals, which are needed for vampires, who are needed as soon as possible. The building cost of +250 is not a significant argument. The difficulty of building them quickly so that there is enough left for vampires is perhaps the only reason why I build dogs, although the latter are not bad either. Growth rate - 9, defense - 30, range - a lot, curse - great, single attack - great, movement on the map - great. If only they didn't consume vampire crystals. 2) Gargoyles - growth rate 8, average fighters, although they fly well, they have no special abilities, and the growth rate is not in the castle. They're okay for free, but considering that they're not special and the growth rate is average or below average. 3) Mummies - weaklings. Despite a very strong melee attack, normal health, and a curse, they are slow, both on the map and in battle, and the growth rate is low. 4) Dogs - they don't move slowly on the map, they have a retaliatory attack, 3 attacks, but this is not used much. An average unit. from Chaos: 1) Beholders - decent guys, they shoot well, cast curses, it's a pity the growth rate is low. They move a little slowly on the map, but it's acceptable if you need an army. 2) Medusas - in my opinion, they are excellent, I like them more than any other. They shoot well for their level, the range is normal, they have infinite ammunition, a super ability. If the choice is 10 beholders versus 10 medusas, beholders are more useful, but when there are 100, it's completely the opposite. It's as if they cast a 5th-level death magic spell that overcomes any resistance below 100%. 3) Minotaurs - well, they're okay, they have enough hit points, they hit well, they have a block, they are very good guys, but they can't be compared to medusas. They move quite well in battle and on the map, I buy them from external dwellings. 4) Trolls - I don't like them, even with good stats and regeneration. The growth rate is low, and the regeneration is so-so in a fight with a normal number of them. They move slowly on the map. They have no block, they are just physically resilient, slow fighters with a low growth rate. from Order: 1) Mages - frail creatures with no stats but a good poison/fist attack. I usually don't take them because of the abundance of ranged fighters and the shortage of gold. They move equally poorly on the map. But, considering the growth rate of 8, if it's not possible to build golems, it's not a big deal. 2) Golems - good as defenders. Growth rate 6, 50 hit points, 75 resistance, a good physical attack, decent movement range in battle, excellent as a shield + they can attack. from Might: 1) Harpies - very good fighters. They are great for defending the castle, and in a campaign, they speed up the hero like no other unit from this castle. They can move as one unit, standing behind a melee unit, destroying approaching units while simultaneously speeding up the melee unit's movement. I prefer them, despite the requirement of a stronghold. Basic growth rate 8, which is also a plus. 2) Nomads - also good, twice as strong as harpies in a fair fight, they can reach the enemy in battle on grass without obstacles, they have a high growth rate (8), a lot of hit points, and a first strike. In battles where the harpies' cunning doesn't help, they will be stronger. 3) Mermaids - they cannot be hired, but they probably wouldn't be hired anyway. They have a 1-round hypnosis that overcomes 100% resistance (it does not overcome nature antimagic, bull, or dragon). But they have no cunning, no first strike, and they are less durable than nomads. Protection from charm, unfortunately, does not allow them to be used in battle on your side. from Nature: 1) Elves - I prefer to build them always, if possible (and it's not always possible), it's quite difficult to build them (20 wood for the ranger guild). The only official ranged unit, a good ranged unit, good under the archer or for defending the castle. They move poorly on the map, but someone has to shoot. It's easier to take computer castles because they lack ranged units. 2) Tigers - strong, fast, easy to build, enough hit points, I often build them. 3) Satyrs - useless, they only help a little in numbers. The only special thing is a growth rate of 8 and 36 hit points, two zeal attacks. If they were not in the portal, but in a standard building, I definitely wouldn't build them, and I don't think anyone would refuse tigers or elves for them. From level 2 units that I use more often in large battles, these are medusas, satyr units, ghost units, ballistas/pikemen, and beholder units (if available)
8 years ago
Auto-translated
I replayed all the campaigns the other day.
I underestimated the Gargoyles; they are good fighters in battle, and their movement speed on the map is excellent (better than Vampires). I managed to recruit a good number of them from just two dwellings, and they performed well.
Maybe I would have built more of them if they were available in the castle. :)
Otherwise, everything is the same as before.

Statistics

Welcome our newest member: recijeb