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TTK is way too fast
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Staufer
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Го играть, девочки
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B A G I R A
На форуме «Steam Trading Cards Group Trading»
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(H) NM Sets / Cards / BG's (W) Gems
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Mystic-Market
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Why is this game considered the best of Total War?
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Horse
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Lag
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Domunicas
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giving away background or emoticon
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Russi4nW4rrior
На форуме «Dungeons 4 Discussions»
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Dungeon4 Guide (Work in Progress)
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dragontamer
Army Compositions
--------------------

6 Orc + 2 Naga + 5 Succubus + 2 Banshee -- My favored initial 15 army units. Orc2, Naga2, Succubus1 and Banshee1 cost a total of only 200 Evil and provide excellent performance in a variety of early game pushes. Note that the 2x Naga are insufficient for in-combat healing, and are more of a slower "out of combat" healing option. If you need faster healing, return to the Hideout inside the dungeon where the Orcs will sleep. The Banshees will constantly die as there's no overworld healing, but that's okay because their presence is very helpful. Use the Banshee as "sacrifices" to help your army get away, and rely upon their -AtkSpeed debuff to help your Orcs live longer. Acceptable performance in virtually all scenarios I've ever come across, but I do wonder if I can optimize further...

Mass Succubus + 2x Gazer -- Braindead easy in the Overworld, and acceptable performance in the dungeon. With only one unit type to spam, its about as specialized as you can get, and I'd say the Succubus is the only unit in the entire roster that can function by itself. If you have spare Evil, add +2 Gazers to make Kiting in the overworld easier (movement speed debuffs make kiting so much easier, especially with Succubus Charm automatically creating meatshields for your army). You will suffer inside the dungeon as you cannot micro (or kite units) in the underworld.

Mass Goblin + 2x Gazer -- Goblins have "Stealth", meaning you rely upon a support unit of some kind to draw fire. Gazers's -speed debuff is ideal for this high-risk strategy, as it makes maneuvering your Goblins easier. This is likely the best speedrunning strategy due to the absurdly high DPS, but it is incredibly micro-intensive. Goblins have somewhat poor performance in the dungeon due to their inability to micro, but as melee units you'll likely find doors and corners where Goblins do well even vs ranged opponents.

Mass Imps + 2x Gazer -- Like the "Goblin DPS Strategy" but even sharper. Imps already have the best DPS in the game, but 2x Gazers helps spread slow and fire-vulnerability around (25% or 50% more damage depending on upgrades). Due to their incredible range and DPS, mass Imps is one of the easiest to control groups in the overworld, especially vs the Boss Monsters. However, all that range is negated inside of the tight corners of the Dungeon and Imps are thus nearly useless in the underworld.

Banshee + Bone Lord + Vampire Queen + Necromancer -- Its a bit of a "win harder" move to go with a large undead army, but you cannot deny that 3x minions per unit and the incredible synergy available from this obvious play. Use Necromancer "Blight Myst" (one of the few spells you must cast manually) to heal your units in the Overlord, while use of the Vampire Queen's attack+healing ability leads to powerful combat options. Like Volton, every piece of this puzzle is required, as no unit functions well by itself. There's a few campaign maps where this is feasible, but alas the combo is just too expensive to pull off often at all.

Orc + Goblin + Naga + Gnome -- Too expensive (too much Evil cost) in my experience. At 100 Evil to unlock Goblins and 300 Evil to unlock Gnomes, I've generally felt it more beneficial to push for Hideout / Orc Champion / Naga Champion instead. Goblins and Gnomes are too fragile and weak before their "Champion" forms. If you need DPS, opt for Imps or Succubus instead (and because Imps/Succubus self-heal when out-of-combat, you don't have to run as many low-damage Nagas).

Mass Splash-Damage -- As enemy hero groups grow larger and larger, splash-damage just scales insanely into the endgame. Your mass-splash damage options are Gnomes (or really, Gnome-o-bots Champion form), Infernals, or Banshees. Gnome-o-bots have so much DPS its clearly the best endgame option, but Horde6 + Goblin5 research is well over a thousand-evil of investment. Infernals are cheaper Evil-wise early game, and offer passable endgame performance. Infernals also have great synergy with Gazers (which should be present in any "Kiting" army), and Infernals have enough HP and Armor that they have passable dungeon performance. Banshee deserves a mention because they do not require Evil to begin to mass out, but without Vampire Queens Healing or Necromancers (Blight Myst), Banshees will be worn out and forced to retreat too often. Undead/Banshee are also slower in general, and endgame is mostly a movement game.

Heroes Overview
----------------

There are far too many hero types to note. So I'll list off their general specs and how various units can be used to counter them.

* Normal Heroes -- Early game. Mostly around 500HP though Stone Guards reach into 1000HP.
* Elite Heroes (Gold) -- Midgame. Mostly around 1500HP though Stone Guards can reach 4000HP.
* Legendary Heroes (White) -- Endgame. 2000HP and 90% damage mitigation from either Physical Attacks or Magic Attacks, and 50% damage reduction to their allies. And other special abilities on top of that. Legendary heroes lose their vulnerability to Horde/Demons/Undead. Truly a ferocious endgame foe. In "Extreme" difficulty, the race is against the spawn of Legendary Heroes, you must be in an advanced enough state to deal with these heroes before they spawn, otherwise the game is easily lost.

There's too many hero types to list. But here's some of the important ones to watch out for:

* Priestess -- Human. Heals allies like 500HP even at Tier1 / Normal heroes. These are almost always a high-priority kill target, otherwise enemies just heal off the damage. Also provides +Armor bonuses.
* Pyro -- This Dwarf unit deals significant amounts of splash damage. Keep an eye out for them, especially if you thought your Orcs were tanking. These guys will kill your Gnomes/Goblins because of all the splash damage.
* Stone Guards -- Massive amounts of HP at all respective tiers. Low priority target, try to kill everyone else first. Legendary Stone Guards redirect damage directed to their allies, allowing them to form a "tanking" strategy vs the player.
* Archers -- 25% slow, so your units can't run away as easily. You can counter with slow of your own (ex: Gazers).

A combination of Magic Damage and Physical Damage is the key to killing Legendary-tier parties. As such, it seems inefficient to win on "Horde Only" or "Demon Only" armies. You'll want some physical damage (ie: Gnome-o-bots), and some magical damage (Succubus) to help deal with the wide variety of 90% resistance Legendary threats in the endgame.

But what about Traps?
---------------------

Traps have one of the most important features in all of Dungeons4: they do not cost army population at all! Once your army is maxed out in size, then it becomes important to place Traps intelligently to defend your homefront. Yes, your army can likely crush any hero party that comes around, but its a huge waste of time to run back and forth between the dungeon and the overworld. (Even if you use Portal Magic to do so, its unnecessary mana expenditure). However, Traps have significant gold and toolbox costs. And "Complex Traps" will also cost other resources (gobblers for Gobblenons, and Beer for Beernons, Little Snots for Wheels of Death, and significant amounts of gold for the Epic Treasure Chest).

I assume a heavy Trap Builder is NOT a speedrunner, and perhaps a more "normal" player trying to reduce the stress of the game. Traps can perpetually hold off even Legendary units (!!!), as long as you have high enough research and good enough combos. The key is the following combination:

1. Beer-nons deal 100 fire splash damage, splash fire damage-over-time and knockdown. Repeatedly hammering groups of units with the Beer-non can make your 2000HP stronghold doors last until you are out of ammo.
2. Gobbler-nons deals +50% fire vulnerability.
3. Slime Balls improve Gobbler-nons by +100%

All of these bonuses and damage improves with research. But even at ComplexTraps1 (which costs no evil at all), the Slime Ball / Gobbler-non / Beer-non combo increases damage to 250 splash damage + Damage over Time + knockdown. With ~4 Beer-cannons attacking a choke point with all the debuffs applied, even a ComplexTraps1 setup should be able to deal with the ~1500HP Elite units and only struggle with Legendary-tier units. It should be noted that Beer-nons and Gobbler-nons shoot over dungeon walls, leading to incredible amounts of flexibility and "Tower Defense" style layouts.

Floor Traps have the benefit of never needing a Little Snot to ever reload them. The Spike traps provide cheap and reliable DPS (especially when combined with a 2000HP Stronghold Tier3 Door), while the Saw Trap can stack with the Spike Trap. All together, a killzone consisting of all three trap types can KO even Legendary Units.

Best of all, its only 0 Evil for Tier1, 200 Evil for Tier2, and 400 Evil for Tier3 (for each Trap Type). Consider another 100 Evil for Door2 and 200 Evil for Door3 and you can build incredible defenses.

A couple of notes however:

1. The 500G per Epic Treasure Chest explosion is too costly and not nearly enough damage. Even if you combine the explosive fire damage with Slime Ball + Gobbler-non, Epic Treasure Chests should be seen as a "last resort" explosion rather than a typical DPS damage dealer. I prefer to not use them at all.

2. The "Little Snot" requirement on the Hamster Wheel of Death is too costly in the middle game IMO. The midgame is full of Little Snot usage, and losing Little Snots to power Hamster Wheels of Death just isn't worth the meager damage they provide.

3. Complex Traps always need more supplies, beer, and gobblers to continue. This does require Little Snots to run supplies/beer/gobblers to your cannon arrays, but you can mitigate these effects by building Toolboxes or Gobblers nearby (so the Little Snots don't have to walk as far).

4. Floor Traps never need resupplying and can therefore be spammed.

5. Simple Traps require resupplies every 3 attacks at Lvl1. Every 10 attacks at Lvl2, and never need resupplying at Tier3.

6. Wooden Doors are fastest for Little Snots (or other people in your dungeon) to move around. Stronghold Tier3 Doors are the slowest. Iron Tier2 Doors are somewhere in between. Only use Tier2 or Tier3 doors where defenses are necessary, otherwise you'll find that your units will be spending surprising amounts of time opening-and-closing doors. Wooden Doors remain one of the best doors even into the lategame due to their speed of opening/closing. Tier4 doors will self-repair themselves even when destroyed, meaning you no longer have to spend 500G + 3 Supplies repairing Stronghold Doors. Stronghold Doors, despite their costs, are likely a better investment as soon as they are available. Wooden Doors break down quickly (only 500HP), which then requires 250Gold and a Toolbox to rebuild. A Tier3 Stronghold Door has 2000HP and likely can survive more punishment. If it survives, then Doors will self-repair without any cost in Gold or Toolboxes (even before Tier4. Tier4 just allows them to self repair in combat and even when the door dies).

7. If you are struggling with Legendary-tier heroes, try fighting close to your traps. 100 Splash Damage from your Gobbler-nons and 100-500 splash Damage + Knockback from your Beer-nons really improves your army's capabilities.

The Prison Question
-------------------

The prison is likely to be a divisive strategy. It seems possible to forego the prison entirely even on extreme Difficulty, because Goblins / Imps are sufficient to speedrun the early game.

On the other hand, this is a very stressful, high-APM clickfest to spam your Goblins/Imps while building your base while looking for Evil Deeds to accomplish. Slowing your speedruns down by investing 100 Evil into Undead2 + 200 Evil Undead3 + 300 Evil Dungeons1 == 600 Evil total investment, into the ONLY room that generates evil over time. Most of my Prison playthroughs end the game with well over 2000+ Evil generated out of Prisons, even with just sticking with Prison1 (and not going for Prison3 or other upgrades). This means all my games "with" a prison made back the Evil Cost. However, they take longer. By diverting early 600 Evil, my army is weaker and forced to play defensive. Furthermore, its more important to kill Heroes inside my dungeon to ensure they reach the prison.

The Prison is likely too costly for the speedrunner but becomes a necessary long-term benefit to any slower player (which I expect is most of us, myself included). It is a big question about how and when to invest into the Prison: you need an army powerful enough to gather 600 Evil, and then you doom yourself to playing the long game as heroes upgrade to Elite or even Legendary status.
На форуме «BattleBit Remastered General»
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Microsoft will end cheating soon
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[🐱]Superking
402
1
Just post ONE WORD: "Good" or "Bad"
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Keemo
33
1
This game is going to get shut down soon
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NatalieSauvage
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