Legend:
A: Attack
D: Defense
HP: Hit Points
Damage: Normal damage range of a unit
Avg: Average damage of a unit
Sp: Speed
$$: Cost without resources
AdjD: Damage caused against an enemy with Defense rating 10
L: Level of the creature (1 means 1stlevel creature, 41 means 4thlevel upgraded.)
C: Castle number:
- Necropolis
- Stronghold
- Rampart
- Tower
- Fortress
- Castle
- Dungeon
- Inferno
- Conflux
Dm/g: AjdDam/$$*100 (Damage cost - i.e. how much damage can 100 gold worth of this army cause to enemies with Defense 10)
Gro: Growth rate with castle and growth increase structure present.
D/W: Damage dealt by one week worth' of this creature to an opponent with
10D. This is the field that tables are sorted by, so you can see the most
damaging units at the bottom of each table.
This table compares damage potential of all armies. However, specials, speeds and ranged attacks cannot be reflected in these numbers.
Note:The columns in the .html source file are aligned all across the seven creature tables, so that you may save the source (File|Save As HTML) or save the rendered view (File|Save As Text) and then use any text editor that allows column
blocks to be sorted (QuickEdit or other) or use a SpreadSheet such as Excel to import the data and perform your own calculations on them.
The best unit list after each table reflects those characteristics (and my opinions ;-)).
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Gremlins | 3 | 3 | 4 | 1__2 | 1.5 | 4 | 30 | 1.0 | 4 | 1.29 | 4.30 | 32 | 41 |
Master Gremlins | 4 | 4 | 4 | 1__2 | 1.5 | 5 | 40 | 1.1 | 4 | 1.32 | 3.30 | 32 | 42 |
Imps | 2 | 3 | 4 | 1__2 | 1.5 | 5 | 50 | 1.0 | 8 | 1.26 | 2.52 | 38 | 48 |
Pikemen | 4 | 5 | 10 | 1__3 | 2 | 4 | 60 | 1.0 | 6 | 1.76 | 2.93 | 28 | 49 |
Goblins | 4 | 2 | 5 | 1__2 | 1.5 | 5 | 40 | 1.0 | 2 | 1.32 | 3.30 | 38 | 50 |
Familiars | 4 | 4 | 4 | 1__2 | 1.5 | 7 | 60 | 1.1 | 8 | 1.32 | 2.20 | 38 | 50 |
Hobgoblins | 5 | 3 | 5 | 1__2 | 1.5 | 7 | 50 | 1.1 | 2 | 1.35 | 2.70 | 38 | 51 |
Skeletons | 5 | 4 | 6 | 1__3 | 2 | 4 | 60 | 1.0 | 1 | 1.80 | 3.00 | 30 | 54 |
Skeleton warriors | 6 | 6 | 6 | 1__3 | 2 | 5 | 70 | 1.1 | 1 | 1.84 | 2.63 | 30 | 55 |
Troglodytes | 4 | 3 | 5 | 1__3 | 2 | 4 | 50 | 1.0 | 7 | 1.76 | 3.52 | 35 | 62 |
Pixies | 2 | 2 | 3 | 1__2 | 1.5 | 7 | 25 | 1.0 | 9 | 1.26 | 5.04 | 50 | 63 |
Infernal trogs | 5 | 4 | 6 | 1__3 | 2 | 5 | 65 | 1.1 | 7 | 1.80 | 2.77 | 35 | 63 |
Centaurs | 5 | 3 | 8 | 2__3 | 2.5 | 6 | 70 | 1.0 | 3 | 2.25 | 3.21 | 28 | 63 |
Centaur captains | 6 | 3 | 10 | 2__3 | 2.5 | 8 | 90 | 1.1 | 3 | 2.30 | 2.56 | 28 | 64 |
Halberdiers | 6 | 5 | 10 | 2__3 | 2.5 | 5 | 75 | 1.1 | 6 | 2.30 | 3.07 | 28 | 64 |
Gnolls | 3 | 5 | 6 | 2__3 | 2.5 | 4 | 50 | 1.0 | 5 | 2.15 | 4.30 | 30 | 65 |
Gnoll Marauders | 4 | 6 | 6 | 2__3 | 2.5 | 5 | 70 | 1.1 | 5 | 2.20 | 3.14 | 30 | 66 |
Sprites | 2 | 2 | 3 | 1__3 | 2 | 9 | 30 | 1.1 | 9 | 1.68 | 5.60 | 50 | 84 |
Best creatures:
- Halberdiers
- Centaur captains
- Master Gremlins
Sprites are far best in damage/gold rating, plus
While the 'cheapest' damage goes to gnolls and gremlins, halberdiers are 5th in that rating and 1st in absolute damage.
Centaur captains get the second place for the 1st (with halberdiers) absolute damage and the speed at which they deliver the damage. Note however, that the damage they cause is 3rd most expensive! (low dam/g rating).
Master gremlins are the only shooters and so they get the 3rd place, although their rating is average in numbers.
Special mention goes to Sprites, who produce by far the cheapest damage and without retaliation.
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Walking Dead | 5 | 5 | 15 | 2__3 | 2.5 | 3 | 100 | 2.0 | 1 | 2.25 | 2.25 | 16 | 36 |
Zombies | 5 | 5 | 20 | 2__3 | 2.5 | 4 | 125 | 2.1 | 1 | 2.25 | 1.80 | 16 | 36 |
Harpies | 6 | 5 | 14 | 1__4 | 2.5 | 6 | 130 | 2.0 | 7 | 2.30 | 1.77 | 16 | 37 |
Harpy Hags | 6 | 6 | 14 | 1__4 | 2.5 | 9 | 190 | 2.1 | 7 | 2.30 | 1.21 | 16 | 37 |
Lizardmen | 5 | 6 | 14 | 2__3 | 2.5 | 4 | 110 | 2.0 | 5 | 2.25 | 2.05 | 18 | 41 |
Archers | 6 | 3 | 10 | 2__3 | 2.5 | 4 | 100 | 2.0 | 6 | 2.30 | 2.30 | 18 | 41 |
Marksmen | 6 | 3 | 10 | 2__3 | 2.5 | 6 | 150 | 2.1 | 6 | 2.30 | 1.53 | 18 | 41 |
Gogs | 6 | 4 | 13 | 2__4 | 3 | 4 | 123 | 2.0 | 8 | 2.76 | 2.24 | 16 | 44 |
Magogs | 7 | 4 | 13 | 2__4 | 3 | 6 | 175 | 2.1 | 8 | 2.82 | 1.61 | 16 | 45 |
Stone Gargoyles | 6 | 6 | 16 | 2__3 | 2.5 | 6 | 130 | 2.0 | 4 | 2.30 | 1.77 | 22 | 51 |
Wolf riders | 7 | 5 | 10 | 2__4 | 3 | 6 | 100 | 2.0 | 2 | 2.82 | 2.82 | 18 | 51 |
Obsidian Garg, | 7 | 7 | 16 | 2__3 | 2.5 | 9 | 160 | 2.1 | 4 | 2.35 | 1.47 | 22 | 52 |
Dwarves | 6 | 7 | 20 | 2__4 | 3 | 3 | 120 | 2.0 | 3 | 2.76 | 2.30 | 20 | 55 |
Battle Dwarves | 7 | 7 | 20 | 2__4 | 3 | 5 | 150 | 2.1 | 3 | 2.82 | 1.88 | 20 | 56 |
Lizard Warriors | 6 | 8 | 15 | 2__5 | 3.5 | 5 | 140 | 2.1 | 5 | 3.22 | 2.30 | 18 | 58 |
Air elementals | 9 | 9 | 25 | 2__8 | 5 | 7 | 260 | 2.0 | 9 | 4.90 | 1.88 | 12 | 59 |
Storm elementals | 9 | 9 | 25 | 2__8 | 5 | 8 | 275 | 2.1 | 9 | 4.90 | 1.78 | 12 | 59 |
Wolf raiders | 8 | 5 | 10 | 3__4 | 3.5 | 8 | 140 | 2.1 | 2 | 3.36 | 2.40 | 18 | 60 |
Best creatures:
- Wolf raiders
- Magogs
- Harpy Hags
Wolf Raiders make far best absolute damage (and that figure doesn't include their second attack, so they're in fact almost TWICE that good!)
Magogs, although they generate a bit expensive damage, took 2nd place in absolute damage. Adding their area attack, they're far ahead other shooters.
Harpy Hags seem to be pretty bad (most expensive damage, absolute damage below average) but their special seems to me very worth it, considering also their high speed.
Storm elementals, although best in absolute damage, are a bit costly, and what's worse, less numerous. With their vulnerabiliry to Lightning, they can't get top place here.
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Orcs | 8 | 4 | 15 | 2__5 | 3.5 | 4 | 150 | 3.0 | 2 | 3.36 | 2.24 | 14 | 47 |
Orc chieftans | 8 | 4 | 20 | 2__5 | 3.5 | 5 | 165 | 3.1 | 2 | 3.36 | 2.04 | 14 | 47 |
Stone Golems | 7 | 10 | 30 | 4__5 | 4.5 | 3 | 150 | 3.0 | 4 | 4.23 | 2.82 | 12 | 51 |
Serpent Flies | 6 | 8 | 20 | 2__5 | 3.5 | 9 | 220 | 3.0 | 5 | 3.29 | 1.50 | 16 | 53 |
Wights | 7 | 7 | 18 | 3__5 | 4 | 5 | 200 | 3.0 | 1 | 3.76 | 1.88 | 14 | 53 |
Wraiths | 7 | 7 | 18 | 3__5 | 4 | 7 | 230 | 3.1 | 1 | 3.76 | 1.63 | 14 | 53 |
Iron Golems | 9 | 10 | 35 | 4__5 | 4.5 | 5 | 200 | 3.1 | 4 | 4.41 | 2.21 | 12 | 53 |
Dragon Flies | 8 | 10 | 20 | 2__5 | 3.5 | 13 | 240 | 3.1 | 5 | 3.36 | 1.40 | 16 | 54 |
Elves | 9 | 5 | 15 | 3__5 | 4 | 6 | 200 | 3.0 | 3 | 3.92 | 1.96 | 14 | 55 |
Beholders | 9 | 7 | 22 | 3__5 | 4 | 5 | 250 | 3.0 | 7 | 3.92 | 1.57 | 14 | 55 |
Grand Elves | 9 | 9 | 15 | 3__5 | 4 | 7 | 225 | 3.1 | 3 | 3.92 | 1.74 | 14 | 55 |
Evil Eyes | 10 | 8 | 22 | 3__5 | 4 | 7 | 280 | 3.1 | 7 | 4.00 | 1.43 | 14 | 56 |
Water elementals | 8 | 10 | 30 | 3__7 | 5 | 5 | 300 | 3.0 | 9 | 4.80 | 1.60 | 12 | 58 |
Ice elementals | 8 | 10 | 30 | 3__7 | 5 | 6 | 375 | 3.1 | 9 | 4.80 | 1.28 | 12 | 58 |
Cerberi | 10 | 8 | 25 | 2__7 | 4.5 | 8 | 250 | 3.1 | 8 | 4.50 | 1.80 | 13 | 59 |
Hell Hounds | 10 | 6 | 25 | 2__7 | 4.5 | 7 | 200 | 3.0 | 8 | 4.50 | 2.25 | 13 | 59 |
Griffins | 8 | 8 | 25 | 3__6 | 4.5 | 6 | 200 | 3.0 | 6 | 4.32 | 2.16 | 17 | 73 |
Royal Griffins | 9 | 9 | 25 | 3__6 | 4.5 | 9 | 240 | 3.1 | 6 | 4.41 | 1.84 | 17 | 75 |
Best creatures:
- Ice elementals
- Royal Griffins
- Evil Eyes
Not like storm elementals, thier ice friends grow fast enough to rank well in weekly damage rating, thus deserving first place... (yet I'm not sure, with their magic vulnerability)
Royal griffins are equal to golems in absolute damage, flying and retaliations make them far more useful in battles.
Evil Eyes and Grand Elves offer both a good performance, but in favor of Evil Eyes speaks their 'no melee penalty' special.
The golems deserve honorable mention for good damage dealing and their toughness, especially high number of hitpoints.
Hell Hounds deal the best absolute damage, but cerberi, who are theoretically able to deliver 3x3.5 points of damage. Of course, these cases are rare, but two targets can be hit much more often. Considering non-retaliated attack and
high speed rating, they deserve the first place.
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Fire elementals | 10 | 8 | 35 | 4__6 | 5 | 6 | 350 | 4.0 | 9 | 5.00 | 1.43 | 10 | 50 |
Vampires | 10 | 9 | 30 | 5__8 | 6.5 | 6 | 360 | 4.0 | 1 | 6.50 | 1.81 | 8 | 52 |
Vampire Lords | 10 | 10 | 40 | 5__8 | 6.5 | 9 | 500 | 4.1 | 1 | 6.50 | 1.30 | 8 | 52 |
Energy elementals | 12 | 8 | 35 | 4__6 | 5 | 8 | 400 | 4.1 | 9 | 5.50 | 1.38 | 10 | 55 |
Medusas | 9 | 9 | 25 | 6__8 | 7 | 5 | 300 | 4.0 | 7 | 6.86 | 2.29 | 8 | 55 |
Medusa Queens | 10 | 10 | 30 | 6__8 | 7 | 6 | 330 | 4.1 | 7 | 7.00 | 2.12 | 8 | 56 |
Swordsmen | 10 | 12 | 35 | 6__9 | 7.5 | 5 | 300 | 4.0 | 6 | 7.50 | 2.50 | 8 | 60 |
Demons | 10 | 10 | 35 | 7__9 | 8 | 5 | 250 | 4.0 | 8 | 8.00 | 3.20 | 8 | 64 |
Horned Demons | 10 | 10 | 40 | 7__9 | 8 | 6 | 270 | 4.1 | 8 | 8.00 | 2.96 | 8 | 64 |
Magi | 11 | 8 | 25 | 7__9 | 8 | 5 | 350 | 4.0 | 4 | 8.40 | 2.40 | 8 | 67 |
Basilisks | 11 | 11 | 35 | 6_10 | 8 | 5 | 325 | 4.0 | 5 | 8.40 | 2.58 | 8 | 67 |
Pegasi | 9 | 8 | 30 | 5__9 | 7 | 8 | 250 | 4.0 | 3 | 6.86 | 2.74 | 10 | 69 |
Silver Pegasi | 9 | 10 | 30 | 5__9 | 7 | 12 | 275 | 4.1 | 3 | 6.86 | 2.49 | 10 | 69 |
Arch Magi | 12 | 9 | 30 | 7__9 | 8 | 7 | 450 | 4.1 | 4 | 8.80 | 1.96 | 8 | 70 |
Greater Basilisks | 12 | 12 | 40 | 6_10 | 8 | 7 | 400 | 4.1 | 5 | 8.80 | 2.20 | 8 | 70 |
Crusaders | 12 | 12 | 35 | 7_10 | 8.5 | 6 | 400 | 4.1 | 6 | 9.35 | 2.34 | 8 | 75 |
Ogres | 13 | 7 | 40 | 6_12 | 9 | 4 | 300 | 4.0 | 2 | 10.35 | 3.45 | 8 | 83 |
Ogre magi | 13 | 7 | 60 | 6_12 | 9 | 5 | 400 | 4.1 | 2 | 10.35 | 2.59 | 8 | 83 |
Best creatures:
- Crusaders
- Ogre Magi
- Arch Magi
Crusaders with their double blow (not included in the figures here) outperform anything else in this category.
While Ogres deliver the same damage for a lower cost, Ogre Magi are faster and their BloodLust special makes them useful even in first turn of battle. Their high HPs are also very important.
Arch Magi offer good damage at a bit too high price, but considering their specials, they pay back (no melee penalty, reduced spell costs).
Honorable mention goes to Silver Pegasi for their remarkable speed. Surprisingly low performace of Vampire Lords suggests that their numbers will have to be pretty high to make them worth the money.
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Earth elementals | 10 | 10 | 40 | 4__8 | 6 | 4 | 400 | 5.0 | 9 | 6.00 | 1.50 | 8 | 48 |
Magma elementals | 11 | 11 | 40 | 6_10 | 8 | 6 | 500 | 5.1 | 9 | 8.40 | 1.68 | 8 | 67 |
Monks | 12 | 7 | 30 | 10_12 | 11 | 5 | 400 | 5.0 | 6 | 12.10 | 3.03 | 6 | 73 |
Zealots | 12 | 10 | 30 | 10_12 | 11 | 7 | 450 | 5.1 | 6 | 12.10 | 2.69 | 6 | 73 |
Liches | 13 | 10 | 30 | 11_13 | 12 | 6 | 550 | 5.0 | 1 | 13.80 | 2.51 | 6 | 83 |
Gorgons | 10 | 14 | 70 | 12_16 | 14 | 5 | 525 | 5.0 | 5 | 14.00 | 2.67 | 6 | 84 |
Mighty Gorgons | 11 | 16 | 70 | 12_16 | 14 | 6 | 600 | 5.1 | 5 | 14.70 | 2.45 | 6 | 88 |
Rocs | 13 | 11 | 60 | 11_15 | 13 | 7 | 600 | 5.0 | 2 | 14.95 | 2.49 | 6 | 90 |
Power Liches | 13 | 10 | 40 | 11_15 | 13 | 7 | 600 | 5.1 | 1 | 14.95 | 2.49 | 6 | 90 |
Thunderbirds | 13 | 11 | 60 | 11_15 | 13 | 11 | 700 | 5.1 | 2 | 14.95 | 2.14 | 6 | 90 |
Dendroid Guards | 9 | 12 | 55 | 10_14 | 12 | 3 | 350 | 5.0 | 3 | 11.76 | 3.36 | 8 | 94 |
Dendroid Soldiers | 9 | 12 | 65 | 10_14 | 12 | 4 | 425 | 5.1 | 3 | 11.76 | 2.77 | 8 | 94 |
Genies | 12 | 12 | 40 | 13_16 | 14.5 | 7 | 550 | 5.0 | 4 | 15.95 | 2.90 | 6 | 96 |
Master Genies | 12 | 12 | 40 | 13_16 | 14.5 | 11 | 600 | 5.1 | 4 | 15.95 | 2.66 | 6 | 96 |
Pit Fiends | 13 | 13 | 45 | 13_17 | 15 | 6 | 500 | 5.0 | 8 | 17.25 | 3.45 | 6 | 104 |
Pit Lords | 13 | 13 | 45 | 13_17 | 15 | 7 | 700 | 5.1 | 8 | 17.25 | 2.46 | 6 | 104 |
Minotaurs | 14 | 12 | 50 | 12_20 | 16 | 6 | 500 | 5.0 | 7 | 19.20 | 3.84 | 6 | 115 |
Minotaur Kings | 15 | 15 | 50 | 12_20 | 16 | 8 | 575 | 5.1 | 7 | 20.00 | 3.48 | 6 | 120 |
Best creatures:
- Minotaur Kings
- Power Liches
- Mighty Gorgons
Minos are superior in both absolute damage and low price of it.
Power Liches get the second place for their area attack special even though their damage ratings are average.
MGs have pushed out Dendroids. They're terribly sturdy with best defense and HPs among 5thlevel troops, with quite reliably working and very devastating special - the best 7thlevel killer around ;-)
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Psychic elementals | 15 | 13 | 75 | 10_20 | 15 | 7 | 750 | 6.0 | 9 | 18.75 | 2.50 | 4 | 75 |
Wyverns | 14 | 14 | 70 | 14_18 | 16 | 7 | 800 | 6.0 | 5 | 19.20 | 2.40 | 4 | 77 |
Manticores | 15 | 13 | 80 | 14_20 | 17 | 7 | 850 | 6.0 | 7 | 21.25 | 2.50 | 4 | 85 |
Scorpicores | 16 | 14 | 80 | 14_20 | 17 | 11 | 1050 | 6.1 | 7 | 22.10 | 2.10 | 4 | 88 |
Cyclopes | 15 | 12 | 70 | 16_20 | 18 | 6 | 750 | 6.0 | 2 | 22.50 | 3.00 | 4 | 90 |
Wyvern Monarchs | 14 | 14 | 70 | 18_22 | 20 | 11 | 1100 | 6.1 | 5 | 24.00 | 2.18 | 4 | 96 |
Cyclops kings | 17 | 13 | 70 | 16_20 | 18 | 8 | 1100 | 6.1 | 2 | 24.30 | 2.21 | 4 | 97 |
Magic elementals | 15 | 13 | 80 | 15_25 | 20 | 9 | 800 | 6.1 | 9 | 25.00 | 2.50 | 4 | 100 |
Unicorns | 15 | 14 | 90 | 18_22 | 20 | 7 | 850 | 6.0 | 3 | 25.00 | 2.94 | 4 | 100 |
Cavaliers | 15 | 15 | 100 | 15_25 | 20 | 7 | 1000 | 6.0 | 6 | 25.00 | 2.50 | 4 | 100 |
War Unicorns | 15 | 14 | 110 | 18_22 | 20 | 9 | 950 | 6.1 | 3 | 25.00 | 2.63 | 4 | 100 |
Nagas | 16 | 13 | 110 | 20_20 | 20 | 5 | 1100 | 6.0 | 4 | 26.00 | 2.36 | 4 | 104 |
Efreet | 16 | 12 | 90 | 16_24 | 20 | 9 | 900 | 6.0 | 8 | 26.00 | 2.89 | 4 | 104 |
Efreet Sultans | 16 | 14 | 90 | 16_24 | 20 | 13 | 1100 | 6.1 | 8 | 26.00 | 2.36 | 4 | 104 |
Black knights | 16 | 16 | 120 | 15_30 | 22.5 | 7 | 1200 | 6.0 | 1 | 29.25 | 2.44 | 4 | 117 |
Champions | 16 | 16 | 100 | 20_25 | 22.5 | 9 | 1200 | 6.1 | 6 | 29.25 | 2.44 | 4 | 117 |
Dread knights | 18 | 18 | 120 | 15_30 | 22.5 | 9 | 1500 | 6.1 | 1 | 31.50 | 2.10 | 4 | 126 |
Naga Queens | 16 | 13 | 110 | 30_30 | 30 | 7 | 1600 | 6.1 | 4 | 39.00 | 2.44 | 4 | 156 |
Best creatures:
- Naga Queens
- Dread knights
- Cyclopes
Naga Queens stand above all others in raw damage. Considering average price for that damage and their great special of non-retaliated attack, they deserve the first place.
Cyclopes are the only non-upgraded unit that made it for an award - for the cheapest damage while having a good special.
Even without their special, dread knights look for the top... Yet they'll never outperform naga gueens...
Unit | A | D | HP | Dmg | Avg | Sp | $$ | L | C | AdjD | Dm/g | gro | D/W |
Hydras | 16 | 18 | 175 | 25_45 | 35 | 5 | 2200 | 7.0 | 5 | 45.50 | 2.07 | 2 | 91 |
Chaos Hydras | 18 | 20 | 250 | 25_45 | 35 | 7 | 3500 | 7.1 | 5 | 49.00 | 1.40 | 2 | 98 |
Bone dragons | 17 | 15 | 150 | 25_50 | 37.5 | 9 | 1800 | 7.0 | 1 | 50.63 | 2.81 | 2 | 101 |
Devils | 19 | 21 | 160 | 30_40 | 35 | 11 | 2700 | 7.0 | 8 | 50.75 | 1.88 | 2 | 102 |
Behemoths | 17 | 17 | 160 | 30_50 | 40 | 6 | 1500 | 7.0 | 2 | 54.00 | 3.60 | 2 | 108 |
Ghost dragons | 19 | 17 | 200 | 25_50 | 37.5 | 14 | 3000 | 7.1 | 1 | 54.38 | 1.81 | 2 | 109 |
Ancient Behemoths | 19 | 19 | 300 | 30_50 | 40 | 9 | 3000 | 7.1 | 2 | 58.00 | 1.93 | 2 | 116 |
Green Dragons | 18 | 18 | 180 | 40_50 | 45 | 10 | 2400 | 7.0 | 3 | 63.00 | 2.63 | 2 | 126 |
Archdevils | 26 | 28 | 200 | 30_40 | 35 | 17 | 4500 | 7.1 | 8 | 63.00 | 1.40 | 2 | 126 |
Red Dragons | 19 | 19 | 180 | 40_50 | 45 | 11 | 2500 | 7.0 | 7 | 65.25 | 2.61 | 2 | 131 |
Giants | 19 | 16 | 150 | 40_60 | 50 | 12 | 2000 | 7.0 | 4 | 72.50 | 3.63 | 2 | 145 |
Angels | 20 | 20 | 200 | 50_50 | 50 | 12 | 3000 | 7.0 | 6 | 75.00 | 2.50 | 2 | 150 |
Black Dragons | 25 | 25 | 300 | 40_50 | 45 | 15 | 4000 | 7.1 | 7 | 78.75 | 1.97 | 2 | 158 |
Gold Dragons | 27 | 27 | 250 | 40_50 | 45 | 16 | 4000 | 7.1 | 3 | 83.25 | 2.08 | 2 | 167 |
Firebirds | 18 | 18 | 150 | 20_40 | 30 | 15 | 1500 | 7.0 | 9 | 42.00 | 2.80 | 4 | 168 |
Titans | 24 | 24 | 300 | 40_60 | 50 | 12 | 5000 | 7.1 | 4 | 85.00 | 1.70 | 2 | 170 |
Phoenixes | 21 | 18 | 200 | 20_40 | 30 | 21 | 2000 | 7.1 | 9 | 46.50 | 2.33 | 7 | 186 |
Archangels | 30 | 30 | 250 | 50_50 | 50 | 18 | 5000 | 7.1 | 6 | 100.00 | 2.00 | 2 | 200 |
Best creatures:
- Archangels
- Titans
- Chaos hydras
Archangels are no doubt the strongest 7thlevel creature - in direct battle, they're capable of battling Titans (who are a bit tougher) due to the first strike advantage. Their resurrecting special is the one thing that puts them above titans.
Titans, delivering second best damage both hand-to-hand and in ranged attack, with their high HP rating cannot take any worse than second place.
Chaos hydras are usually able to strike at two or more targets. Even with only two enemies hit, their damage tops all others except Archangel.
Those weakly looking phoenixes (just like earth elementals) deserve to be mentioned, since with their growth rate they deal a lot of damage.
Castle comparation
Legend:
All growth benefits are assumed to be present along with the Castle structure.
HP6: Total HPs of one week town production without 7thlevel creature.
HP7: Total HPs of one week town production with 7thlevel creature.
c/HP6: Cost of one week of the above production.
c/HP7: Cost of one week of the above production.
A106: Last value without 7thlevel creatures.
A10: Average damage that the above production will cause to an enemy unit with defense 10.
D106: Adjusted hitpoint - how much damage would be needed to kill the above production with any unit that has 10 Attack.
D10: Last value without 7thlevel creatures.
g/HP6: Cost of one HP of the above production.
g/HP7: Cost of one HP of the above production.
dm/g6: Damage dealt per 100 gold invested (without 7thlevel creature) (a106 / c/hp6 * 100)
dm/g7: Damage dealt per 100 gold invested (with7thlevel creature) (a10 / c/hp7 * 100)
Bold: Best value.
Italic: Worst value.
Town | HP6 | HP7 | c/HP6 | c/HP7 | A10-6 | A10 | D10-6 | D10 | g/hp6 | g/hp7 | dm/g6 | dm/g7 |
Rampart | 2150 | 2650 | 18620 | 26620 | 438 | 605 | 2075 | 2833 | 8.66 | 10.05 | 2.35 | 2.27 |
Stronghold | 1770 | 2370 | 18530 | 24530 | 429 | 545 | 1583 | 2314 | 10.46 | 10.35 | 2.31 | 2.22 |
Fortress | 1790 | 2290 | 19660 | 26660 | 432 | 530 | 1830 | 2455 | 10.98 | 11.64 | 2.20 | 1.99 |
Necropolis | 1792 | 2192 | 20920 | 26920 | 412 | 520 | 1757 | 2222 | 11.67 | 12.28 | 1.97 | 1.93 |
Conflux | 1800 | 2600 | 20500 | 28500 | 423 | 609 | 1705 | 2658 | 11.39 | 10.96 | 2.06 | 2.14 |
Dungeon | 1602 | 2202 | 19525 | 27525 | 420 | 578 | 1549 | 2407 | 12.18 | 12.50 | 2.15 | 2.10 |
Tower | 1820 | 2420 | 20800 | 30800 | 469 | 639 | 1771 | 2506 | 11.42 | 12.72 | 2.25 | 2.07 |
Castle | 1745 | 2245 | 19580 | 29580 | 445 | 645 | 1688 | 2522 | 11.22 | 13.17 | 2.27 | 2.18 |
Inferno | 1635 | 2035 | 19090 | 28090 | 425 | 551 | 1571 | 2196 | 11.67 | 13.80 | 2.23 | 1.96 |
Commentary:
Increasing the A10 value:
- Chaos Hydras +84 per head (1-8)
- Cerberi +59 per head (1-3)
- Power Liches +84 per hex (1-7)
- Magogs +44 per hex (1-7)
- Gold Dragons +128 per hex (1-2)
- Black Dragons +128 per hex (1-2)
- Marksmen +40 double attack
- Grand Elves +55 double attack
- Crusaders +75 double attack
- Wolf Raiders +60 double attack
Other:
- All ranged units were assumed as shooting in their effective range - no obstacle penalty, no range penalty, ranged attack.
- No percentageous (or non-damaging) specials were considered (such as Poison, Aging, Lightning of Thunderbirds etc.)
Strategic resumee:
Looking at the costs of dealt damage (the number represents average damage per
100 gold worth of troops), the most bang for your bucks you can get from
Rampart, followed by Stronghold and Castle.
Fortress, Inferno and Necropolis form the 'weak' group, but Fortress can get
out of this group easily by attacking 2+ opponents with Hydras. (Same for
necropolis and Liches, although evading hydras is much harder.)
- Considering the increases to the A10 value, Fortress becomes very strong,
especially when the Hydras are Hasted/Teleported, because it's virtually
impossible for enemies to prevent them from multiple attacks. Also note that the
special of Mighty Gorgons, when used against high-level units, will increase the
total dealt damage VERY significantly... (it can be up to 200 HPs per week).
Tower and Castle are the heaviest hitters. Also bear in mind that double attack
(from Grand Elves, Marksmen, Crusaders and Wolf Raiders) makes another VERY
important change, not reflected in the above table. If those units were assumed
scoring double damage, their towns would get into vicinity of 2.70 damage per
100 gold invested, with castle's weekly damage bumped up to 761 - a hundred more
than Rampart and then 50 more than other towns! Also the Castle can quite rely
on those Crusaders - if they wait, retaliations can be soaked by pikemen, if
they don't wait, both angels and cavalry may soak retaliations from some huge
stacks that Crusaders will demolish.
- Rampart is the toughest castle on defense... And since it's units are also
the cheapest (in both damage delivered and damage dealt), it seems to be the
best pick for might-oriented players...
- Inferno is the weakest town in HPs with Defense ratings considered, followed
by Necropolis. If we ignore 7thlevel creatures, Dungeon, Inferno and Stronghold
form the weakest group. Of those, however, Dungeon benefits most from useful
force combination.
- Rampart has also the cheapest troops, with Stronghold taking second place.
All others fall at least 15% behind those two, with outstanding Inferno, whose
HPs cost 37% more than the Ramparts', while scoring 10% less damage.
Without the 7thlevel troops, Rampart gets significantly cheaper, Inferno
without those inferior devils gets back into the middle and suddenly Dungeon
tops the bunch, being some 7% above the average, while the Rampart is 23% below
it. I wonder why they gave Treasury to the town that needs it the least ;-)
Fortress, Necropolis and Inferno are the low-end here in attack stats, although Fortress has the (above explained) easiest way up, while the Inferno will probably get stuck forever down there.
- Without 7thlevel creatures, the situation doesn't differ much.
Shooter comparison
Town | HitPoints | Cost | Base damage | dm/g | g/HP |
Necropolis | 240 | 3600 | 90 | 2.50 | 15.00 |
Stronghold | 560 | 6710 | 144 | 2.15 | 11.98 |
Rampart | 210 | 3150 | 110 | 1.75 | 15.00 |
Tower | 368 | 4880 | 113 | 2.31 | 13.26 |
Fortress | 270 | 2520 | 58 | 2.30 | 9.33 |
Castle | 360 | 5400 | 155 | 2.11 | 15.00 |
Dungeon | 548 | 6560 | 112 | 1.71 | 11.97 |
Inferno | 208 | 2800 | 45 | 1.61 | 13.46 |
Conflux | 660 | 7800 | 119 | 1.52 | 11.82 |
Explanation:
All values are per week, related to shooters only, in their upgraded versions.
All shooters are assumed shooting at 10hex range (no penalties).
Both Necropolis and Inferno do NOT include 'area' damage of their only shooter.
Both Rampart and Castle DO include two shots for Grand Elves and Marksmen.
[The reason is simple. While area damage can be avoided on enemy side, two shots can't.]
Titans are NOT included, they add 600 HPs, 10000 gold plus those gems and 170 damage.
So, the results:
The cheapest HPs come from Fortress. Liches, Elves and Castle shooters are the most expensive, while the remaining towns offer similar value.
Cheapest damage comes from liches (even without area attacks!!!), followed by Tower and Fortress (but Fortress doesn't count ;-)))
Obviously weak Fortress and Inferno are in contrast with obviously strong Castle and Stronghold, but Castle's shooters are very fragile and quite expensive.
Based on the total damage, the middle five offers two good picks, Dungeon and Conflux, whose shooters can absorb a lot of damage. Dungeon offers this performance at somewhat lower total price and much better specials.
Neutral armies:
Name | Cost | A | D | HP | Dmg | Sp | Special: |
Gold Golem | 500 | 11 | 12 | 50 | 8-10 | 5 | Resists 85% magical damage |
Diamond Golem | 750 | 13 | 12 | 60 | 10-14 | 5 | Resists 95% magical damage |
Azure Dragon | 30000+20m | 50 | 50 | 1000 | 70-80 | 19 | Cause fear |
Crystal Dragon | 15000+10c | 40 | 40 | 800 | 60-75 | 16 | Walker |
Faerie Dragon | 3000 | 20 | 20 | 500 | 20-30 | 15 | Cast offensive spells, magic mirrored |
Rust Dragon | 9000 | 30 | 30 | 750 | 50 | 17 | Can lower defense and cause extra damage. |
Boar Rider | 150 | 6 | 5 | 15 | 2-3 | 6 | |
Enchanter | 750 | 17 | 12 | 30 | 14 | 9 | Cast beneficial mass spell, shooter. |
Halfling | 40 | 4 | 2 | 4 | 1-3 | 5 | Shooter |
Mummy | 300 | 7 | 7 | 30 | 3-5 | 5 | Can Curse target |
Nomad | 200 | 9 | 8 | 30 | 2-6 | 7 | |
Peasant | 10 | 1 | 1 | 1 | 1 | 3 | |
Rogue | 100 | 8 | 3 | 10 | 2-4 | 6 | Enhances Thieves' Guild information |
Sharpshooter | 500 | 12 | 10 | 15 | 8-10 | 9 | No range/castle wall penalty |
Troll | 500 | 14 | 7 | 10 | 10-15 | 7 | Top unit heals each round. |
Enchanters and Sharpshooters can be upgraded by Dracon and Gelu respectively from Zealots/Monks/Magi/Arch Magi and from Archers/Marksmen/Wood Elves/Grand Elves.
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