Strategies and Psychic Elemental and Magic Elemental: Difference between pages

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== General Strategies ==
{{Conflux creatures}}{{Creature
=== Dragogeddon ===
| AI_Value  = 1669
A tactical maneuver, wherein the hero aims to cast the [[Armageddon]] spell without harming his own troops. In the original {{roe}} [[Black Dragon]]s and [[Gold Dragon]]s were the best creatures to have when using this tactic, hence the name dragogeddon.
| Growth    = 2
| Name      = Psychic Elemental
| Attack    = 15
| Defense    = 13
| Damage    = 10–20
| Health    = 75
| Speed      = 7
| Cost      = 750
| Special    = • [[Elemental]]<br>• No enemy [[retaliation]]<br>• Attacks all adjacent hexes
| U_AI_Value = 2012
| U_name    = Magic Elemental
| U_health  = '''80'''
| U_damage  = '''15-25'''
| U_speed    = '''9'''
| U_cost    = 800
| U_special  = • [[Elemental]]<br>• No enemy [[retaliation]]<br>• Attacks all adjacent hexes<br>• [[Immunity|Immune]] to all magic
| No_shots  =
| No_ushots  =
}}


In order for dragogeddon tactics to work in the best possible way, the hero requires:
{{Cram|Altar of Thought|Psychic Elemental|Magic Elemental|no_dwelling=|pad=7px 10px 3px 3px}}
* at least advanced [[Wisdom]] to learn Armageddon
'''Psychic and Magic Elementals''' are level 6 [[creature]]s of [[Conflux town]]. They are recruited from the [[Altar of Thought]].
* high [[Primary skill#power_skill|power skill]] for Armageddon to cause as much damage as possible
* reasonable [[Primary skill#knowledge_skill|knowledge]] for sufficient spell points to cast the spell at least few times
* creatures with appropriate spell immunity to cause damage only to enemy units.


Possible creatures for the dragogeddon tactics are:
''"Psychic [[Elemental]]s are the physical evidence of what many consider the fifth element: thought. These creatures are immune to [[Mind spell]]s. Their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a [[Retaliation|retaliatory strike]]. Magic Elementals are a product of the sixth element: magic. Magic Elementals are also immune to all forms of magic."{{-}}<sup>[[Armageddon's Blade Manual Page 16|AB manual]]''</sup>
* [[Black Dragon]]s from [[Dungeon]]
* [[Gold Dragon]]s from [[Rampart]]
* [[Efreet Sultan]]s from [[Inferno]]
* [[Fire Elemental]]s, [[Magma Elemental]]s, [[Magic Elemental]]s or [[Phoenix]]es from [[Conflux]]


Additionally, [[golem]]s may be used for the tactic because of their [[Spell damage resistance]] ability. For this purpose, [[Tower]]'s [[Stone and Iron Golem]]s are typically the easiest to gather. However, dragogeddon tactics are often used in situations where it is essential to rapidly – preferably in the first round of combat – destroy enemy forces, and therefore golems with a slow [[speed]] rating are not a preferable choice. Conflux's Fire Elementals and Magic Elementals are not significantly better.
== Tactics and info ==
They have very good stats, lacking only in health. However, the no retaliation skill helps them retain numbers.


The combination artifact [[Power of the Dragon Father]], while hard to obtain, makes all of the hero's units immune to Armageddon, allowing dragogeddon usage with any army.
== Special abilities ==
Psychic Elemental does half damage to units immune to [[Mind spells]]. Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant.  Psychic Elementals deal half damage to units immune to Mind Spells, while Magic Elementals deal half damage only to units completely immune to magic ([[Black Dragon]]s and other Magic Elementals).


Another situation for dragogeddon is when a player needs to weaken an enemy hero's main force. When used for this purpose, the attacking method is typically hit-and-run, which makes speed essential and Phoenixes the best choice. It is vital for the hero to act first in the combat, cast Armageddon and then [[surrender]] (or [[retreat]]), and then repeat the process. In an ideal situation, the enemy hero's movement has ended up near the defending player's town, when it is a short distance to attack the enemy hero over and over again with Phoenixes combined with Armageddon.
Magic Elemental does half damage to units immune to magic.
Namely:


The biggest threats for dragogeddon are [[Orb of Inhibition]], disallowing the use of all spells in combat and [[Recanter's Cloak]], suppressing spells any higher than level 3.
* {{Cn|Magic Elemental}}
* {{Cn|Black Dragon}}


=== Artifact Monopoly ===
== Heroes with a specialty ==
A tactic for the turn's first human player of every month. Since all [[Artifact Merchants]] carry the same stock, the human player who is first in the turn order gets the first choice of artifacts to buy every month. This can be a huge advantage during multiplayer games, as the computers always act after the human players.
*{{H|Pasis|Planeswalker}} and
*{{H|Monere|Planeswalker}} have psychic elementals as a [[Specialty#Creature_specialties|specialty]]. All Psychic/Magic Elementals in their armies gain +3 Attack and +3 Defense.


If playing with {{sod}} expansion, a solid use of the strategy is to buy every [[combination artifact]] piece they can afford at the first round of the month. After a few months, and with some luck in adventuring, the first player - using this tactic - may combine few of the easier combination artifacts like [[Bow of the Sharpshooter]],  [[Cloak of the Undead King]] or [[Wizard's Well]] - all quite powerful.
== {{hota}} ==
The cost was increased to 950 {{g}} for a Psychic Elemental and 1200 {{g}} for a Magic Elemental.


=== A mite, but not an enemy, very charming, no enmities ===
{{creature 'see also'}}
If you don't have the resources to run that one town you need the troops from, let the enemy capture it and spend all their resources building it for you, then when they least expect it, take it back with minimal force. Losses are 500 (basic city) over 1000 (with [[Town Hall]] building) over 2000 ([[City Hall]]) gold to 4000 gold  ([[Capitol]] city, losing the [[Capitol]] to the enemy destroys the 10k gold [[Capitol]] building) each day and the added costs of recapturing the town - but the [[Resources]] needed for better buildings might even be harder to come by and you want that high level unit buildings to be built in the long term, why not let the enemy build them.


=== Stack divide, and conquer ===
[[Category: Creatures]]
Flanking has its uses, [[Cyclops]] and  [[Genie]] units with their casting or castle wall damage feature work '''without considering the unit amount''' of the stack , so [[Cyclops]] that have damage castle walls as a special will get one castle wall attack per [[Cyclops]] stack (or even advanced [[Ballistics]] and thus two shots when the stack is a [[Cyclops King]] stack), the number of [[Cyclops]] in the stack is not relevant and [[Genie]]s will get their usual allotment of spells without regarding the stack size too - one [[Genie]] and his utility spells is as important as 100 considering spells that they can cast - as opposed to [[Faerie Dragon]]s that use damaging spells that depend on the number of units the stack has. [[Genie]]s are level 5 creatures, a [[Cyclops]] is a level 6 creature, both are a little bit faster than level 1 or 2 units in general - and those tend to die off easily midgame so the open places in the army of the hero are not actually wasted given utility spells on worthwhile creatures or faster sieges and additionally higher level creatures also tend to move faster on the adventure map.
[[Category: Elementals]]
 
__NOTOC__
== Faction Specific Strategies ==
* [[Talk:Castle#Strategy|Castle]]
* [[Talk:Rampart#Strategy|Rampart]]
* [[Talk:Tower#Strategy|Tower]]
* [[Talk:Inferno#Strategy|Inferno]]
* [[Talk:Necropolis#Strategy|Necropolis]]
* [[Talk:Dungeon#Strategy|Dungeon]]
* [[Talk:Stronghold#Strategy|Stronghold]]
* [[Talk:Fortress#Strategy|Fortress]]
* [[Talk:Conflux#Strategy|Conflux]]
 
== See also ==
* [[Tricks]]
 
[[Category: Miscellaneous]]

Revision as of 13:03, 29 March 2020

Conflux creatures
Level 1
PixiePixie Pixie
SpriteSprite Sprite
Level 2
Air ElementalAir Elemental Air Elemental
Storm ElementalStorm Elemental Storm Elemental
Level 3
Water ElementalWater Elemental Water Elemental
Ice ElementalIce Elemental Ice Elemental
Level 4
Fire ElementalFire Elemental Fire Elemental
Energy ElementalEnergy Elemental Energy Elemental
Level 5
Earth ElementalEarth Elemental Earth Elemental
Magma ElementalMagma Elemental Magma Elemental
Level 6
Psychic ElementalPsychic Elemental Psychic Elemental
Magic ElementalMagic Elemental Magic Elemental
Level 7
FirebirdFirebird Firebird
PhoenixPhoenix Phoenix
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory Bulwark
Palace Grotto Forge
Neutral
Statistics
Psychic Elemental
 Cost per troop 

750

Attack 15
Defense 13
Damage 10–20
Health 75
Speed 7
Movement Ground
Size 1
Growth 2
AI Value 1669
 Special abilities:
Elemental
• No enemy retaliation
• Attacks all adjacent hexes
Magic Elemental
 Cost per troop 

800

Attack 15
Defense 13
Damage 15-25
Health 80
Speed 9
Movement Ground
Size 1
Growth 2
AI Value 2012
 Special abilities:
Elemental
• No enemy retaliation
• Attacks all adjacent hexes
Immune to all magic
Portraits
Altar of Thought  

Psychic and Magic Elementals are level 6 creatures of Conflux town. They are recruited from the Altar of Thought.

"Psychic Elementals are the physical evidence of what many consider the fifth element: thought. These creatures are immune to Mind spells. Their attacks overpower the minds of all those surrounding them, causing enough pain to kill. Enemies enduring such an attack rarely are capable of a retaliatory strike. Magic Elementals are a product of the sixth element: magic. Magic Elementals are also immune to all forms of magic." AB manual

Tactics and info

They have very good stats, lacking only in health. However, the no retaliation skill helps them retain numbers.

Special abilities

Psychic Elemental does half damage to units immune to Mind spells. Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant. Psychic Elementals deal half damage to units immune to Mind Spells, while Magic Elementals deal half damage only to units completely immune to magic (Black Dragons and other Magic Elementals).

Magic Elemental does half damage to units immune to magic. Namely:

Heroes with a specialty

Horn of the Abyss

The cost was increased to 950 Gold for a Psychic Elemental and 1200 Gold for a Magic Elemental.

See Also: