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Mage hero (fire mage?):
32 Ifrits
22 (From fire mage line) Guards
25 (Pirate 4*) Fanatical/Haunted (the guy with skull mask)
38 Cooks
58 Bats
Cooks are op, doesn't matter what people say, I love them.
Ifrits.. well, don't have anything to replace them with, but I would like to, they are decent, but they don't trigger burning a lot.
Those mage guards - I think I would prefer the Captain's version of guard, it has stun.
Fanatical/Haunted - rather weak, but if their skill can be used - great tactical unit.
Bats - OP, collect them.
My core team is...
22 Cooks. Crazy range, and since I'm a pirate, my free spell is Kick Start (the boots). He advances the first turn, and the second turn I'm behind the front line fighters killing the ranged units. I love it.
20 Possessed (skull mask guy). Typically not a big fan of him (his possess ability is good) but he was for sale recently so I filled up on him, and now he's doing big damage.
15 Footman. Nice health, damage, and a possible stun. I wish I had more of them.
The last two I rotate out a bit, I can't quite find a good match for me. Right now I'm using...
38 Students (fire mage 1 star unit). Surprisingly good damage.
15 Healer. If I had more of them, that would be great, but too many of them die before she gets her first turn, so it feels like all I'm doing is healing her instead of everyone else.
I'd like to use some Bats but my pirates don't like them, and I like having good morale. Almost all of the orcs hit pretty hard, but they hate pirates and pirates hate them. I'd take some of those Slingers if I could. I fought against a few Northern Sentinels (5 star frost mage), and they're stupid tough. If I had more than 3 of them I'd be all over them.
72 Healers
39 Snow Wolf
62 Frost Archers
29 Footman
31 Elementalist
Healers are good for healing and they do good damage with high numbers. And if the enemy is a defender type, they do real high damage.
Snow Wolf is a beast at melee combat. If he attacks first, he really destroy a lot of enemies. But even he is attacked, his counter really hurts good too.
But the best unit is the Footman. He is really tough, can walk 3 tiles, does good damage and his stun is godly. Stunning with the Footman and then attacking with the Snow Wolf is really a devastating combo.
Frost Archers and Elementalist do good range damage, but the skills really are handy to delay two enemy stacks at the first round.
At PVP you have slowed one enemy stack with frost archers, totally stopped another enemy stack with Elementalist and with the spell "berserk" of the Commander Hero you have turn around another stack of the enemy.
The other player has really a problem, because he can only dispell one of his units each round and all three debuffs are nasty
Sometimes the other player is thinking too long which one he dispells, that he looses a round with the next of his units. So he has minimum 2 stacks delayed at round one, if he thinks too long or decides to cast an offensive spell this are even 3 stacks.
Post even got stickied, nice!
So there seems to be a general agreement that cooks and footmen are pretty good units to have.
My favourite unit so far is the dreadful ghost, with it's skill that allows it to travel anywhere on the map. That combined with no enemy retaliation really makes quick work of enemy archers and creates a bit of chaos.