Totally Accurate Battle Simulator

Totally Accurate Battle Simulator

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Mathbrush Aug 10, 2021 @ 1:20pm
My tier list for units in each faction
Part !:

I enjoy trying to beat the campaigns using only units from one faction at a time. Here I'll be ranking each unit in its own faction. S tier only applies to units that can win many battles alone and which will make almost any strategy better.

Tribal
This faction is bad at dealing with far-away mages and ranged units, but makes up for it with swarming. They have some of the cheapest units while still having good damage.
Using mammoths to soak up damage can help you reach the back ranks of enemy lines.


Clubber: A tier. You'd be surprised how many of the hardest campaign battles can be beaten just by swarming with clubbers. There cheap cost and high damage work well against pretty much everything except very large AOE attacks like Zeus or the Dragon

Protector: C tier. Literally only useful against a few ranged units. Many ranged units will kill these guys anyway.

Spear Thrower: B+ tier. Spear throwers can take out boss units very quickly. The only reason they aren't A tier is the large number of units that block spears. They have very, very high damage for a ranged unit (250 damage) but short range and slow reload.

Stoner: A-. These units are great at defeating units that block arrows, since the rock won't be blocked, but their cost means you can't afford as many of them. Also they do less damage at a slower rate than the spear thrower. Still, a great option against things like Celestial Aegis or Blunderbuss, and they can block some arrows with their rock.

Bone Mage: C tier. I know, it's amazing seeing them rip up crowds, but they are very fragile and don't often get their ability to go off twice. Also, they struggle against anything but melee crowds. Their ability does 150 damage, enough to kill basic units but nothing big; it would take 20 of them to kill a Pirate Queen in one go.

Chieftain: B+ tier. Insanely high damage, but can easily get swarmed, shot, or outreached by someone with a longer weapon (like the Halberdier).

Mammoth: A tier. Such high health that it can survive ranged attacks long enough to squish the enemies. Great at crowds.

Farmer
This faction really struggles from a lack of high-damage archers. On the other hand, the Scarecrow is an absolutely dominating boss unit, and the potionseller has some unique mechanics.

Halfling: B tier. Often you can just swarm the enemy with these guys, or have them hang on the enemy, but they are very fragile. Very low damage but they're hard to kill.

Farmer: B tier. I had these ranked D tier before, but in tests they were the second-best melee unit in the game (outside of headbutters). I don't know why; maybe their long reach helps them attack faster.

Hay Baler: C tier. Great against certain archers and gun units. Its stick has over 2 times the DPS of the farmer.

Potionseller: A- tier. Pretty good unit with ranged AOE, relatively high attack rate, and ability to daze units. Just not fast enough to take down most units, though.

Harvester: A tier. Surprisingly high health and damage, and can clear out big melee groups. One harvester will almost always outperform 6 farmers. Individual DPS is low, but has a big AOE.

Wheelbarrow: C tier. High ranged damage and evasive abilities would be better if it didn't always get stuck or fall off a cliff. B on wide, flat ground.

Scarecrow: S tier. One of the best units that exist in the game. Almost nothing can survive this. Shoots multiple homing insta-death bird bullets. In battles it can't win instantly you can possess it and hide while shooting out the birds in the general direction of the enemy. A- without possessing.

Medieval
The Healer+King trick is excellent. All the other units are fairly standard: standard melee, standard range, standard siege, standard 'miniboss'.

Bard: B tier. I swear these were nerfed. Good at leading enemies away but don't draw a ton of attention and die easily to anything ranged or fast. Match the walking speed of vampires and pirate queens exactly so in groups they can distract them forever.

Squire: B+ tier. Pretty healthy; can withstand an attack or two more than clubbers or farmers, and do good damage. Only not higher because they are extremely weak to ranged and AOE attacks.

Archer: A+ tier. They don't seem like it, but archers are a very high DPS unit and cheap. The only reason they aren't S is because of all the anti-arrow units. In one vs one matchups they were the best ranged unit and in the top 10 of all units.

Healer: B tier. Amazing with King, blah with everyone else.

Knight: B tier. The shield blocks arrows, the charge breaks up defensive formations. With a little more health, they'd be A tier, but it's a great unit for 650. Does only slightly more damage than a squire with the sword, but the shield adds about 50% more damage. Can't handle high-health units.

Catapult: B- tier. Kind of the standard that all other siege units can be judged on. Has trouble moving and aim is often inaccurate, but damage and AOE are great. Alone it will almost always lose due to inaccuracy.

The King: S tier. With healers, the King can win the majority of campaign scenarios. Most other units will die from damage bursts before the healers can get to them, but not the King. Even without healers, they're strong; 4 kings can defeat Arena, one of the hardest campaign maps.

Ancient
This faction also struggles from a lack of direct ranged damage in the smaller units. The phalanx formation (shield bearers in front with sarissas in the back), though, can defeat tons of campaign battles.

Shield Bearer: C+ tier. Great for Phalanx and anti-arrows, otherwise useless.

Sarissa: B+ tier. Do a lot of damage, by far the highest damage of a basic unit; these will slaughter mammoths. Incredible in a phalanx. But bad against both ranged units and close melee units.

Hoplite: A- tier. A great combination of a shield bearer and sarissa. Lower damage, less range, less shield coverage, but they manage to perform better than sarissas when using the same amount of cost.

Snake Archer: B- tier. Way worse than I thought before. Only really good against expensive ranged units.

Ballista: A tier. Very good at quickly removing strong threats. Can even take out a King with a little help. Slow and one-target only, though.

Minotaur: B- tier. Would be so great if it didn't jump off the cliff or get stuck often. Usually a couple ballistas or a Zeus would be better. Does great DPS with its fists once it grabs something.

Zeus: A+ tier. Incredible at taking out groups of weak units; not so great at anything else. Has really low DPS.

Viking
These don't have a great 'siege unit' option, making it really hard to deal with faraway ranged bosses. It makes up for it by having some of the most unique mechanics in the game. Everything besides the berserker is highly unusual.

Headbutter: S tier. These do much higher damage than you'd think, and can outrange a lot of strong enemies. Many maps can be won with just these guys. Especially good against Harvesters.

Ice Archer: A tier. Even if the enemy can absorb arrows, you can still freeze them. Slows down bosses really well. They have a few weaknesses (like samurai and anti-ranged units). They do zero damage, but the game has a counter that eventually kills the unit if it gets high enough.

Brawler: A- tier. A basic unit. Good against non-ranged units. About twice the DPS of a squire and can block some projectiles.

Berserker: B+ tier. Great against weak archers behind enemy lines, since they can jump farther than most archers can shoot. Has good damage (about half as much as a chieftain) but only 110 health. 8 of these guys can kill a mammoth! Dies to most melee-style units though.

Valkyrie: B+ tier. As enemies, these are horrifying, but only because the computer usually has much more money than you. These are great at quickly eliminating weak units (including archers, due to their dive) but are expensive and fragile. 340 dps (!) but only 150 health.

Longship: A tier. They sure miss a lot, but they can take out big clumps of units (like those really hard maps vs valkyries and berserkers). The oarsmen that come out are the real weapon, though. The oarsmen alone are enough reason to buy this, even if you have no chance of hitting with the boat toss.

Jarl: S tier. Wow, they really boosted these. The invincibility lets them take on huge clumps of burst-damage enemies, as long as you can survive just long enough for it to kick in. And the arena keeps shifty enemies from escaping and tears up clumps of units. So many hard maps can be won by sending in some jarls, and the maps made before they buffed these guys really ought to be toned down (looking at Siege and Arena in the simulation campaign).
Last edited by Mathbrush; Oct 10, 2021 @ 11:34am
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Showing 1-15 of 16 comments
Mathbrush Aug 10, 2021 @ 7:45pm 
Part 2:

Dynasty

This faction has great anti-projectile units plus great ranged units, making it excel at medium-range warfare. Honestly, one of the best factions.

Samurai: A tier. Their katanas do the third-most dps of the basic melee units (only behind the rapier and the sarisa), but the big advantage here is their near-perfect immunity to projectiles.

Firework archer: B- tier. I really overrated these. They do pretty bad damage and shoot slow. They are good in very large groups though.

Monk: B tier. They have no real purpose besides soaking up damage. They have a sweeping attack with low damage, and about as much health as 4 squires.

Ninja: B- tier. They are great at killing weak units quickly and knocking back mid-level units, but are outclassed by dragons and firework archers.

Dragon: S tier. Can kill an unlimited amount of melee units and ignores all defenses. Weak to ranged units, but not incredibly so, due to the high health of the main dragon.

Hwacha: A tier. More accurate than most siege units due to its fast projectile and shotgun-style effect. Enough spread to kill groups and enough damage to kill bosses. Weak to almost everything.

Monkey King: A tier. Really good if you have money to spare, but subject to RNG and often falls off cliffs. Pretty low health. Otherwise good at sweeping up crowds and dealing with big units.

Renaissance

This faction has one overpowered unit (the balloon archer) and a lot of pretty good units, including the excellent but expensive da Vinci tank.

Painter: B tier. Really good at delaying ranged units, and can overwhelm most of them through sheer numbers.

Fencer: B tier. One of the strongest melee units against other melee units. Bad against ranged units.

Balloon archer: A- tier. Basically combines the benefits of the ice archer and fireworks archer. It slows and immobilizes units as well as still doing damage and taking them off the map. Bad against other ranged units.

Musketeer: A+ tier. Great burst damage (11 musketeers can kill a king), slow speed. Basically get better the bigger the enemy units are.

Halberdier: A tier. Has long reach, plenty of health, and can kill almost every non-boss unit with a single hit, as well as having high DPS. Slow speed is a negative against ranged units, but has enough health to close the gap. Amazing in close battles (like Maze in the simulation campaign).

Jouster: S tier. Has more health than a harvester or knight, does about as much damage as a Halberdier or cannonball. It can break through enemy lines to mow down archers or guns. Navigation is its biggest problem, but in 1v1 matchups this is in the top 10 for most wins against other units.

Da Vinci Tank: A tier. Would be S if not so expensive. Has the highest health of any boss, can shoot cannonballs against ranged units and can knock back most melee units.

Pirates

This units combine melee and ranged in unique ways. Very effective due to a couple units.

Flintlock: D tier. Does 55 damage twice, then punches. In contrast, a farmer's pitchfork does 77 damage. Against 'glass cannons' they can be good.

Blunderbuss: B tier. Does good damage once if right in someone's face, but has a huge cooldown. Mainly useful to soak up arrows, and does better against large units.

Bomb thrower: B tier. Has pretty good aim. Bombs don't do much damage (about 100) but can disrupt formations like the Phalanx.

Harpooner: S tier. Great at disrupting big enemies, picking off archers, catching fast enemies. Very cost effective and magnificent. Does pretty good damage with kicking and is fairly healthy.

Cannon: A tier. Like a catapult that shoots faster and is less affected by gravity, although it does less damage.

Captain: B tier. Its sword DPS is 140, as high as a Sarissa's, and its gun has a massive 300+ DPS to anything caught at point-blank range. Its large size and ~1000 hitpoints make it die fairly quickly to archers or mobs, though. Can parry melee weapons.

Pirate Queen: S+ tier. Phenomenal unit. More health than a mammoth or a king, more damage with swords than the captain, able to jump out and bomb things. This one unit can beat a huge number of scenarios in the game on its own.

Spooky

This is a strange faction focusing on status effects.

Skeleton Warrior: D tier. Low damage, low health, and its 'scare' ability rarely seems to have much effect.

Skeleton archer: B+ tier. Weak units with a short range, although their burn effect does about as much damage as the regular archer, which is much higher than most other archers. Expensive, though.

Candlehead: C- tier. One candlehead isn't very cost effective, but many candleheads can swarm and pin down very strong units like Halberdiers.

Vampire: S tier. Completely negates archers by flying quickly to them and devouring them. Possessing one to take down a sniper in the back is very satisfying.

Pumpkin catapult: D tier. Does great damage but attacks very slowly and is almost impossible to aim well. Often ends up targeting one random unit, missing and bouncing away. On straight maps like the first few in the simulation campaign, can be great if possessed.

Swordcaster: A tier. Vulnerable to anything ranged but devastates anything melee. Lowish health, can be killed by 2 flintlock units.

Reaper: A+ tier. Absolutely amazing to watch against weak units, but has a huge hitbox and low health. Does 499 damage a 'slice' against big units, and just insta-kills weak ones.

Wild West

A completely ranged-focused faction with some of the best ranged units in the game. The best long-distance faction, maybe.

Dynamite thrower: F tier. Has to be the worst unit in the game. Buy one and watch it miss. Buy several and watch them kill each other. On the off chance it actually hits something it does...50 damage, less than a flintlock. Absolute trash.

Miner: B- tier. Has half the DPS of a clubber but in bigger bursts with AOE. Health is 3-4 times the health of other basic melee units, but has very slow attack speed.

Cactus: C+ tier. Really good at soaking up ranged damage. DPS is mediocre but the cactus effect can do some moderate damage.

Gunslinger: A tier. Weak to everything but can kill tons of units quickly, including ones usually immune to projectiles like Samurai. So useful, doesn't require line of sight.

Lasso: A tier. Can break through enemy lines and snag something important and tramples big groups.

Deadeye: S tier. Longest range in the game, perfect accuracy, with a 650 damage that will kill every non-boss unit except for minotaurs, jousters, and the fantasy minibosses.

Quick Draw: C tier. Great DPS (with 150 damage per each of 6 bullets) and a nice dodge effect, but really squishy with only 110 hit points: it will dodge, but one or two hits will kill it.
Last edited by Mathbrush; Oct 10, 2021 @ 11:49am
Mathbrush Aug 11, 2021 @ 5:34pm 
Part 3:

Fantasy good

A strong faction with beefy units, but it suffers from a lack of cheap distractions. Would be the strongest faction, perhaps, if it were slightly cheaper.

Devout Gauntlet: A- tier. With 150 hitpoints and average DPS (with big burst damage followed by a longer cooldown), these are definitely better than most melee units and can be good at taking down healthy but weak enemies (like a Void Cultist or Monk). They're very expensive though.

Celestial Aegis: D tier. Their shield wears out after 500 damage, and they themselves do very small amounts of damage (around 35 per hit).

Radiant Glaive: A- tier. Their bounce attack cuts through crowds quickly, and their shield can block some enemy archers. The DPS is high among archers. Again, the cost is the main limiting factor here and the short range.

Righteous Paladin: B- tier. Seems like it would be amazing at doing damage, but its main attack actually does about the same damage as a squire and its glowing hammer isn't very strong either. It does, however, have very high hitpoints (800) for its cost, making it an okay 'tank'.

Divine Arbiter: S tier. 2500 homing damage. Essentially a ballista that fires twice as often and can't miss. Their range is worse than a ballista, unless of course you possess them. The best anti-boss weapon in the game.

Sacred Elephant: A tier. I completely misunderstood this unit and the Chronomancer. I thought the Sacred Elephant would be great for soaking up damage and taking on crowds and the Chronomancer would be great against single targets, but it's the opposite. The large size of this unit makes it fairly fragile, while its single target damage (500 damage per shot) is phenomenal. It is best used against a few medium-strength units (like Halberdiers or knights) on open terrain.

Chronomancer: S tier. Amazing crowd control unit. Attacks fast and far, and gets a 'reset' to its health after attacking 8 times. Right after its reset it uses a super attack that can kill dozens of weak units in a single hit if they are all close to it. Good against everything.

Fantasy Evil

Another very strong faction whose units are opposites of the good faction (so knocking enemies together instead of apart or doing huge AOE damage instead of big single target damage).

Shadow Walker: B tier. These units are wonderful for ambushing enemy archers or other fragile units. You can't easily control where they appear, though. Their weapons have an unusual effect where the dagger does more and more damage the longer it fights a single target, so using many weak units against them may be better than using 1 strong unit.

Exiled Sentinel: B tier. They're big and chunky with a shield to block most projectiles and unusually high health. DPS is mediocre so they are better for stalling than anything else. Fragile fighters with high damage (like Chieftain) may work well against them.

Mad Mechanic: B tier. Can mow down unlimited weak enemies and will kill Mammoths and Kings shockingly fast. Suffers from low range and low hitpoints.

Void Cultist: B tier. Great distraction unit. They have annoyingly high health, trip up enemies and hold them in place for big attacks by other units, etc. Its damage is low, though, comparable to a squire or similar unit.

Tempest Lich: S tier. Each bolt does 300 damage and they strike in a large area. Main weaknesses are reload time, slow speed, low health and enemies being able to travel out of the zone of destruction. Pairing them with a void cultist can help with these problems.

Death Bringer: A tier. Has as much health as a Captain but is much faster, and the DPS is around 380. Also has a great arrow dodge. Main drawback is its cost .

Void Monarch: S tier. Has plenty of health (especially when resetting), does good AOE damage, and is perhaps the perfect unit for dealing with groups of low-damage ranged units, as they teleport to the enemy and have spikes that deal damage in a wide area. They're a big target, though, and are expensive.
Last edited by Mathbrush; Oct 10, 2021 @ 11:54am
StringMan6 Aug 11, 2021 @ 6:57pm 
In part 1, it's divine arbiter not divine aegis (skeleton archer's fire spreads too, and can demolish health from healthy units) Also... clubbers don't do much damage and the spear thrower does 200 damage, plus the radiant glaive does 85 damage rather than 190, (archer's damage) and lastly each bolt does like 300 damage :|
Mathbrush Aug 12, 2021 @ 7:57am 
Thanks, I fixed the typo.

I agree that clubbers don't do much damage. For the spear throw, the wiki says 250 (https://totally-accurate-battle-simulator.fandom.com/wiki/Spear_Throw), so I was going off of that. If it's wrong I can probably update the wiki, too.

Radiant glaive definitely does 85 damage, I agree; it just has a really fast reload time.

As for the bolts, which unit were you talking about? I'd be happy to fix it.
StringMan6 Aug 12, 2021 @ 1:42pm 
Oh sorry I was talking about the lightning bolt from the tempest lich

Originally posted by Mathbrush:

As for the bolts, which unit were you talking about? I'd be happy to fix it.

(and sorry, it may be 250 damage, but I once say the wiki say it's 200 damage)
rlowy07 Aug 12, 2021 @ 3:56pm 
My tier on each Faction judging from how you ranked the Units:

Tribal: C. Clubber, Protector, Stoner and Mammoth are quite overrated but the others are quite ok. (Also you just gave me the idea that i could use stoners against Celestial Aegis so thanks for that)

Farmer: C. Farmer is very underrated while Potion Seller, Harvester and Scarecrow is overrated but the others are ok rated.

Medieval: A. Most Units here are rated fair, Archer, Knight and The King are slightly overrated in my opinion but otherwise it’s a pretty good rank on the Units.

Ancient: B. Most Units are rated good but Snake Archer and Minotaur are very overrated otherwise good list.

Viking: C. Headbutters and Ice Archers are overrated while Berserker and Valkyrie is a tier underrated but the others are ok rated.

Dynasty: B. Firework Archer and Hwacha is overrated (tho Hwacha is not very overrated) and Ninja is very slightly underrated but everything else is good. (You really are overating Archers a lot)

Renaissance: D. Balloon Archer is (like most Archers) overrated and Da Vinci Tank is slightly overrated as well, Fencer is very underrated while Musketeer and Halberd is slightly underrated, (But Musketeer is more underrated than Halberd) Only Painter and Jouster I can agree on.

Pirate: C. Flintlock, Blunderbuss and Bonn Thrower is underrated while Harpooner even tho I like them they are quite overrated but the others are rated good.

Spooky: D. Skeleton Warrior, Skeleton Archer and Pumpkin Catapult is underrated (first Archer to be underrated) and Candle Head and Vampire is a bit overrated, Only Reaper and Sworcaster I can fully agree with.

Wild West: B. Dynamite Thrower is underrated even if she is quite bad she isn’t F tier bad, Deadeye is pretty overrated while Quick Draw is slightly overrated and Cactus is slightly underrated but everything else is rated good.

Fantasy Good: A. Everything’s good, only Sacred Elephant that is kinda overrated and Divine Arbiter is very slightly overrated but everything else is good.

Fantasy Evil: B. Shadow Walker, Mad Mechanic, Tempest Lich and Death Bringer is slightly overrated but the others are good.

All ranking combined is between C and B. Your tier list is pretty acceptable and most Units are ranked ok in my opinion, only some that are ranked quite bad but it’s pretty good otherwise from most other Tier lists I’ve seen.
Mathbrush Aug 12, 2021 @ 5:25pm 
This is great, I've never seen a tier list of tier lists in the wild before.

I think I could learn from you. I'll admit: I don't know how to use some units. I don't know how to use these guys well:

Fencer
Berserker
Valkyrie
Farmer
Skeleton Archer
Skeleton Warrior
Pumpkin Catapult

My play style is often based on one or more 'distraction' unit placed in one side of the map to draw attention while archers shoot the enemies behind; that's why archers are overrated. I could definitely use new tactics!
Last edited by Mathbrush; Aug 12, 2021 @ 5:29pm
StringMan6 Aug 12, 2021 @ 6:04pm 
A Beserker is a anti-ranged unit, and it can jump into the middle of a army and distract them


Originally posted by Mathbrush:
This is great, I've never seen a tier list of tier lists in the wild before.


Berserker

The Wriggler Aug 12, 2021 @ 7:54pm 
I think you discount the skeleton warriors too much.

I can completely understand your point of view, but for their cost and their scare ability (even if it's only a minor buff in most circumstances), it makes them an excellent distraction unit. Although using them as a means of a main offense leads them to do very little, they can hold off units long enough for the backline to dish out quite a bit of damage.
Mathbrush Aug 22, 2021 @ 8:54am 
Okay, with some help from another poster I unlocked the ability to use more factions in more campaigns, and I read through your advice, and it really helped. So I'm making some adjustments:

Stoner: A- to B+
Bone Mage: B+ to A-

Stoners lack the range and speed of spear throwers, while Bone Mages are great against the Farmer and Classic factions.

Potion Seller: A+ to B
Wheelbarrow: B to A

Even in situations where the potion teller should do great (like against a Phalanx), they tend to hit themselves. Alone, they miss a lot; used with other units, they hit those units a lot.

The Wheelbarrow was a lot sturdier than I had thought. My problem with it falling off cliffs was because I was focusing on the 'simulation' campaign. In other campaigns, it does a great job of distracting others and running down archers.

Snake Archer: S- to B+.
Still very good, but the fire rate is just so slow, and the snakes often get stuck.

Berserker: B to A-
Valkyrie: B to B+
Ice Archer: S to A-

Both these guys were better than I thought. They make a lot of levels much easier. Berserkers are great for levels where you are 'surrounded' or there is a wall of defense units around an enemy, while Valkyries are great against units that can't hit them easily (like Da Vinci tanks). Valkyries are still too expensive, I think.

I discovered Ice Archers do no damage, and I think I was wrong about the 'absorbing' thing.

Firework Archer: S tier to A- tier.
Monk: B tier to B+ tier
Ninja: B- tier to A- tier.

Firework archers just don't do enough damage to finish off enemies quickly. Ninjas, on the other hand, do, so if you want to really whittle down an enemy's health, the ninja is better. Monks are just big tanks; they have one of the highest hit-points-to-cost ratios in the game.

Painter: C to B
Fencer: D to B
Balloon archer: S+ tier to A+.
Musketeer: B to A+.

I found that Musketeers are better than I thought, and especially work well in tandem with balloon archers; the balloon archers delay enemies long enough for musketeers to reload, while the musketeers do all the real damage. On their own, balloon archers often fail to kill people fast enough.

Painters are actually much better at dodging than I had thought, and fencers are very good at killing tanks like the King and the Minotaur.

Blunderbuss: C to B.
I realized they were doing little damage because I was using them far away against small targets. They shoot 4 bullets at a time and if all 4 hit the damage goes way up. Also, they can survive Ballista hits with 0 damage taken.

Skeleton Warrior: D to C
Pumpkin Catapult: D to C

Someone mentioned the usefulness of the 'fear' ability, and they are right. And the pumpkin catapult can do outstanding damage when it actually hits, and is useful when it can be bounced off something.

Dynamite Thrower: F to D. Can be okay against packed crowds. Now there's no F, but that's okay.
rlowy07 Aug 22, 2021 @ 10:08am 
Your changes are good. It’s not perfect and you changed some that didn’t really need a changed ranking but it’s better than what you rated them before. My rating have changed from C-B to B-B+
QuestionMarkMan Aug 22, 2021 @ 5:21pm 
i have never seen a dynamite thrower actually land the attack lol
Xander Sep 19, 2021 @ 12:17pm 
Originally posted by Mathbrush:


Candlehead: B+ tier.

everyone else: o_o
Mr. Stuffy Sep 19, 2021 @ 2:00pm 
From my experience the units are absurdly unbalanced, and due to the fact that playing the same scenario or fights the exact same way can actually get you different results makes it hard to get proper statistics.

To me the boss units are hit or miss,
Mammoth: He's definitely good against crowds and has a lot of health, his charge makes up for being lackluster in the speed department. Hit

Scarecrow: I 100% strongly disagree with your statement. The scarecrow is to me probably one of the 10 most awful units. I guess if all the enemies are distracted he's OK. He's definitely made of straw cause he can't take two ♥♥♥♥♥♥ arrows. Granted this problem can be solved by spectating but he always needs to be five ♥♥♥♥♥♥♥ feet from the bad guys for him to decide he needs to launch his birds even though he's good anywhere since the birds are heat seeking. His birds are equally terrible cause they fly around like they're caught in a plastic bag and they always have to circle around they guy they wanna kill instead of straight dive bombing and killing them, and he can only kill like four guys at a time. His absurdly long cooldown makes his four kills so inefficient you're better off just using spear throwers or archers. Miss

Zeus: I don't have a big issue with him, I just wish his damage was buffed so he'd be better at crowd control. Though he is TERRIBLE against beefy units, he'd be in the top tier if they'd give more damage per bolt. Just barely a hit.

King: There's nothing to be said about him that hasn't been said before. Hit

Jarl: He's a slightly worse king in my opinion but he's still a good unit. His rage doesn't do much since if he's at half health he might as well be dead. But his ice ring makes it easier to single out targets so he isn't dog piled. Hit

Da vinci tank: This one either is super fun to watch or gets destroyed immediately, he's incredible against melee units but pitiful against ranged, it's pretty clear what his job is and I like that. Hit

Monkey king: OMG he's terrible. Another statement you had that I disagree with completely. The monkey king's constant gymnastics act makes him so inaccurate he might as well be an acrobatic bard. He's more of an annoyance to both sides of the fight and he barely kills anyone. Not to mention he gets completely bodied by crowds and most boss units. Another garbage unit. Miss

Reaper: Meh, the reaper can take care of crowds well but is pretty mediocre against anything else. Miss

Pirate captain: I prefer him over the pirate queen just cause he doesn't flip around all the time. I feel you don't give him enough credit I've seen pirate captain OKO kings before, his gun is incredible and can send a boss unit FLYING at point blank. his damage is really good and for his price he's really worth it. Hit

Gunslinger: AMAZING damage and accuracy ♥♥♥♥♥♥♥♥♥ his accuracy is impressive. His cooldown and health aren't great but his DPS more than makes up for it. Basically he's the scarecrow that is actually effective. Hit

Chronomancer: I kinda felt he's less for crowds and more for fighting big units, His time freeze powers make it impossible for boss units trying to 1v1 him. He's OK against melee crowds but is lackluster against ranged units, not really my favorite. Miss

Void Monarch: One of my favorite units, his teleport ability makes him unstoppable against ranged, not to mention if there's a lot of weak units he transforms a few seconds into the fight. He's amazing at crowd control and is decent against boss units. Although I will say he is rather slow so it's a little hard for him to get out of uncomfortable situations. Hit

Let me know If if missed any.


Last edited by Mr. Stuffy; Sep 19, 2021 @ 2:00pm
scarecrow got nerfed so hard he is pretty bad now.
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Date Posted: Aug 10, 2021 @ 1:20pm
Posts: 16