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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Favourite 4th unit
Thread: Favourite 4th unit [ This thread is 5 pages long: (1) 2 3 4 5 ]
Sanyu
Sanyu


Known Hero
posted June 06, 2006 11:01 PM

Poll Question:
Favourite 4th unit

Which is your favourite 4th level unit (upgraded) and why?


Responses:
Vampire Lord
Druid Elder
Grim Raider
Succubus Mistress
Vampire Lord
Arch Mage
 View Results!

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Krytain
Krytain

Tavern Dweller
posted June 06, 2006 11:58 PM

you have vampire 2x, and no imperial griffon
____________

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detheroc
detheroc


Adventuring Hero
noticed my 2 weeks miss?
posted June 07, 2006 03:17 AM

again i can't resist the vamps drain life ability , although the acrgmage and druids damage spells are very,very effective and the succubuses chain shot ability isquite nice if you have only demons in your army.But again the fact that he can ressurect himsefl by killing enemies makes the vampire lord the best unit, although he wouldn't win against all of the other 4th lvl creatures on  1vs1 fight.

P.S. I didn't voted cause there are 2 options for vamp and i'll be waiting for you to change one into imperial griff.

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Vicheron
Vicheron


Known Hero
posted June 07, 2006 03:27 AM

Grim Raiders, they're very durable. Their charge ability can really slaughter higher level creatures. Lizard Bite is very nice too.

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Sanyu
Sanyu


Known Hero
posted June 07, 2006 04:00 AM
Edited by Sanyu at 04:07, 07 Jun 2006.

now the only way is the assume the second vampire lord is imperial griffin

just to ask anyway, when the imperial griffin does battle dive and had already picked a target, would it definitely hit it or can the target simply by luck move out of the selected tile and evade attack?

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neoexdeath
neoexdeath


Adventuring Hero
posted June 07, 2006 04:22 AM

Imperial Griffins attack a picked square on a battlefield, not the unit. If a units moves out of that square, it will miss. If a unit moves into this square (or stand still in this square ), it will hit.

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Sanyu
Sanyu


Known Hero
posted June 07, 2006 04:26 AM

Quote:
Imperial Griffins attack a picked square on a battlefield, not the unit. If a units moves out of that square, it will miss. If a unit moves into this square (or stand still in this square ), it will hit.



then it will be so easy to dodge (assuming the imperial griffin starts off with the spell straight) since all units at the start of the battle would be assigned to the 2x10(?) hexes so just move them out of there.

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neoexdeath
neoexdeath


Adventuring Hero
posted June 07, 2006 04:33 AM
Edited by neoexdeath at 04:34, 07 Jun 2006.

Gryffin doesn't choose this square at the beginning of a battle, but when starting battle dive. You would have to move all units (including shooters) before the gryffin lands. Then you would have to move them again to avoid the next battle dive and so on
Remember that imperial gryffin can pick any square on a battlefield not only the first 2 rows.

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Doomforge Online
Doomforge

Hero of Order
Mayhem Elemental
posted June 07, 2006 05:01 AM

imperial griff is my favorite unit. Looks good, and battle dive IS good (it boosts damage!) - and it's not "easy" to dodge, since it's designed to destroy shooters. You have to choose - move your shooters or get one of them torn apart in the next turn by blessed battlediving horde of imperials
vamps drain 50% dam now, they look stupid, and overall, they suck.
Grim raiders are great too, even better than gryphs, but their appearance isn't that sexy : )

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Sanyu
Sanyu


Known Hero
posted June 07, 2006 05:08 AM

I still prefer Succubus Mistress' Chain shot ability.
Just an example, I presume most large-scale battles would have at least 6 unit stacks, enough to suffice the Chain shot optimum usage.

So...
With 10 Succubus Mistresses

Direct Dmg without Chained shot: 60-130
" "  " " " with Chained shot: 60+30+15+7-130+65+32+16
                             = 112-243 (an increase of 87% from actual damage)

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alcibiades Online
alcibiades

Hero of Order
and Light
posted June 07, 2006 06:44 AM

Ok, I'd have to cast my vote for Arch Mage ... However, the strongest level 4 unit is not even listed here - that would be the Water Elemental ... like in Heroes IV, the Water Elemental is incredibly overpowered with its ice bold and frost ring spell. Fortunately, there's no longer an altar of summoning in the Elven town.

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Vicheron
Vicheron


Known Hero
posted June 07, 2006 06:55 AM

Water Elementals only have 12 spell points which means they can only cast 2 ice bolts or 1 circle of winter. With summoned Water Elementals, they don't even gain spell points with additional castings. After they cast their spell, they just become an average melee unit. Plus like all casters, Water Elementals suffer from diminishing returns so they're far less useful than Mages and Druids at higher numbers.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 07, 2006 07:30 AM

I vote for Mages & Archmages - I'm a Tower/Adamedy lover.
The strongest 4th level town creature is definitely Succubus Mistresses, but not my favourate.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 07, 2006 07:44 AM

@Sanyu
Chain Shot only affects four units total, like Chain Lightning, iirc.
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Thanatos
Thanatos


Known Hero
posted June 07, 2006 09:27 AM

Imperial Griffin

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Muerte
Muerte


Adventuring Hero
posted June 07, 2006 10:48 AM

Quote:
imperial griff is my favorite unit. Looks good, and battle dive IS good (it boosts damage!) - and it's not "easy" to dodge, since it's designed to destroy shooters. You have to choose - move your shooters or get one of them torn apart in the next turn by blessed battlediving horde of imperials


I think the battle dive is the last action in a turn sequence ( I could be wrong ) but if I'm right, it should be mentioned that with the Imperial Griffons awesome initiative the next turn usually belongs to them, or close to it, and since they are usually placed in great battlefield position following the battle dive ( determined mostly by available space since they are a large creature ) they are attacking again rather quickly if not immediately, and they usually have a plethora of tasty targets!

I vote Imperial Griffon.

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SerGuMa
SerGuMa

Tavern Dweller
posted June 07, 2006 11:11 AM

Grim raiders are one of the coolest units in the game
What would the dungeon do without them? They can take lots of damage and with their charge attack they can kill even dragons

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Thanatos
Thanatos


Known Hero
posted June 07, 2006 11:51 AM

Quote:
Quote:
imperial griff is my favorite unit. Looks good, and battle dive IS good (it boosts damage!) - and it's not "easy" to dodge, since it's designed to destroy shooters. You have to choose - move your shooters or get one of them torn apart in the next turn by blessed battlediving horde of imperials


I think the battle dive is the last action in a turn sequence ( I could be wrong ) but if I'm right, it should be mentioned that with the Imperial Griffons awesome initiative the next turn usually belongs to them, or close to it, and since they are usually placed in great battlefield position following the battle dive ( determined mostly by available space since they are a large creature ) they are attacking again rather quickly if not immediately, and they usually have a plethora of tasty targets!

I vote Imperial Griffon.


It's not, the battle dive is simply the 2nd turn the griff would've had if he hadn't BD'ed

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SuicidalNecro
SuicidalNecro


Hired Hero
posted June 07, 2006 12:12 PM

I love them all. Tier 4 units are all great imo.

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Muerte
Muerte


Adventuring Hero
posted June 07, 2006 12:16 PM
Edited by Muerte at 12:17, 07 Jun 2006.

Quote:
It's not, the battle dive is simply the 2nd turn the griff would've had if he hadn't BD'ed


Cool, thanks for straightening me out. It doesn't change my vote though.

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