Editing
Behemoth and Ancient Behemoth
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Official Renders == <gallery mode="packed-hover"> Ancient Behemoth render.gif </gallery> {{user commentary| The defense is reduced only for the Behemoth's attack, and is returned to normal immediately after that. The Behemoths deal incredibly high melee damage thanks to their special ability. They seem resilient having 160-300 [[Health]], but are quite fragile due to very low (for a 7th level unit) [[Defense]], thus being "glass cannon" unit that both hits hard and gets hit hard in return. 30-50 damage range means they are good targets for [[Bless]] and [[Curse]] [[spells]]. Being quite slow walkers, [[Haste]], [[Teleport]] and [[Prayer]] are great buffs to cast on Behemoths. Conversely [[Slow]] combined with ranged troops works well when fighting them. The best defense against Behemoths is keeping them out of melee. They hit hard, but also take a lot of damage themselves that is only mitigated by their high [[Health]], so use [[Slow]], ranged troops, [[Blind]] or [[Berserk]] while you deal with other stacks. Their own [[Attack]] is very low. Reducing it with spells like [[Weakness]] so their attack value doesn't exceed opposing unit's [[Defense]] as much as it normally would takes away a lot of their damage potential. Increasing Attack usually isn't as high priority as increasing their damage and speed, as it is compared to only 60%/20% of opposing stack's Defense. Behemoths also have very low [[Defense]]. When using them, consider patching this vulnerability with [[Shield]] or [[Stone Skin]] [[spells]] or [[Armorer]]. When fighting them, exploit it - they can dish out damage very well, but aren't as great in taking it. In melee, do not use [[Stone Skin]] against Behemoths as they ignore most of the bonus defense anyway. Use [[Shield]] spell instead, as it's not defense buff but flat damage taken reduction, and it greatly reduces Behemoths' killing power. [[Fire Shield]] is good defensive buff too, as it reflects part of damage dealt before mitigations, and Behemoths deal very high melee damage. Because [[Defense]] works only partially against Behemoths, don't use Defend command in melee against them, as it sacrifices your stack's turn and possible attack for a very small defense bonus that will be mostly ignored anyway. Use "sacrificial" expendable stacks to take counterattacks instead of your more valuable units, so the hard hitters can live longer and keep dealing damage to Behemoths. Thus casting [[Counterstrike]] on Behemoths is something to consider when fighting several melee stacks. Damage-increasing spells also work well, as Behemoths take a lot of damage themselves. [[Bless]], [[Bloodlust]], [[Precision]], [[Prayer]], [[Slayer]] are all viable buffs for your army when fighting Behemoths. [[Frenzy]] is a somewhat special case - normally it's double-edged sword, increasing [[Attack]] at the cost of [[Defense]], but in melee against Behemoths your stacks have only a fraction of their normal Defense, so this spell becomes less useful unless cast on unreachable ranged stack. Direct damage [[spells]] work well on unupgraded Behemoths due to their low [[Health]]. Ancient Behemoths boasting 300 HP might be better dealt with using your army. An Ancient Behemoth is among the few recruitable level 7 creatures that can defeat an [[Angel and Archangel|Archangel]] in one-on-one combat, another example being the [[Sea Serpent and Haspid|Haspid]] from [[Horn of the Abyss]] expansion. (A [[Giant and Titan|Titan]] can also defeat an Archangel one-on-one by defending 4 times and then attacking). === Analysis of the special ability === They ignore 40%/80% of the opponents defense. Depending on their attack value to the opponents defense Value, there are two scenarios: * Scenario I: The Behemoths have more attack than the defending creature's defense (then, every attack the Behemoths have more than the defending creatures defense increases their damage by 5%) * Scenario II: The Behemoths have less attack than the defending creature's defense (then, every defense the defending creature has more then the Behemoths attack decreases the damage taken by 2.5%) Below, you see how much this is for some attack/defense values. As can be seen, this ability is becoming more and more useful in the late-game. Increase your hero's attack as much as possible for maximum effect. Note that the maximal difference between an attacker's attack and the defender's defense is capped (see [[Damage#Attack-Defense_difference_β_variables_I1_and_R1|damage]] calculation). If the attacker has more than 60 more attack, it is capped at 60 (translates to a 300% damage increase). If the defender has more than 28 more defense, the difference is capped at 28 (translates to 70% less damage). }}{{end of user commentary}} {{creature 'see also'}} * [[Comparison of Level 7 Creatures]] * [[Behemoth and Ancient Behemoth/table]] [[Category: Creatures]] __NOTOC__
Summary:
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information