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Heroes Community > Summoners Academy > Thread: Primary attacks
Thread: Primary attacks

Supreme Hero
Tutto possibile
posted July 09, 2017 05:17 PM bonus applied by Galaad on 17 Aug 2017.
Edited by AlHazin at 19:58, 21 Aug 2017.

Primary attacks

Many players still ask today, what are the best primary attacks to employ for your units.

While all attacks are different and offer different attack systems and passive bonusi, there are
some that are a safe value and tend to often come back within players' sets of creatures.

- Soldier:

Attacks an enemy target to inflict normal damage.

Passive: +5 % to all attributes.

The standard primary attack. Deals normal damage, but its main usefulness is its passive bonus of +5 % to all of the creature's attributes -except mana- which buffs your creature overall. If you are unsure which book to apply to a creature, simply go for this one.

- Defender:

Attacks a unique enemy foe inflicting reduced damage. Wielding a critical hit converts 20 % of the damage inflicted into HP.

Passive: +10 % DEF and the ennemies are more keen on targeting this creature.

Defender is like the name implies the attack that defends more than it attacks, the one of the Treant, the Stegosaurus, the Swamp Monster. It's an attack that fits creatures with high HP and a high defence stat. Moreover, this attack is a good to go for the creatures that have a special, dealing damage based on their defence stat, those that have on the special's description does x % of DEF damage, those creatures have usually a high defence and a decent amount of hit points, which allow them to recieve more damage as they will be attacked more often to prevent other more fragile creatures in the party to take those hits.

- Scholar:

Attacks a whole row inflicting reduced damage. Inflicts +30 % of critical damage to small creatures.

Passive: +15 % of PWR.

Very popular among the players, as most creatures have their specials dealing damage based on their power stat rather than attack, defence or even luck, this one is good for most creatures. While there is nothing exceptional with the attack itself, its passive funtion gives you a crucial boost of 15 % of power, which on a power based creature (a creature which special deals power damage) is critical. A vampire, a Lich, an Elemental or sometimes a Giant with this book is generally a good idea.

- Bard:

Attacks an enemy target inflicting reduced damage and generating a ball of mana.

Passive: +10 % LUK.

This one is very interesting. The bard attack goes first of all to the creatures with a LUK based attack (those which special deals damage base on the luck stat) to increase the amount of damage dealt. That aside, it has a major role due to the luck stat itself. Luck determines indeed whether a creature will deal a certain debuff as well as resist a debuff applied to itself. As an example, a blue medusa has 60 % chance to deal a poisoning, depending on its own luck, as well as its oponent's, the poisoning will trigger or not. Same goes for burns, silences, and more importantly, stuns.
As you have understood it, it is crucial to use this tome on your silencers, your stunners and debuffers and depending on the situation creatures that you would like to successfully resist a stun or a silence, as well as any other debuff, like a healer or a resurrector that could then cleanse your stunned creatures and thus nullifying the enemy's stun/silence/debuff/DoT strategy.
Luck remains a very delicate aspect to rely on, basing a whole strategy on it is of course not advised, but maxing it is often the way to go, with this tome along with totems of course.

- Ranger:

Attacks a unique enemy target inflicting normal damage. Inflicts +20 % of damage when atacking a flying creature.

Passive: +10 % to ATK.

This attack does the reverse of the Cavalier's attack listed below, it lets your creature deal more damage when attacking a flying foe. More importantly, it gives a +10 % boost to the creature's attack stat, which on a creature's special based on ATK damage, with a high attack stat, is the way to go (Bee Matador, Megalodon).
Note that this attack doesn't specifically suit the ranged creatures: a pinguin would be better with a Bard tome for example.

- Assassin:

Attacks a unique enemy target inflicting normal damage. Inflicts +10 % of critical damage to the targets which have yellow HP and +40 % of critical damage to the creatures of which HP are red.

Passive: Enemies are less likely to target this creature.

Assassin's main interesting is its acting as a reverse of the defender in the sense that the creature is less likely to get attacked by the enemy creatures, as well as the reverse of the Berserker attack below that depends on the creature's own HP rather than on the enemy's. Supposedly useful to resurrectors (Troglodyte, Hunchman, Unicorn) as they are usually fragile compared to other creatures. It's a tome that is rarely used in my exeprience.

- Hunter:

Attacks a unique enemy target to inflict normal damage to it. Inflicts +30 % of damage if the target is a large creature or a boss.

Passive: +5 % ATK, +5 % LUK.

Might be useful for creatures defending dungeons, as attackers all use large or boss creatures, except some cases of medium and even smalle ones (Ornithopter), but this remains very rare.

- Sorcerer:

Attacks an enemy target to inflict normal damage. Inflicts +30 % of critical damage if the target is under an effect of status.

Passive: +5 % HP, +5 % PWR.

Which basically means that the attack deals more damage to a creature that is debuffed, works well with creatures that apply debuffs to the enemy (burns, poison... etc).

- Cavalier:

Attacks a unique enemy target to inflict nomal damage. Inflicts 25 % moere damage to non-flying creatures.

Pasive: +5% of PWR, +5 % of ATK.

Cavalier as stated above does the reverse of the ranger's attack, it deals more damage to ground creatures.

- Mage:

Attacks an enemy target and the adjacent targets to inflict reduced damage.

Passive: +10 % of PWR.

If you run out of scholar tomes, this one can act as a temporary replacement. Switch to the better scholar as soon as you can though.

- Healer:

Attacks an enemy target inflicting reduced damage. Wielding a critical hit heals all the members of the group of 2 % of their max HP.

Passive: +5 % of DEF, +5 % of PWR.

Usually what healers come originally with. 2 % remains weak though.

- Mystic:

Attacks a unique enemy target to inflict normal damage. +30 % of critical damage if all the aptitudes are completely charged at the moment of the attack.

Passive: +20 % of mana from each ball of mana launched.

Now now now. Mystic is very interesting, depending on situations.
The attack in itself is a bit complicated, as you may read, but what we note most importantly is again its passive bonus which is +20 % of mana of each mana ball produced at the creature's attack (its own combo dots remaining before it acts, the one of its color in the other creatures, the one that come out of a creature at a critical hit). It's an attack, depending on your strategy, that you will want on your creatures that need to activate their special often and early in battles, usually your healers/rezzers.
Recently, with the new "2 waves" dungeon set, this attack has regained popularity, as it allows, by killing a first creature on wave one with a critical hit, and cunsuming enough combo dots, to give enough mana to a team's nuker to directly activate and unleash its special on wave 2, thus securing the team from the main danger. This strategy can be countered by putting a creature that will resist a one-shot death. Likely unit to have it: healers, rezzers, nukers on certain conditions.

- Berserker:

Attacks a random enemy target inflicting reduced damage. The inflicted damage is increased if the that creatures has yellow HP, and is moreover in case of a creature with red HP.

Passive: +1 to combo multiplyer when a combo is activated.

+1 to combo is always good to have. The problem with this attack is that it is random, and we don't like what is random.

- Hitter:

Attacks an enemy target twice inflicting reduced damage at each hit.

Passive: +5 % chance to inflict critical damage.

Very useful to a kangaroo to one-shot kill a siren on round one.

- Grunt (Grumble):

Attacks a unique enemy target inflicting increased damage.

Passive: +10 % of HP.

The Grumble is a kickbutt attack. Deals good damage. Has a good +10 % to HP, which on a Giant can be annoying for your opponents to defeat. Looks like the soldier, being very simple, you will want to use it on any creature that hits hard, as well as the one you want to survive the longest possible (like the Phoenix ^^).


As you can see, every attack will offer good sides and drawbacks, we also notice that some attacks -soldier, scholar, defender, ranger, bard- will often be chosed more than the others, as they tend to be simpler but also more efficient, suiting almost every creature and offering better fighting management.

As an aside, tomes can be found mostly on the two colours quests, divided into 3 groups of 5 tomes, at lower levels of course as higher ones would give higher tome that are of no use to change a creature primary attack.

Note that changing a creature tome won't change the tomes needed for its upgrade, a Kobold will always require a Assassin tome to upgrade, even if you switch it with a ranger tome.

Tomes required to change attacks depend on the creature level: 2 for smalls, 4 for mediums, 6 for larges and 8 for bosses.

Prefer: soldier, scholar, mystic, defender, ranger, grumble, bard.
Debatable: mage, cavalier, hunter, assassin.
Avoid: healer, cavalier, sorceror .
"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur

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Tavern Dweller
posted August 02, 2017 10:38 PM

based on the update in this page:

is not right to use the right tome based on the creature ability ?

Example : Pegasus: Made ability DEF-based  --> Defence tome


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Supreme Hero
Tutto possibile
posted August 02, 2017 11:06 PM
Edited by AlHazin at 19:39, 17 Aug 2017.

Yes it is, of course. But some cases might require other choices.

For example you sometimes will prefer using the bard tome for your stunners and silencers, so that their ability is not resisted. You will use mystic tome for those you need to charge their mana fast, use assassin to avoid your unit getting attacked too often... etc.

It depends, but usually, if the ability says for example Lich does 400% PWR damage, it's common sense to give it scholar tome to have more power.
"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur

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Famous Hero
posted August 02, 2017 11:12 PM

All my creatures are Soldiers spare for Siren.

I really like the + all atributes too much to let this slip. The normal attacks also kill enemies faster.

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Hero of Order
posted August 21, 2017 01:52 PM

Very good overview!

I generally stay away from Scholar because it is bad for both dungeon and tower at the moment. In dungeon since it weakenes the primary attack too much. You want your primary attacks to kill even before you have your specials ready. In tower it makes it harder to get color counter points.

I use assassin on Unicorn, and it works very much as intended. With this tome the creature will almost never get attacked except by AoE and counter colors. Unless most of your other creatures are dead, of course.

Many times I use tomes to mitigate weaknesses in creatures rather than enhance their strengths. For instance Bard tome on creatures with a special that is too often resisted. Or Grunt (grumble in the list above) tome on creatures that have low health. These creatures often have high power as well, so it has the added effect of making their primary attack even more powerful.

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Supreme Hero
Tutto possibile
posted August 21, 2017 02:05 PM
Edited by AlHazin at 20:01, 21 Aug 2017.

Yeah I didn't know how to name the Grunt attack, will edit that in a while

It is of course a strategy to counter creatures weaknesses (and it is indeed often advised to do so too) the thing is it's actually a choice. Variety makes that creatures are good at things and bad at others, and some will choose to deepen that logic, while others like you will try to rebalance them.

I can't tell you which one is better honestly, that would make a good topic to debate.
"The Erwin is out there as they say once in a while lol" - Verriker.
A felt change of consciousness - Markkur

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