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I'll have an army with an Orc Shaman, Nature Elemental, and Direwolf; this lets me summon spiders and wolves that die and buff the Nature Elemental(s).
I'll have an army with slave War Trolls or Brutes, whom can get the Encourage orc skill (refill action points of a slave). They can then self-Encourage and attack as many times in a turn as their focus allows. You can get infinite damage from this in some situations (i.e. Wild Magic enchantment reduces ability costs to 0, meaning infinite actions).
There's the overpowered combo of Ethereal units (Wisps, Phantom Warriors, Phantom Spiders, etc) with an Earth Shaper or Pyromancer for 100% physical and/or elemental resistances.
I've recently acquired some Purity Inquisitors and Corrupted Elders too. (Not sure what synergies they provide yet)
If you want to stick to one race it is Dwarves IMO. All of their units have the gold affinity level up which is 2G a turn. They all have at least 20% base elemental resist.
Earth Shapers start with 50% physical resist as well and they can also learn a spell that is 50% physical resist that stacks. I would not call them the best healer (Goblin Shaman by far), but they are probably the best unit that can heal.
Pyromancers start with Flame Armor, a buff that gives 100% Elemental resist and adds burning to all attacks. They also have an elemental resistance mass debuff. They can also learn the Earth Armor spell. Their level 15 promotion can be +10 Elemental Damage, stacked with a rune you can get them to like 56 max damage per attack. They are sold at Windholme with enough faction but you can also upgrade the Dwarf Barracks you get from Windholme revered with a room that allows recruiting them and adds some nice buffs to all your dwarves. Dwarf Barracks are better than the other faction unit rooms IMO, including Human and Kennels.
Mole Riders are a poor man's Keepers, but T2 not T3. They can get charge as a promotion option and also Total Awareness.
Flaming Construct you can buy from Windholme at Revered and is great paired with a life leech run which if you are Artificer is easy to make.
I think their T1 infantry is nothing special. Sentries, the T1 ranged, also not great. Their workers are nice though in that they have a ranged attack as well.
Dwarves are pretty nasty and can build large armies due to gold affinity. The biggest downside to them imo is that their T1 infantry is terrible, and it takes a while to hire a large number of ragehammers.
Humans are probably the most powerful, but have the most expensive upkeep. T2 soldiers are a solid unit that can last well into the endgame. Keepers are a powerful cav unit that can be unlocked very early in the game. Alchemist, Mentalist, Paladins, Priests of Tiara.
Orcs are capable of zerging, assuming you don't go for an all orc army. Their ability to enslave is what makes them great.
Comparing a single stack, I think Human>Dwarf>Orc. But when it comes to comparing the upkeep costs, You can probably get 2 Dwarf stacks for every 1 Human stack, and 2 Orc stacks for every 1 Dwarf stack.
Late-game, if you can afford an army of war trolls, then yeah, as was said above, they're great in autocombat + orcs have great commander perks (+2 dmg to everyone for every orc in the army who learned orc officer perk or whatever it's called).
Though, it's a pity that we can't hire them easily.
Some demons even have 100% elemental resistance.
Though, this will probably change tomorrow with the patch.