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Heroes Community > Library of Enlightenment > Thread: Unusual or overlooked spell strategy...
Thread: Unusual or overlooked spell strategy... [ This thread is 5 pages long: 1 2 3 (4) 5 ]
liophy
liophy


Famous Hero
Bulgarian
posted March 26, 2008 01:42 PM

Simply expert haste would have done the job just aswell

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vanadiasruler
vanadiasruler


Hired Hero
posted March 26, 2008 02:40 PM
Edited by vanadiasruler at 14:51, 26 Mar 2008.

Sure Liophy,
But I had expert water and earth, no exp. air.

We must also sometimes think to adapt to the circumstances of the game and do with what we have, and not with what we wish. And also, the title of the thread is "unusual or overlooked spell strategy"

I don't know something more usual than mass haste and rush on the enemy, do you ???

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liophy
liophy


Famous Hero
Bulgarian
posted March 26, 2008 03:53 PM

Ok, providing the fact we are talking for unusual spell strategy, you have a point.

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galdon
galdon

Tavern Dweller
posted August 29, 2010 11:54 PM
Edited by galdon at 23:56, 29 Aug 2010.

Not sure if it counts as an overlooked/strange combo as its kind of simple, but since nobody mentioned it, Bloodlust + Vampire Lords is pretty powerful, I took out 40 mogs, 12 hell hounds, 70 imps, 20 horned demons, and 3 devils, in a battle against an enemy with a fully built castle with 3 turrets, with only 31 vampire lords about an hour ago. Bloodlust almost ensures they do enough damage to fully restore the stack to full numbers.

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batoonike
batoonike


Known Hero
posted August 12, 2011 10:51 PM

Messed around with hypnotize specialist as main in singleplayer.

Hypnotize enemy archangel and ressurrect your troops

When attacking neutrals with a hero who has some spellpower, +spell damage artie and spell points. Take single tough stack and place it in the corner. Golems, zombies, dwarves would be great. Since you bring very little army, the AI units will spilt into many small stacks. Hypnotize 3 stacks and block yourself off. Kill everything else with damage spells. Last 3 stacks can kill eachother. If the small stacks are still too big to be hypnotized you might have to weaken them a bit first. Just make sure you don't kill them off. Used this with iron golems vs lots of efreet sultans. Taking a single mage and having a spell school helps a lot to reduce spell cost. That's of course if you can't do tricks with forcefield and don't have mass slow.


With tons of spellpower can hypnotize a couple of enemy  stacks and do whatever you would do with blind. Ressurrect your troops, cast disrupting ray etc. The AI hero can't retreat and you can actually shoot them down without breaking the spell.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 12, 2011 11:18 PM
Edited by B0rsuk at 23:19, 12 Aug 2011.

Use Teleport defensively:
- if someone blocks your shooters, Teleport them and shoot on the same turn.

Suicide bomber:
- Frenzy + Fire Shield on the same stack. First huge attack damage. Then huge retaliation damage (0 defense) and the defender has to suffer part of it via fire shield too... but expensive and vulnerable to dispel.
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angelito
angelito

Hero of Order
proud father of a princess
posted August 13, 2011 10:18 AM

Quote:
Then huge retaliation damage (0 defense)...
If you survive the attack that is...
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pdesbois
pdesbois


Adventuring Hero
posted August 17, 2011 08:11 AM
Edited by pdesbois at 16:03, 17 Aug 2011.

Quote:
Quote:
Then huge retaliation damage (0 defense)...
If you survive the attack that is...


Correct me if I am wrong, but Fireshield kicks in even if your troop dies? Or does that only apply to Effreeti?

When playing with fortress, I read a lot about Teleport, Clone... Has anyone noticed the damage range for fortress crits?

Lizard Warrior: 2-5
Dragon Flies: 2-5
Gr. Basiliks: 6-10
Chaos Hydras: 25-45

Mass Bless them. Now, you have:

- Suddenly a powerful range-attacker;
- An annoying flying crit weakening, dispelling and doing > max dmg;
- A petrifying beast doing > 10 raw dmg each;
- Blessed Hydras!

This is good too for Stronghold, they have high dmg range as well (ie, max = 2x min or almost).

Obviously, if they are cursed...

EDIT: I now read your retaliation dmg comment was not meant for the fireshield, as I previously thought.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 18, 2011 06:00 AM

A bit off-topic, but Lizard Warriors really make Orc Chiefs look bad:

- same damage
- lizard 6/8 a/d, orc 8/4
- but lizard growth is 9, orc 7
- orcs +5 life
- same speed
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pdesbois
pdesbois


Adventuring Hero
posted August 18, 2011 11:37 PM

Quote:
A bit off-topic, but Lizard Warriors really make Orc Chiefs look bad:

- same damage
- lizard 6/8 a/d, orc 8/4
- but lizard growth is 9, orc 7
- orcs +5 life
- same speed
,

Actually, they're pretty well-balanced. Whatever attack/defence one has greater than the other is offset by a lower defence/attack. Also, 7 orcs at 20 hp = 140, while 9 Lizards x 15 = 135.

So, the only advantage lies on whomever has the initiative, coetis paribus.

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angelito
angelito

Hero of Order
proud father of a princess
posted August 19, 2011 08:12 AM

But orcs are level 3, while lizards are level 2..
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted August 19, 2011 09:40 AM

Think about how titans make lizards look bad...
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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 19, 2011 11:46 AM

orcs should have no melee penalty, though it is an overused ability, like they didn't know what else to give to half the shooters.

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batoonike
batoonike


Known Hero
posted August 19, 2011 02:36 PM

This is already really offtopic but...

In strategy games, towns/races are balanced against eachother. So fortress can be imbalanced compared to stronghold. However 1 fortress unit cannot be imbalanced vs other unit from other town, because you are choosing and playing with the entire town, not just 1 unit.

However, units are balanced inside the town. If one unit is never used, it is clearly too weak compared to others or too hard to get etc. This way, actually orc looks better than cyclop

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pdesbois
pdesbois


Adventuring Hero
posted August 19, 2011 06:36 PM

I forgot orcs were lvl 3, i thought they were lvl 2! The Wolves appear much better with their 2 strikes, that i thought THEY were lvl 3... So u r right.

The only town that I think got less love indeed was Inferno. I am not saying they are worth nothing ( I like playing them), but they appear to be somewhat costly, low on hp's. They have two non-retaliation troops though, which is always good. Plus Effreet Sultan!

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 19, 2011 08:44 PM

Inferno is the new Knight. Barely anything for sieges until devils arrive. Unlike the old Knight however, Inferno is overpriced when it comes to buildings. So many special resources, and most of creatures are quite bland. One redeeming feature is unusually high average unit speed. There are no slow units in Inferno and Heretics have very high chance of Logistics (10).

Efreet Sultan is awkward in that it's a creature you want/don't want dead. If they don't take damage, their ability is wasted. If they do, they die. Inferno is the town of Fire magic, and efreets are immune to fire (Frenzy, Bloodlust, Slayer, Sacrifice).
Pit Lord is also awkward for similar reason, you're counting on one of your units dying. The ability is complicated to use optimally.

Inferno would be better if fire magic wasn't so bad at dealing damage.
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted August 19, 2011 08:53 PM

Inferno is the only one able to beat Necro on large maps. Demon farming.
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 25, 2011 08:07 AM

Another use for Teleport. If the opponent casts Berserk on your unit, you may teleport it to an enemy stack of your choice instead of dispelling it. Don't play ping pong if you don't have to !
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pdesbois
pdesbois


Adventuring Hero
posted August 31, 2011 02:29 PM

I do not know if this counts, coz I have not tested, but has anyone tried mass curse or weakness? Since they would greatly diminish an opponent's damage success.

I guess there is even one weakness specialty hero, but no curse one?

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted September 04, 2011 07:59 PM
Edited by B0rsuk at 20:00, 04 Sep 2011.

Another one with Teleport spell:

- if you have a unit with multi-hex attack (dragons, h2: liches, h3: magogs, h4: cyclops, gnashers) and it can't attack without hurting a friendly unit... teleport that other friendly unit. This has the advantage of not having to wait until other unit's turn.
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