Editing Cavalier and Champion
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{{Cram|Training Grounds|Cavalier|Champion|no_dwelling=|pad=5px 10px 3px 5px}} | {{Cram|Training Grounds|Cavalier|Champion|no_dwelling=|pad=5px 10px 3px 5px}} | ||
'''Cavaliers and Champions''' are | '''Cavaliers and Champions''' are level 6 [[creature]]s of [[Castle]]. They are recruited from [[Castle creature dwellings|Training Grounds]]. | ||
''"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle."{{-}}<sup>[[Restoration of Erathia Manual Page 86|RoE manual]]''</sup> | ''"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle."{{-}}<sup>[[Restoration of Erathia Manual Page 86|RoE manual]]''</sup> | ||
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Cavaliers are upgraded to Champions for free when the hero visits [[Stables]] found on the [[Adventure Map]]. | Cavaliers are upgraded to Champions for free when the hero visits [[Stables]] found on the [[Adventure Map]]. | ||
== Special | == Special ability == | ||
Moving before the attack will increase their damage by 5% for each hex. This ability has no cap, meaning the higher their Speed and traveled distance before attacking is, the higher their attack damage becomes. Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible. | Moving before the attack will increase their damage by 5% for each hex. This ability has no cap, meaning the higher their Speed and traveled distance before attacking is, the higher their attack damage becomes. Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible. | ||
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== Heroes with a specialty == | == Heroes with a specialty == | ||
*{{H|Tyris|Knight}} has cavaliers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any cavaliers or champions for each level attained after 6th level, and gives them a [[speed]] bonus of 1. | *{{H|Tyris|Knight}} has cavaliers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any cavaliers or champions for each level attained after 6th level, and gives them a [[speed]] bonus of 1. | ||
== | == Tactics and info == | ||
{{Fanopinion}} | |||
The jousting ability of Cavaliers can increase their damage up to +35% and Champions up to +45% without any speed-increasing effects, meaning their damage can be higher than any level 6's, but [[Naga and Naga Queen|Naga Queens]] and [[Black Knight and Dread Knight|Dread Knights]] compensate for this with their specialties. The increase can be even higher, if the hero can increase their speed for example with artifacts ([[Cape of Velocity]], [[Necklace of Swiftness]] or [[Ring of the Wayfarer]]) or with spells ([[Haste]] or [[Prayer]]). Additionally, using Tyris who specializes in Cavaliers and Champions or [[Sir Mullich]], whose troops receive +2 to speed, can increase the damage of Cavaliers and Champions significantly. Because of the jousting ability, a player should always prioritize to attack across as many hexes as possible. | The jousting ability of Cavaliers can increase their damage up to +35% and Champions up to +45% without any speed-increasing effects, meaning their damage can be higher than any level 6's, but [[Naga and Naga Queen|Naga Queens]] and [[Black Knight and Dread Knight|Dread Knights]] compensate for this with their specialties. The increase can be even higher, if the hero can increase their speed for example with artifacts ([[Cape of Velocity]], [[Necklace of Swiftness]] or [[Ring of the Wayfarer]]) or with spells ([[Haste]] or [[Prayer]]). Additionally, using Tyris who specializes in Cavaliers and Champions or [[Sir Mullich]], whose troops receive +2 to speed, can increase the damage of Cavaliers and Champions significantly. Because of the jousting ability, a player should always prioritize to attack across as many hexes as possible. | ||
15/16 [[Attack]] and [[Defense]] is decent for level 6 unit. 15-25 [[damage]] is about average, but 20-25 of Champions is a bit better. In practice their damage done is almost always higher because even when dueling other stack in the middle of battlefield they can travel at least 3 hexes to get 15% bonus. Their first strikes from maximal possible range are especially powerful, as their average damage after moving full 9 hexes is 22,5 x 1,45 | 15/16 [[Attack]] and [[Defense]] is decent for level 6 unit. 15-25 [[damage]] is about average, but 20-25 of Champions is a bit better. In practice their damage done is almost always higher because even when dueling other stack in the middle of battlefield they can travel at least 3 hexes to get 15% bonus. Their first strikes from maximal possible range are especially powerful, as their average damage after moving full 9 hexes is 22,5 x 1,45 = 32,625, more than even [[Naga Queen]]s can normally do, and maximum is 36,25 per Champion. 100 [[health]] is above average, but they are not as tough as [[Black Knight]]s. 7-9 [[Speed]] is good for a non-flying creature. | ||
[[Bless]] and [[Curse]] have much stronger effect on Cavaliers than Champions due to larger damage spread. Champions are usually more affected by spells changing their attack, like [[Bloodlust]] or [[Weakness]]. [[Shield]] and [[Stone Skin]] are probably their best defense buffs as they are quite fast and unless sieging a town, they will not be taking much ranged fire. Against level 7 creatures use [[Slayer]] combined with their jousting charge to ensure great damage. [[Frenzy]] can allow them to hit as hard as level 7 creatures themselves, but at cost of losing defense - if Frenzied Champions don't wipe the target out in first strike, they will be hit back hard too. [[Haste]] not only increases their initiative and range but also damage, if they can exploit it. [[Prayer]] increases their speed, attack and defense at once and stacks with Haste. | [[Bless]] and [[Curse]] have much stronger effect on Cavaliers than Champions due to larger damage spread. Champions are usually more affected by spells changing their attack, like [[Bloodlust]] or [[Weakness]]. [[Shield]] and [[Stone Skin]] are probably their best defense buffs as they are quite fast and unless sieging a town, they will not be taking much ranged fire. Against level 7 creatures use [[Slayer]] combined with their jousting charge to ensure great damage. [[Frenzy]] can allow them to hit as hard as level 7 creatures themselves, but at cost of losing defense - if Frenzied Champions don't wipe the target out in first strike, they will be hit back hard too. [[Haste]] not only increases their initiative and range but also damage, if they can exploit it. [[Prayer]] increases their speed, attack and defense at once and stacks with Haste. | ||
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While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported. | While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported. | ||
Because jousting damage bonus is not capped, it doubles their damage at 20 hexes (5% x 20 | Because jousting damage bonus is not capped, it doubles their damage at 20 hexes (5% x 20 = 100% bonus), but in non-lab conditions it is extremely unpractical: such speed would require stacking advanced Haste and Prayer, combined with either speed artifacts or possibly a hero bonus and grass terrain, and a very specific battlefield in which Champions would have to move more or less from one corner of the map to the opposite corner, around some obstacles. Then the jousting bonus comes back to realistic values, because troops on both sides are already in melee with each other. Also it's likely that after 2 rounds your army buffed with Haste and Prayer is already engaged in close quarters combat, instead of waiting for the right moment to strike. | ||
The highest possible Speed would be 9 base + 2 ([[Sir Mullich]]) + 1 ([[Terrain#Grass|grass]]) + 2 ([[Cape of Velocity]]) + 1 ([[Necklace of Swiftness]]) + 1 ([[Ring of the Wayfarer]]) + 4 ([[Prayer]]) + 5 ([[Haste]]) | The highest possible Speed would be 9 base + 2 ([[Sir Mullich]]) + 1 ([[Terrain#Grass|grass]]) + 2 ([[Cape of Velocity]]) + 1 ([[Necklace of Swiftness]]) + 1 ([[Ring of the Wayfarer]]) + 4 ([[Prayer]]) + 5 ([[Haste]]) = 25 Speed, 125% damage bonus or 225% normal damage... but only if they can run all the 25 hexes into enemy stack, which would require a real maze of obstacles and also a clear path to the target. | ||
Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits. | Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits. | ||
While they synergize very well with any offense-focused hero like [[Crag Hack]], top-tier selections might not always be available. Any hero with [[Offense]] and [[Tactics]] or good chance to learn these will do well, like [[Tyraxor]], [[Dace]] or [[Shakti]]. [[Tyris]] is quite good starting hero, specialized in Cavaliers and Champions and having Tactics and Leadership that is later made redundant, but will do in early game. [[Loynis]] with his Prayer specialty might be useful, if for some reason you do not have Angels. Magic-oriented heroes can be surprisingly good as Champions can use some magic support, like [[Haste]], [[Bloodlust]] or even [[Slayer]]. Any hero armed with such spells or even better specializing in them will be a boon to Champions. | While they synergize very well with any offense-focused hero like [[Crag Hack]], top-tier selections might not always be available. Any hero with [[Offense]] and [[Tactics]] or good chance to learn these will do well, like [[Tyraxor]], [[Dace]] or [[Shakti]]. [[Tyris]] is quite good starting hero, specialized in Cavaliers and Champions and having Tactics and Leadership that is later made redundant, but will do in early game. [[Loynis]] with his Prayer specialty might be useful, if for some reason you do not have Angels. Magic-oriented heroes can be surprisingly good as Champions can use some magic support, like [[Haste]], [[Bloodlust]] or even [[Slayer]]. Any hero armed with such spells or even better specializing in them will be a boon to Champions. | ||
{{creature 'see also'}} | {{creature 'see also'}} |