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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Why i can't defeat dungeon.
Thread: Why i can't defeat dungeon.
vulcancolak
vulcancolak


Known Hero
posted August 13, 2015 05:15 AM

Why i can't defeat dungeon.

First of all i'm a dungeon player and i've too many wins against my friends with dungeon but nowadays i've started to play inferno. Reason is, i've started to think dungeon is overpowered

Here is the same. In the last game i've beaten against hard computer. When computer attacked my town he had 6 hydras, 50+ blood furies, 50-60 assassins and 8 minatour taskmasters. Army difficulty was moderate and i've lost against the computer. My hero has level 17 and computer killed my 4 devil instantly (with 870 damage) then his armageddon ruined my whole army.

I was played with haven, necropolis, fortress, academy, and inferno in the ffa games against hard computers and it's the first time dungeon computer attacked me and it's the first time i've beaten against the dungeon.

How can we counter dungeon?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 13, 2015 10:54 AM

Dungeon is a faction geared towards long battles of attrition, while the Warlock blasts you with their powerful Destructive spells, not to mention Assassin/Stalker poison.

Obviously, you need to take out the Warlock's army before the hero can act too often. as most dungeon stacks have low hp and Warlocks have one of the WORST defense stats in the game, it's easy enough. You must focus on killing as many units as possible as soon as possible. Target the dragons and hydrae early because they are the only units able withstand multiple hits. then go after furies, assassins and riders. kill the matriarchs and minotaurs last; they're slow and easy to kill.

Sylvan: destructive sets can imbue + rain of arrows disruptive lightning or cold death ice bolts, light sets with swift mind can cast Mass Haste at the start of the turn. attack + tactics ensures your units reach the other end of the battlefield, so they can kill the furies.

Inferno: Ensure your stack of familiars is as large as possible (never deploy them when you creep ranged units). Attack and tactics (+ power of speed?) is brutal. use firehounds, pit lords and succubus mistresses. Alastor and Jezebel get nods: alastor can learn counterspell early, Jezebel is geared towards using Distract, both of which ruin a Warlock's day once the Matriarch stack is killed off. Marbas's increased chance to resist spells is also useful, though very rng dependent. mass slow helps a lot, meaning their hydras and minotaurs will NEVER act.

Haven: no real advantages, but imperial griffins during the dive are IMMUNE to armaggeddon. you need to be very aggressive against Dungeon units, leadership + empathy/divine guidance is a must.

Fortress: use units with Fire immunity as they take less damage from fireball and armaggeddon. Rune of magic control is also potent, stockpile enough mercury so you can use it. if you have rune of charge, it's easy to charge and destroy, if not, spread out so take less from the Warlock's AoE spells. use rune patriarchs if your runemage has destructive magic. usually, you'll be able to survive long enough for the Warlock to run out of mana.  

Stronghold: SHATTER DESTRUCTIVE + LUCK OF THE BARBARIAN to reduce damage as much as possible. Haggash and Kargh can destroy the fury stack before it can even more. Watch out for assassins and stalkers, as poison wears down your rage points.  

Necropolis: Swift Mind will ensure you can open the battle with either mass slow or a summoned phoenix. use MOTN on the stack the warlock loves to target (usually, these are either the vampires or the ghosts), and keep on raising your troops until the Warlock runs out of mana. The rest is herstory.

Academy: use magnetic golems. elemental gargoyles must be placed within the warlocks ranks so his units take more damage from armaggeddon (though keep them AWAY from your units). obsidian gargoyles are usually able to endure until the Warlock runs out of mana. Archmage's fireball can hit invisible units if you can remember where they are.

all in all, it can be done. especially against the AI.
____________
Coincidence? I think not!!!!

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vulcancolak
vulcancolak


Known Hero
posted August 13, 2015 02:16 PM

This is absolutely mini guide and it's amazing. Thank you for your advices.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 13, 2015 07:04 PM

vulcancolak said:

How can we counter dungeon?


What map, difficulty and starting faction?

Dungeon's main weaknesses are low defense growth on dungeon heroes, low chance to learn defense skill, lack of superhero, moderate initiative on the key dungeon stacks and low unit growth.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 15, 2015 01:03 AM
Edited by zaio-baio at 01:32, 15 Aug 2015.

Lexxan said:
not to mention Assassin/Stalker poison.

Better dont mention it, Assassin/Stalkers come in low numbers and die from 1 hit.
Lexxan said:
Target the dragons and hydrae early because they are the only units able withstand multiple hits. then go after furies, assassins and riders. kill the matriarchs and minotaurs last; they're slow and easy to kill.


Better is to kill the grim riders right away, else you might lose a stack.
Lexxan said:
Sylvan: destructive sets can imbue + rain of arrows disruptive lightning or cold death ice bolts,

Which is pathetic, warlock will simply meteor shower you stacks and the high druids will die. Then your spell power will disappear.
Lexxan said:
attack + tactics ensures your units reach the other end of the battlefield, so they can kill the furies.

Just make the warlock promise not to pick tactics. That obsession with furies is bothersome.

Lexxan said:
Inferno:use firehounds, pit lords and succubus mistresses.

I would rather stick to succubus seducers and pit spawns. Seducers work quite well vs those high attack low defence warlocks and the pit spawns have 50% magic proof as well as better stats.
Lexxan said:
Alastor and Jezebel get nods: alastor can learn counterspell early, Jezebel is geared towards using Distract, both of which ruin a Warlock's day once the Matriarch stack is killed off.

Deleb and Grok are about 1024% better.
Lexxan said:
mass slow helps a lot, meaning their hydras and minotaurs will NEVER act.

Yet mass haste is way better.
Lexxan said:
Haven: no real advantages

Not quite the case lategame. On richer maps haven can remove all warlock units on 1st turn. 2 stacks of 2x growth champions will kill 2-4 warlock stacks, angels will cripple or kill 1 stack, imperial griffins will kill a low lvl stack and you better cast confusion on the crossbows.
Lexxan said:
leadership + empathy/divine guidance is a must.

Not at all. Fast creeping is a must. Also warpath on larger maps.

Lexxan said:
Fortress: Rune of magic control is also potent, stockpile enough mercury so you can use it.

Rune of magic control ? I think you mean rune of elemental immunity.

Lexxan said:
Stronghold: SHATTER DESTRUCTIVE + LUCK OF THE BARBARIAN to reduce damage as much as possible.

Rather shatter dark as destructive magic is not of a problem anyways. Luck of the barbarian is bugged and gives only 5% magic proof no matter now much luck you have. Dont bother picking it.
Lexxan said:
Haggash and Kargh can destroy the fury stack before it can even more.

Like the fury stack is the main threat Their growth is pathetic + black dragons and grim riders are the best stacks to kill on turn 1.
Lexxan said:
Watch out for assassins and stalkers, as poison wears down your rage points.

That poison rarely matters. Usually the orks smash the warlock units so hard that the battle doesnt last for more then 1-2 turns. Unless some dark magic is involved.  

Lexxan said:
Necropolis: Swift Mind will ensure you can open the battle with either mass slow or a summoned phoenix.

Just dont open with summoned phoenix. Mass spells/puppet master/frenzy are way better to start the battle with. Besides 1k dmg meteor shower may kill the phoenix too

Lexxan said:
Academy: use magnetic golems. elemental gargoyles must be placed within the warlocks ranks so his units take more damage from armaggeddon (though keep them AWAY from your units).

Magnetics are good but those elemental gargoyles may make the academy  player very sad.

Lexxan said:
all in all, it can be done. especially against the AI.

And especially late game, where dungeon is one of the worst towns.

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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted August 26, 2015 02:40 PM

For Sylvan vs Dungeon, you are probably better off going luck/defense. Aim for Elven Luck (Rain of Arrows, Soldier's Luck, Magic Resistance - Elven Luck increases lucky hits by 25% damage) and Expert Defense with Protection. Anwen and Gilraen start with Protection. You could also get Magic Resistance but Magic Resistance blocks Elven Luck.

Get emerald dragons for earth magic immunity and split druids into 2 stacks (put them on both corners of the field to prevent both being killed by aoe spells) if you want to play it with Destructive Magic.

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We will stand and fight (Fight... Fight...)

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zmudziak22
zmudziak22


Famous Hero
posted August 27, 2015 12:12 AM

Also Trees are best tanks in H5. They are beet to protect Hunters and Druids. Warlock lack of Defense and his Spells will fast drain his mana.

Dwarves are great. They have powerful runes, defense and good ultimate perk. Thanes, Dragons and Rune Patriachs are beet. Dragons will survive Armageddon, they can't be mind controlled. Thanes are tough and theit chain lighting attack will wipeout much of Warlock Army.

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