Talk:School of Water Magic

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Discussion[edit]

The power of Water Magic lies in the following spells Bless, Dispel, Cure, Teleport, Prayer and Clone. Casting Bless can significantly increase damage of creature stacks that have a decent range of damage (2-7) 4-11 etc. With Dispel and Cure a hero can remove unwanted spell effects, and they are almost compulsory when playing against human opponents.

In sieges, the Teleport spell can be devastating for the defender, if you consider a really rare situation where the attacker teleports Chaos Hydras inside the castle walls. Where expert Haste gives creatures +5 movement the expert Prayer gives +4 and therefore is almost as good as a Haste spell.

Last but not least, attacking with A Cloned unit not only does damage, but also removes the retaliation which a defending unit would have a chance at, which could be more important than the actual damage. Clone is also known for combining it with Archangels resurrect ability. Additionally, Water Walk can not be ignored as a very powerful adventure spell.