Best level 7 unit
- Metathron
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Best level 7 unit
This one doesn't seem to be that transparent...
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
Voted for Magma Dragons. Those are incredibly hard to bring down, not to mention that you receive 40% (!) of the damage you inflict upon them. And with Runes they become killing machines.
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
- Lord Lakely
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I agree with Asheera. Magmas are by far the strongest recruitable unit (expect ofr the Phoenix) in the game.
I'd also like to mention the Cylcops which is another big threat. I usually fear Cyclopses more than I fear Black Dragons for example.
Titans and Black Draogns are only a shade of what they were used to be, in power.
Devils are very Powerfull, but Susceptible to Dark (Weakness!!!!)
Archangels are bland (as for the Sphere when you play with them), but still a good mix of sturdyness and attack force. Small Initiative Boost would be wonderfull
Green Dragons are exellent Chargers, but fall easily as the enemis will target them rather than other attack troops, like Dryads and Dancers
Spectral Dragons are jokes. Horror Dragosn are a real Apin if they're able to reach the enemy. Unfortunately they usually don't. Vampirism + Horro Dragons is a terrifying combo though (ask Elvin)
So I say (with personal preference)
1) Fire Dragon (Prefer Magma Dragon)
2) Cyclops (Prefer Untames Cyclops)
3) Green Dragon (Prefer Crystal Dragon)
4) Shadow Dragon (prefer Black Dragon)
5) Titan (Prefer Strom Titan)
6) Angel (Prefer Seraph)
7) Devil (Prefer Archdevil)
8) Bone Dragon (Prefer Horror Dragon)
I'd also like to mention the Cylcops which is another big threat. I usually fear Cyclopses more than I fear Black Dragons for example.
Titans and Black Draogns are only a shade of what they were used to be, in power.
Devils are very Powerfull, but Susceptible to Dark (Weakness!!!!)
Archangels are bland (as for the Sphere when you play with them), but still a good mix of sturdyness and attack force. Small Initiative Boost would be wonderfull
Green Dragons are exellent Chargers, but fall easily as the enemis will target them rather than other attack troops, like Dryads and Dancers
Spectral Dragons are jokes. Horror Dragosn are a real Apin if they're able to reach the enemy. Unfortunately they usually don't. Vampirism + Horro Dragons is a terrifying combo though (ask Elvin)
So I say (with personal preference)
1) Fire Dragon (Prefer Magma Dragon)
2) Cyclops (Prefer Untames Cyclops)
3) Green Dragon (Prefer Crystal Dragon)
4) Shadow Dragon (prefer Black Dragon)
5) Titan (Prefer Strom Titan)
6) Angel (Prefer Seraph)
7) Devil (Prefer Archdevil)
8) Bone Dragon (Prefer Horror Dragon)
OH MY GOD !!!!
- Metathron
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40% huh? That is high. But I don't think it's fair their shield does so much damage when the Lava Dragon's specialty is so poor in comparison.
But large creature coupled with non-flight makes them very clumsy and often difficult to maneuver.
But large creature coupled with non-flight makes them very clumsy and often difficult to maneuver.
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
So Paladins, Grim Raiders, etc, are so difficult to maneuver?Metathron wrote:But large creature coupled with non-flight makes them very clumsy and often difficult to maneuver.
![:P :P](/forums/images/smilies/p.gif)
No matter how powerful one becomes, there is always someone stronger. That's why I'm in a constant pursuit of power, so I can be prepared when an enemy tries to take advantage of me.
Top three in Lexxan's list but uncertain of which would come first, each serves best its line up. Magmas have insane staying power and potential with the runes but are slow while crystals can devastate half an army before you lift a finger even if they fall faster. Cyclopes are insanely resilient with good special and ranged that will occasionally come in handy but a first turn charge can catch them with their pants err rage down. Between magmas and cyclopes I'd probably go with the former not just because it can be more devastating in a battle but because it does not share its dark vulnerability.
But I prefer the role a crystal or emerald plays in a battle. Even if it would lose in 1v1 battle you can depend on it to mess the opponent's plans, especially with an initiative trick. Some morale, some haste, avenger and it could be out of control before you weaken it enough.
But I prefer the role a crystal or emerald plays in a battle. Even if it would lose in 1v1 battle you can depend on it to mess the opponent's plans, especially with an initiative trick. Some morale, some haste, avenger and it could be out of control before you weaken it enough.
I, for one, am dying to find out what colour they paint Michael's toenails.
- Metathron
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- Metathron
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I'm sure you know what I mean. Fast units like the ones you mention have less of a chance of being distracted by something like warding arrow or obstructed by blade barrier.Asheera wrote:So Paladins, Grim Raiders, etc, are so difficult to maneuver?Metathron wrote:But large creature coupled with non-flight makes them very clumsy and often difficult to maneuver.(and you can use Rune of Charge to compensate for the Magma's lower Speed)
Jesus saves, Allah forgives, Cthulhu thinks you'd make a nice sandwich.
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- blizzardboy
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I like Archangels, good mix of speed and damage, durable and flying... the ability to resurrect is always a plus. Not so big on Seraphs though.
Yes! Dragon Golems were one of the most fearsome lvl 4s in HIV - first strike AND negate first strike were a killer combo.blizzardboy wrote:Dragon Golems... oh how I miss you.
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This is a difficult one, lets go through the list.
Magma Dragon / Lava Dragon: They have fire shielding (the magma one anyway) and immunity to Armageddon, if you have a hero built for that it's good, but they can't be revived except by runes, and they're VERY slow for a tier 7 creature, which makes them less useful.
Spectral Dragon / Ghost Dragon: You may get more of them, but they're still weaker. On the other hand they do have good mobility, which lets them get in to attack right away. Can fly, which is a plus.
Emerald Dragon / Crystal Dragon: They're a tough hitter certainly, and have splash damage, which can be good and bad. Plus they're quick enough to get in and attack right away. Not a bad creature at all. Can fly, which is a plus.
Black Dragon / Red Dragon: The black dragon is immune to all magic, which in my opinion is more often a curse then a blessing. The red dragon on the other hand has a MUCH lower attack, by 10 whole points. Both are fast enough to get in and attack right away however. Can fly, which is plus.
Titan / Storm Titan: I've had nightmares in Markal's campaign going up wizards with these who are smart enough to hide the titans behind a wall of obstacles and hard hitting meat shields. Used properly these guys can be VERY deadly, and longer lasting then your other tier 7 units, though that does cost a lot of units, but it keeps the important ones alive. Used incorrectly, and they can become a below average tier 7 unit without the ability to throw more then one long range attack. Also, long range attack only do half damage till the unit is closer, which makes them a bit less useful if your enemy has no need/desire to charge at you. On the other hand, they are immune to mind control, which prevents them from being turned against you, unlike most tier 7 units.
Archdevil / Archdemon: These tend to be pretty average units, though they CAN teleport, which is a big plus, but they're still average.
Archangel / Seraph: Two very different units. Archangels can revive your own unit, and have a 100% consistent attack, which makes it immune to weakness. And they can fly. Seraph's have more damage variables, but can become much tougher hitters with divine strength. On the other hand, that forces you to spend a turn casting divine strength, instead of something else, and leaves you open to weakness.
Untamed Cyclops / Bloodeyed Cyclops: Two very good hitters that can hit multiple targets at once. You can either reduce luck or have a chance of taking away all initiative from the target. Plus they have blood rage in the hands of a barbarian, taking only 30% of the damage they actually receive. On the other hand that blood rage comes at the cost of not being able to revive them through resurrect or vampirism (and no, first aid tent isn't worth mentioning here). Also their speed isn't the best, but they often can hit right away if you have the right speed modifiers/skills. They can also sacrifice goblins for a long range attack if they're sitting behind a wall or something.
So... I'd have to go with the Bloodeyed Cyclops, narrowly. They just kick butt in the hands of a barbarian, and their -3 luck also rocks Angels and Titans were close to getting my vote though.
Magma Dragon / Lava Dragon: They have fire shielding (the magma one anyway) and immunity to Armageddon, if you have a hero built for that it's good, but they can't be revived except by runes, and they're VERY slow for a tier 7 creature, which makes them less useful.
Spectral Dragon / Ghost Dragon: You may get more of them, but they're still weaker. On the other hand they do have good mobility, which lets them get in to attack right away. Can fly, which is a plus.
Emerald Dragon / Crystal Dragon: They're a tough hitter certainly, and have splash damage, which can be good and bad. Plus they're quick enough to get in and attack right away. Not a bad creature at all. Can fly, which is a plus.
Black Dragon / Red Dragon: The black dragon is immune to all magic, which in my opinion is more often a curse then a blessing. The red dragon on the other hand has a MUCH lower attack, by 10 whole points. Both are fast enough to get in and attack right away however. Can fly, which is plus.
Titan / Storm Titan: I've had nightmares in Markal's campaign going up wizards with these who are smart enough to hide the titans behind a wall of obstacles and hard hitting meat shields. Used properly these guys can be VERY deadly, and longer lasting then your other tier 7 units, though that does cost a lot of units, but it keeps the important ones alive. Used incorrectly, and they can become a below average tier 7 unit without the ability to throw more then one long range attack. Also, long range attack only do half damage till the unit is closer, which makes them a bit less useful if your enemy has no need/desire to charge at you. On the other hand, they are immune to mind control, which prevents them from being turned against you, unlike most tier 7 units.
Archdevil / Archdemon: These tend to be pretty average units, though they CAN teleport, which is a big plus, but they're still average.
Archangel / Seraph: Two very different units. Archangels can revive your own unit, and have a 100% consistent attack, which makes it immune to weakness. And they can fly. Seraph's have more damage variables, but can become much tougher hitters with divine strength. On the other hand, that forces you to spend a turn casting divine strength, instead of something else, and leaves you open to weakness.
Untamed Cyclops / Bloodeyed Cyclops: Two very good hitters that can hit multiple targets at once. You can either reduce luck or have a chance of taking away all initiative from the target. Plus they have blood rage in the hands of a barbarian, taking only 30% of the damage they actually receive. On the other hand that blood rage comes at the cost of not being able to revive them through resurrect or vampirism (and no, first aid tent isn't worth mentioning here). Also their speed isn't the best, but they often can hit right away if you have the right speed modifiers/skills. They can also sacrifice goblins for a long range attack if they're sitting behind a wall or something.
So... I'd have to go with the Bloodeyed Cyclops, narrowly. They just kick butt in the hands of a barbarian, and their -3 luck also rocks Angels and Titans were close to getting my vote though.
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