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Heroes Community > Heroes 5 - Temple of Ashan > Thread: The Best Creature with Multi attack in HoMM5 - Round 5
Thread: The Best Creature with Multi attack in HoMM5 - Round 5 This thread is 3 pages long: 1 2 3 · NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 19, 2008 01:44 PM
Edited by VokialBG at 10:34, 20 Apr 2008.

The Best Creature with Multi attack in HoMM5 - Round 5

Hey everyone, new and old members of the Temple of Ashan subforum!

Back in the old days, when I was much more active in this subforum I started this great series of threads (9 planed but only 4 ever posted). It's time for second return!

The topics were source for great debates with the best theoreticians here. Many of them are not active anymore, but I see many new theoreticians here If you are new, or you can't remember check the old 4 Round's, and see what posting style we need

Round 1 - Best Shooter
Round 2 - Best Caster
Round 3 - Best Tank-creature
Round 4 - Best creature with No Enemy Retaliation

As you see the old threads are full with qp posts. How much red stars will we see here? I don't know just post high quality posts

With the last addon of Heroes 5 - Tribes of the East, we have much more creatures to discuss!

The new Round 5 is for the best creature with "Multi attack"!

I know its sounds funny What creatures are able to perform Multi attack?

All creatures able to hit more than 1 enemy creature in single turn (but without casting a spell, like the Sky Daughter*).

Here is the list of all old theoreticians, I'll like to see some new also

Doomforge
Alcibiades
Emilsn
Elvin
ZombieLord (not active)
TheDeath
sq79       (not very active)
GenieLord
Shauku83
dschingi
TowerLord  (still here?)

And now the competitors:

Academy:

Archmage <-> Battle Mage
Rakshasa Kshatra
Storm Titan (Stormcaller ability)

Dungeon:

Deep Hydra <-> Foul Hydra
Black Dragon <-> Red Dragon

Haven:

Battle Griffin (the Rush Dive ability)
Champion

Inferno:

Horned Overseer (With Explosion)
Cerberus <-> Firehound
Succubus Mistress

Necropolis

Archlich
Banshee (Death Wail)

Sylvan

Sprite <-> Dryad
War Dancer
Emerald Dragon <-> Crystal Dragon

Fortress

Rune Patriarch
Flame Lord <-> Thunder Thane
Magma Dragon <-> Lava Dragon

Stronghold
Pao Kai
Untamed Cyclops

*Note: this is only for normal magic, like in the Sky Daughters case, creatures with specific abilities will take part in the round
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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted April 19, 2008 01:49 PM
Edited by Darkshadow at 13:49, 19 Apr 2008.

Interesting thread.I could post but am incapable to make long posts.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 19, 2008 03:58 PM

Oh, I love a good debate. I'm in, Vokial.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 19, 2008 04:12 PM

I would say either the rakshasa kshatri (dash + insane damages + whirlwind!!) but of course it's easier to do against slow units.
or the black dragon, imo the best creature in the game with the phoenix.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted April 19, 2008 04:27 PM

Is that independantly from heroes? (skills, spells, etc) because it makes a world of difference (i.e. Untamed Cyclops w/o Blood Rage).
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13 Heroes

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted April 19, 2008 04:27 PM bonus applied by Elvin on 20 Apr 2008.

I'm only gonna comment on the ones I've used a lot.

Archmage <-> Battle Mage
They can be good creatures, since they can techincally hit every creature on the battlefeild.  However, this is not always good since they hit your own creatures.  7/10

Deep Hydra <-> Foul Hydra
The Hydra's multiheaded attack is somewhat weakened by the fact that it takes quite some possitioning to reach full pottential for the muultiheads.  And it is so slow that this takes a while.  Hence you must induce enemies to attack instead of attacking manually, which means you lose Hydras.  4/10

Black Dragon <-> Red Dragon
Despite the awesome ammount of attacking power, it can still only attack two creatures (three if there is a Griffin Glitch where the griffin stands on another creature post Dive)  5/10

Battle Griffin (the Rush Dive ability)
Since the ability is very difficult to get set up well, and can be easily avoided if the enemy pays attention or guesses right.  3/10

Champion
Now here we have a good creature since it can attack so many others.  Also, its stats mean it will be able to keep going for quite some time.  8/10

Horned Overseer (With Explosion)
There is really no point, these guys are fairly uselss.  

Cerberus <-> Firehound
The Cerberus and Firehound are good creatures to have, but only because they are fast.  They die fairly quickly.  However, they can deal a significant blow in that time, so they matter.  6/10

Succubus Mistress
The Chainshot is wondeful, but you must have a lot of succubi to really get the damage dealt.  Then there's the issue of hitting your own creatures if you have non-infernals in your army.  Unless you are fighting a large group of enemies you can whittle down your own army. 5/10

Archlich
The Archlich's death cloud ability makes it a potent foe, but agian there must be large numbers.  It is best used for castle defense.  4/10

Banshee (Death Wail)
The Death Wail can be very effective, but to get full potential you must make your Banshees Vulnerable by getting a lot of enemies around them.  Otherwise the damage is not so great.  7/10

Sprite <-> Dryad
While I love Sprites, I must say that they are not the most useful when it comes to multiple attacks except in end game.  If you have a lot of them they can take out several oponents quickly, but in smaller combats they do not deal out so much pwnage.  6/10

Emerald Dragon
See Black/Red Dragon

Crystal Dragon
I split these two up because the Crystal Dragon is much better than the Emerald.  Due to the nature of its attack and  the fact that Sylvans are addiced to Luckiness, it can potentially deal more damage than almost everything else, and this is a relatively predictable factor. 9/10

Rune Patriarch
If it actually attacked more often I would rank it high.  It doesn't, and there's Cristian imagery there, so 3/10.

Flame Lord <-> Thunder Thane
Very nice with the Multiattacking, and it can get into combat very swiftly.  Also it deals a LOT of damage, hence I rank it high. 8/10

Magma Dragon <-> Lava Dragon
See Black/Red Dragon

Pao Kai
The Pao Kai works very simillarly to the Thane.  However, I rank it down because it is a bit flimsy. 6/10

Untamed Cyclops
Since you can hit your own troops so easily, despite the massive damage, I'm ranking down.  6/10

As you can see the Crystal Dragon is best, with Thane and Champion close behind.

____________
How exactly is luck a skill?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 19, 2008 04:56 PM

Nice here Daystar, but hm well...

Black Dragon <-> Red Dragon and Magma Dragon <-> Lava Dragon are very  different.

Magma Dragon is elemental, Immune to Fire and has Magma Shield

Black Dragon is Immune to Magic, also the stats are pretty different.

When you post your view don't point the multi attack ability only. But also don't go to far away from the main point, some of the other creatures abilities can help for beening better multi attacker. Your other points are quite interesting and good

@Cleave: you can point the blood range (the bonuses) its specific part of the creature And there is no problem to mention spells, but don't forget the main point is the best creature, not the best hero or spell.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 19, 2008 05:37 PM
Edited by Fauch at 17:39, 19 Apr 2008.

fire breath = 5/10 and champion charge = 8/10???
ok, you are more likely to hurt your own units with fire breath, but it's also more powerful than champion charge.

btw, you forgot the brisk raider.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 19, 2008 05:43 PM

Quote:
fire breath = 5/10 and champion charge = 8/10???
ok, you are more likely to hurt your own units with fire breath, but it's also more powerful than champion charge.

btw, you forgot the brisk raider.


Once again we are not looking for best ability but best creature. Brisk raider does not attack all creatures at once and with 1 hit.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 19, 2008 05:46 PM
Edited by Fauch at 18:33, 19 Apr 2008.

but he can attack several stacks in a move.
you also forgot the archer, the war dancer, the bloodeyed cyclop and the paokai.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 19, 2008 06:20 PM

That all depends on circumstance, though. It can only be set up rarely and is actually worth it when a line of low-tier units are back to back. The AI, as horrible as it is, still only does that rarely.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 19, 2008 06:37 PM
Edited by alcibiades at 18:44, 19 Apr 2008.

I don't see the Pao Kai here. More to come later.
EDIT > Sorry, others noticed this before me.
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What will happen now?

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 19, 2008 06:59 PM

A nice thread! I'm definately going to write something here!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 19, 2008 09:21 PM

I think Rakshasa Kshatra has the greatest multi-hit of the rest of them. It guarantees a 6-way hit no matter what. Devastating for formations, because a six tile radius is too much compensate for. However, they have slow initiative.

Question - Can the neutral Mummy count for caster? Because, it has incredible initiative. You get them rarely, but a good necro hero with diplomacy can pick up a few. They can cast to integral Necro spells.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 19, 2008 09:46 PM

Jumping in without having read the above

Archmage cannot compete for the position since his main task is casting but the battle mage is one of the better for this job. Yet not in my top unless you count mini arties and buffs plus it's not always easy to set the opponents in line.

Units with an ability such as rush dive or stormcaller don't have much place here, not enough damage and not as useful most of the time. Plus it's a one time thing.

Rakshasa Kshatras are really powerhouses and probably the best for the job description. MANY targets, does not hurt allies and it can be a one man army. Dash can make things more interesting if you get the chance to use it.

Hydras are not too good for the job. The point is attacking multiple opponents sure but they are too slow to take advantage of it so in effect it only saves them from the retaliation rather than using them offensively.

Dragons are great and the best multi attacker is easily the crystal one. Swift with potential for hitting up to 5 targets with the only downside being its unpredictability. If we exclude skills, racials and native heroes that would have a good luck modifier I feel the rakshasas are better because they always make use of whirlwind.

Champions are a great unit but their multi attack can be prevented or altogether eliminated according to their mobility.

Horned Overseers simply suck. Don't expect to do adequate splash damage with explosion. Firehounds are what I'd normally have in mind for such a role - agile, triple firebreath, good damage. But then there's the matter of survivability so they are out. Succubus Mistresses are in the top multi ranged unit, especially with ranged retaliation But shooters can be blocked but these multiple blade wielders can adapt to the situation both offensively and when defending against an enemy horde.

Archliches would be good if they could put death cloud in use. Nuff said. Banshee's splash potential is pitiful to even consider it.

Sylvan has some pretty good candidates. Dryads not only have a great spray attack and better damage, they also have symbiosis to keep their numbers up during battle. But still die fast. War Dancers also have crazy initiative but the wardance combo only does half damage to adjacent units and can be retaliated against. Which matters when you have 12 hp. Crystal Dragons I have referred to earlier.

Rune Patriarch I consider a little better than the mistress for multi attacking except this one does it in a specific area and for full damage. That's often more useful to a chain attack.
Flame Lord's wave is not good enough to consider them. Thunder Thanes on the other hand can wreak havoc, except they are slow with little damage. If we count runes and buffing they are just below the crystals because they are always reliable yet they lack the swift attack that can decimate half the opponent's army before they play
Magma, Lava Dragon are not as good as crystals either.

Pao Kai's attack distributes to all stacks so the more it hits the worse.. Untamed Cyclops is crazy but can easily be turned against you so I'll pass.


So as a verdict my top is the kshatra, can survive enough to keep dealing (good)damage both in offensive and defensive role. Can be further enhanced by vampirism, arcane armor, artificer, dash and light magic so it can become quite a tough cookie.

Of course these are simply the bonuses, if we count them the crystal dragon wins.
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Map also hosted on Moddb

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted April 19, 2008 11:06 PM

Mostly agree with Elvin.

I'd like to take building costs into consideration also.

For example the level 6's are tough to get whether it be pao kai or thunder thanes (isn't it easier to get magmas?) etc.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 20, 2008 09:32 AM bonus applied by Elvin on 20 Apr 2008.
Edited by Golemcrafter at 20:08, 23 Apr 2008.

Academy:

Archmage and Battle Mage: I take thease two creatures under one hat now. Their major ability is to cast spells during battles and support friendly creatures with casting spells with lesser mana, or rather defend them from enemy Mages. Their secondary weapon is the Magic Attack, which allows them to attack many creatures in a row. The second attack, which damages more enemy creatures is the Fireball spell of the Archmage. One Archmage causes more damage with spells that with shooting. That’s why the Archmage has only four shots. They have quite much mana, through they can cast the Fireball twice during a battle, however, just their first Fireball attack will be strong enough, the second not because: 1. The enemy creatures (especially shooters and the hero’s spells) will attack them with quite high chance, and 2. The enemy creatures will be more likely, not to stay close together. My tactic here is, that I split the Archmages into two groups (if I have enough from them) far form each other and because their initiative, they mostly come at the same time (after each other). I can cause a big headache to the enemy this way.  The Battle Mage does not have Fireball anymore, but he recives +2 to his shots and his attack, however, they would have more chance with a Fireball spell, since the Magic Attack can be extremly dangerous, because it can hit some of our creatues. But risking is worthy, if we can hit 3 enemy creatures and just 1 from our army. But pay attantion: a suprising trigger of luck can do huge losses. A good tactic would be using Teleport Assault on the Battle Mage to send him to the side of the enemy (but not next to one) to be able to hit almost every enemy stack with one attack, thanks to Magic Attack. Overall, if we haven’t Teleport Assault, I would rather advice to buy the Archmage, because of the Fireball and the few shots.

Rakshasa Kshatra: The Rakshasa Kshatra’s are very strong, because of high attack and damage, however they have low defense and initiative. Of course the initiative can be compensed with the Dash ability and there is their new ability as well, the Whirlwind. The good side of this ability, that it must not be activated, so the effect is valid till the whole battle. If there are more creatures next to each other, the Rashasa Kshatra can cause damages from more enemies, which is even more the Rakshasa Raja has. The Whirwind can be used easly because the creature won’t hit friendly targets, but watch out for Puppet Master and other mind-affecting spells! Through there are major advantages, there are also much minor disadvantages. If we don’t use the Dash ability, the creature will come first aftr ages, but if we do, the creature will miss one turn. (This is actually not a disadvantage!) The Rakshasa Khsatra also looses his No Enemy Relitation, so next to a big hit, they can die quicker. The defense points are also weak, so a stronger creature can beat them up easly. The Whirwind ability is more effective if there are more Khsatras, but since the are extremely expensive (even their dwelling), the player would rather buy the Cloud Temple. But to tell the truth, I would rather buy thease guys, because many stats are better than the Raja’s: more damage, speed and attack.

Storm Titan: The Storm Titan’s Stormcaller ability is a good tactical ability. Placing it over (more) shooters can make our troops reciving lesser damage from ranged attacks and next to enemy shooters get a penalty, they recive an electrical hit after every turn. Of course this is valid for every other creatures who are standing in or walking through the storm cloud...even our creatures as well. But the storm does not cause much damage from creatures with low stack size. That mean actually that the ability has almost no effect on higher level creatures, just on lower level ones. But since the most shooters are on lower level, they can be affected by the storm cloud really much: damage plus ranged penalty. But I don’t think this ability is useable for a longer time, because the shooter can just walk out from the cloud and there is no second chance for the Storm Titan to create an other. So if you want to win, buy the simple Titan.

Dungeon:

Deep Hydra and Foul Hydra: Thease beasts of the underground were always used to hit more than one, later more than three(!) creatures. First about the Deep Hydra: When we llok at the Deep Hydra’s stats, we recognize its low damage. Luckly, thisone is compensed with the No Enemy Relitation and with the Six-headed Attack. Again here is strongly adviced to get the Teleport Assault (at least the Teleport spell), because after that, we can put the hydra in the middle of the battlefield, where are now perhaps enough enemy stacks and then watch your hydra doing its job. Again, Deep Hydras won’t hit friendly units. An other good use of hydras is using them as a barrier, bacause no fool would attack a hydra, that is already standing around more that one creature from its own army. Foul Hydras are almost the same, except one thing: they have Acid Blood instead of Regeneration. So even after a relitation, the enemy stack, which has attacked the Foul Hydra, will suffer an extra amount of damage. Problems with hydras are only their speed and initiative...maybe their attack as well. But the amount of their HP (with the possible Regeneration ability) makes them real six-headed beasts.

Black Dragon and Red Dragon: I think this is the only place, where I can’t write much. Black and Red Dragons enbody the true power of dragons with their Fire Breath. High attack, defense, damage, HP, there is even the Immunity to Magic (but only by the Black Dragon!) the Fly ability and so on. There could be some problems if the enemy player is clever enough to attack the Black or the Rad Dragon with one of his creatures so, that the Fire Breath will hit one of our creatures, too. By Red Dragons is the situation a bit different: Since they haven’t got the Magical Immunity, they can be affected with Puppet Master or Frenzy, which can result is a big descruction. A difficult question but whst would you choose: attacking two creatures at the same time with a constant damage or attacking just one creature with twice more strengh? (Incinerate ability by Rad Dragon) I can’t decide, you maybe?

Haven:  

Battle Griffins: The Battle Griffin’s Rush Dive ability is similar to the Imperial Griffin’s Battle Dive, but there are many differences: the Battle Dive happens with increased damage, while the Rush Dive causes just the 75% of the normal damage. The Battle Dive can hit friendly stacks, too, while the Rush Dive can’t. And now the most important difference: The Rush Dive can hit more creatures in a row, but the Battle Dive can’t, just one. Again the Rush Dive can have a good tactical use, since griffins are large creatures, so they can hit not just enemy stacks, who are behind, but who are standing next to each other. Even that the damage is reduced to 75%, lots of enemy units can fall durind that attack. The problem with the ability is, that the Battle Griffin waits till one turn and he just prevent its attack after that. During this time, the creatures move on the battlefield and maybe the griffin won’t hit any creature, but maybe a lot more. Again, this ability depends on some luck, too. It is adviced to use the Rush Dive often, because griffins won’t be hit while they are in the sky. Their strongly reduced initiative gives them a balanced ability.

Champion: Champions can combine their abilities really good: The Jousting and the Champion Charge. The Champion Charge is almost the same as Fire Breath by dragons, but champions don’t use fire just their long weapon. The combiation of the two abilities is the following: The Champion needs to walk more than two tiles before attacking the enemy stack, if he wants to cause damage from that enemy stack, which is standing behind the attacked creature. But do not care to the two tiles. Try to move with the Champion definately more that two tiles, because there is also the Jousting ability, which increases the creature’s damage by 5% after every passed tile.The Champion Charge won’t work of course, if you just stay with him on the battlefield and hit the enemy creatures. Move a lot! This is the only way to utilize the Champions abilities.

Inferno:

Horned Overseer: A weaker creature with an interesting multi-attack ability and with good attack and defense points. During battles, thease infernal creatures can cast the Explosion spell, which deals damage from every crreature, who are standing around them. But this spell is very uneffective, if there aren’t at least more than 100 Horned Oversears in the stack...or evn more. Their low speed and initiative almost detain directly using their Explosion. Mostly, the quite high attack and defense points aren’t enough, too because of the low HP. However, if the Horned Overseer reaches the enemy and there is still more left, the Explosion can be very unfriendly to the opponent, moreover, that spell does not kill friendly stack, including itself. Due to more disadvantages than more advantages, it is not adviced to build our troops on Horned Overseers.

Cerberus and Firehound: Like hydras, Cerberus and Firehounds can make three-headed attacks to kill more enemies. There is the No Enemy Relitation ability as well, so we don’t have to far, that we will loose „dogs” because of a relitation strike. In case, the enemy stack have to be afraid if they suffer a relation strike from Cerberus and Firehounds, because even then they are able to cause damage from one or two other enemy unis. Firehounds are even worse, their Fire Breath ability allows them to hit even six(!) creatures during one turn. They are functioning like éthree-headed dragons. Of coure, they also have the No Enemy Relitation. Unfortunately, their stats are low, especially the defense and the damage. The balance requiers low status of course. All in all, thease „dogs” are really good offensive units, they alomost never hit less than two creatures, but sadly, they die rather quickly. If you like Cerberus and Hellhounds, then Grawl is your hero.

Succubus Mistress: Again here is creature, who’s abilities can be combined very well. Succumus Mistress’ Chain Shot is working like the spell Chain Lightning: affects more creature, but the damage is halved after each damaged creature. Their nice new ability, the Ranged Relitation allows them, relitate after enemy ranged attack, which means causing damage again from four enemy stacks. Demonic creatures can’t be hit with Chain Shot of course, which could be a disadvantage if we battle against an Inferno hero. Main problem here are again the fairly low status: low attack and low defense. However, almost no shooter would attack a Succubus Mistress, mainly if the Mistress’ stack number is high. Baricade them with Devils, but wath out for f.e.: Griffins’ Battle and Rush Dive.

Necropolis:

Archlich: Archliches had always the Death Cloud ability, which again could hit more that one enemy creature. Nothing to say her too much, but in short sentences: It is adviced to wait, till some creatures come closer, so the Archlich can hit them with full power. The Death Cloud has a full damage on the main hit creature, other living units next to it will recive only the half of the caused damage.  Here is adviced, too to baricade them behind friendly large creatures and behind things (rocks, woods) that are on the battlefield. During that, we can cast spells with thme to weaken the opponent.

Banshee: Finally a creature, that can cause multi-damages from more enemy stacks depending on their morale status. But since the ability works only then, if the Banshee is near to enemy stacks, it has to move closer and because of that, it must have the risk, that it will be attacked by many enemies. Under „close” I don’t mean next to the creature, but beeing three tiles close to them. Since the Banshee is a level 6 and a very durable, we don’t have to be afraid of killing them quickly. Many heroes are about to gain the Leadership skill, to make creatures come more often. A good change was, that the number of morale does not stop at five, but it goes till much more, so the Banshees can be very effective against morale-boosted enemies. In my opinion, this ability mostly just wastes time, because the damage caused by the Death Wail won’t be high enough ever. So here, I rather upgrade my Wights into Wraiths, because they can do amazing amounts of damage.

Sylvan:

Sprite and Dryad: The weakest level 1 creatures, who are able to do multi-attacks. They are in fact the same as Cerberus, but they have next to No Enemy Relitation and „Three-headed Attack (here: Spray Attack) the Flyer ability and the high initiative number (15 and 14). They are very effective if the enemy army has creatures with low initiative, because Sprites and the Dryads can actually hit the enemy twice, while the opponent just once. (If we count the the relitation strike of Sprites and Dryads as well, then three times.) However, we cannot buy enough Sprites and Dryads from the town, because the weekly population is rather low and for causing high damages with the help of the Spray Attack, we must have quite a lot from them. A big advantage if there are Sprite dwelling(s) on the map. They die quickly, but there can be situations, when the enemy does not take thease fairies seriously...

War Dancer: Due to the Blade Dancers, who don’t have any special ability, their upgrade had to be more powerful... but this did not succed. The War Dance Combo is effective against many creatures, that are standing near to the War Dancer, but there are many many disadvantages: They haven’t got the No Enemy Relitation, so if the dancer hits more enemy units anyway, the opponents relation strike will kill lots of them. Even the high initiative can’t help much, because they have very low HPs and they really can use the War Dance Combo just one time: during the first few turns of a battle. Choose rather the Wind Dancer, because he can survive better and the stats are better, too...and the Agility ability is more useful.

Emerald Dragon and Crystal Dragon: I’ll rate thease two dragons again as one since their breath ability is (almost) the same. By the Emerald Dragon, we don’t have much change, its attack is like by any other dragons: it can attack two creatures, if they are standing behind each other. The Crytal Dragon has somehow a different breath: depending on luck, it can hit more creatures and not just two. Playing with Sylvan, it is almost a must to gain the Luck skill. Luckly, the Crystal Dragon’s damage won’t be halved while it attacks more creatures, which is quite good for the tactic. A level 7 creature with such a great ability is hard to defeat, because perhaps again of the high initiative. So the Crystal Dragon will always be able to search for enemy stacks, who are standing close each other. Quickness, power, endurance...thease statics in one creature!

Fortress:

Rune Patriarch: Their nice Crossfire ability is quite incalculable, because it's not quite easy to describe, how it works. It is definately needed to attack enemy creatures, who are standing near each other. At that case, the Rune Patriarch is able to hit two, three or even four enemy stacks. They are especially effective at the baginning of a battle against a hero, who has much units. Baricading the patriarchs would be a godd tactic here, if we risk, because of opponents with multi attack.

Flame Lord and Thunder Thane: My favourite multi attack creatures is the Thunder Thane, because I can usetheir ability the best. Imagine a combat: It is the start of the battle. The Thunder Thane is standing in the edge of the battlefield. Bacause their initiative they are able to attack that enemy creature, who is (or are) standing opposite to them quite quickly. Use the Battle Rage Rune on the Thunder Thane and attack the creature: if you have a small amount of luck, they will hit almost every creature in row...perhaps twice or even three times. The main problem will be after that, almost every enemy unit will attack the Thunder Thane and they will die as well. Flame Lords have a nice ability, too (Flamewave), which cann attack more creaures in a radius. Damage can be high, but since it is bid to chance, this ability does not trigger quite often. It is adviced to hit with them enemy units in the middle of the battlefield, because a triggering Flamewave can cause damages from more enemy creatures and not from friendly ones. Overall, I like thease Thanes the best!

Magma Dragon and Lave Dragon: Again, thease dragons have the -now boring- ability, to hit two creatures with Fire Breath. A better tactical use has the Lave Dragon, because it can create fire on the battlefield, where the enemy units may walk through. Nothing to say much more, thease dragons are pretty similar to Black/Red and Emerald/Crystal Dragons, except the abilities (especially the Fly), of course.

Stronghold:

Pao Kai: The gigantic Pao Kais are I think the best choice for level 6 unit in Stronghold. They have many good abilities like eating corpses, flying, blind-immunity, but the best of course is the Lightning Breath. Through this ability, the Pao Kai is able to hit even four creatures at the same time, who are standing in front of the Pao Kai and near to each other. They deal quite a lot of damages, so a multi-attack can bring our troops to the leader position. Their high initiative allows them to make such attack more often, because during that time, the enemy stacks may not move far from each other. HPs is definately enough, but he attack and the defense could have been more...

Untamed Cyclops: Well, yes...thease beasts know really what strengh means, but sadly, they can't decide between friendly and enemy stacks before a hit during a battle. The Crushing Blow crushes every single unit, that is stanging around (4 tiles) the Untamed Cyclops. The enemy can can really use the cyclops' ability for itself: just walking towards the cyclops, if there are many friendly stack around them, hit the cyclops once right and the result is, that creatures will fall from the enemy stack, but (perhaps) more from our troops. As an animal hunter would describe the Untamed Cyclops: "Extremely damgerous...even for his friends!" Of couse, thay are more useful during a siege, since they are able to beat down walls and towers. If you fight against a castle and you have Untamed Cyclopses, you better destroy the walls...at least at the beginning of the combat. High attack, high damage, high HP...nothing more to say here.

Bloodeyed Cyclops: Again, we have here a creature, that has an attack like Fire Breath, but this time, we would call this ability "Laser Eye". It's even better, that Bloodeyed Cyclopses have this extra skill, because their damage and attack points are way too low according to other level 7 creaturs. But I wouldn't say a word, if thease cyclopses would decrease the luck of not just the first attacked opponent but the one, who is stanging behind that enemy creature. But since this is missing, I don't say, thease creatures are strong, but definately safer than Untamed Cyclopses.


My TOP 3: 1. Thunder Thane
         2. Rakshasa Kshatra
         3. Firehound  

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted April 20, 2008 12:22 PM

There are so many contenders... IMO regarding their tier Firehounds have the best potential for damage. Using them might be a little suicidal but it's probable that they will hit first and fast and cause heavy casualties depending on their numbers and luck.

(A Dark Magic user could cast Vampirism on them since there is No Retaliation they might compensate their losses if they don't get completely slaughtered).

It's been pointed above, their efficiency depends on the situation on the battlefield. Still when it works, it hurts (a lot).
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted April 20, 2008 04:11 PM

I don't have TotE (shame on me)

But I of all the other I prefer the Hydra

My top three: (according to special name)

1) Six-headed attack
2) Spraying attack
3) Firebreath

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 20, 2008 04:25 PM

@Golemcrafter

Archliches are not affected by confusion spell as for destructive spells they are the least thing you have to fear. More often than not they get blocked on first turn.

Banshees are actually ineffective against morale-boosted enemies. The more they have the least damage from wail, as for

Sprite and Dryad are in the top of level 1 creatures. And if the enemy does not focus on them he'll wish he had.

Otherwise good post.
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