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Ballistics
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==Chance to get== {{Secondary skill chance explanation}} {{ZET SEC SKILL CHANCE TABLE| 8 (highest)| 4 (lowest) {{withsod}}| 4 (lowest) {{withsod}}| 4 (lowest) {{withsod}}| 6| 4 (lowest) {{withsod}}| 7| 6| 7| 5| 7| 6| 8 (highest)| 6| 7| 8 (highest)| 8 (highest)| 4 (lowest) {{withsod}}| 5| 2 (lowest){{-wh}}| 6| 8 (highest)}} {{fanopinion| Ballistics is not something essential to everyone, but it is really useful when sieging towns, and if a map has many towns you should capture, consider using a hero with Ballistics as your starting hero, eventually improving the skill to Expert. It will make sieging a town way easier, reducing your losses, as you will destroy the [[drawbridge]] on an early stage of the battle, and the enemy's defense will worsen significantly. However, the most crucial when sieging a town is properly using your flyers, ranged units, and magic, so as to win as soon as possible and avoid major losses. Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn't have [[Artillery]]). '''Recommended for:''' Heroes with walker-heavy armies While useful for breaking open the gate quickly, one also has to care to consider that it is the only battle-skill that in non-siege battle situations has absolutely no impact. Therefore, in a multiplayer game it may be better to select a more multi-situation skill upon which to invest. In single-player games, more useful, but also situational, as the AI tends to charge out of the castle if an army demonstrates any significant long-range damage abilities. It is very rare that the AI stays in the castle entirely, and that this skill is entirely necessary. I would take this if I had walker armies, and were offered an alternative skill considerably less useful (ie. eagle eye, learning). }}<!-- end of fan opinion --> {{secondary skill 'see also'}} [[Category: Secondary skills]]
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