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That is if you overlook the Champion's economic power and the experience boost. The extra mana itself is not what makes the Wizard King great, but rather the casting points. In the long run one is better equipped for defense, the other better for offense. The champion is better for beginners due to the passive multipliers.
It isn't particularly easy to force a direct comparison with just a few maps played, because every time I swapped character I was playing a different scenario, but at no point I ever felt like one of the two was severely lacking compared to the other.
then a Wizard King is a big help cos you struggle for casting points.
If you have gone heavily into magic, do not underestimate the champ bonuses.
Better stability at home leads to more useful bonuses than mana,
especially if you're swimming in it arguably?
Champions can get better armies and cities faster, which helps in the early game and can prevent a Wizard King ever getting going, but once you get to the point of 18-aside battles the Wizard King gets a major edge.
But yeah, i guess champion has easier time with cities and vassals and such...
If that’s correct it can give champions a decent boost in 1vs1 fights.
Do not worry. It is incorrect.
https://steamcommunity.com/app/1669000/discussions/0/5294588689497647123/?tscn=1684055111
A tad simplified, but close enough.
Truth is, champions can catch up with the casting points, if played properly and have the advantage with superior units. Wizard King is really better in the long run when it comes to combat. But until it reaches that point it shines only with Overchannel at the beginning.
when casting a race transformation spell with a WK Leader, you can choose whether or not the spell is supposed to apply to the leader as well or not.
You can't do that with the Champion. It always applies to him
But really the more I play the more I think Champion does win out with it's better trade income, relations and other things. Combat casting points become a non issue after a while especially if you have affinities that give you gimmick casting point generation during combat, or if you abuse something like Mystic Spellbreaker unit's add 10 casting points 2 turn cooldown ability.
Where the Wizard King shines is pouring out strategic map spells and summoning unit's on the fly. Or just getting started early game with a large mana reservoir from turn 5ish when a champ would be struggling. A Champion isn't going to be able to churn out stacks of summons every turn like candy especially high quality stacks. A Wizard King with their 25ish-100 Extra Casting points will. Overcast is handy for alpha strikes with magic, multi tasking or setting up summon buffers on turn 2 to to soak some damage (like summoning vines).
...Also the clothes.
My rule of thumb is any character that's going to be focused on diplomacy, being nice or doesn't require heaving casting or mana upkeep becomes a champion. Any character that doesn't care about playing nice, won't benefit from more relations or gold income becomes a Wizard King. Did I mention the Wizard King wardrobe I don't think I did.