Psychic Elemental and Magic Elemental: Difference between revisions
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| Health = 75 | | Health = 75 | ||
| Speed = 7 | | Speed = 7 | ||
| Cost = 750 | | Cost = 750</br>''(950)''{{-wh}} | ||
| Special = [[ | | Special = • [[Non-living]]<br>• No enemy [[retaliation]]<br>• Attacks all adjacent hexes<br>• ''[[Mind spell]] [[immunity]]'' | ||
| U_AI_Value = 2012 | | U_AI_Value = 2012 | ||
| U_name = Magic Elemental | | U_name = Magic Elemental | ||
| U_health = 80 | | U_health = '''80''' | ||
| U_damage = | | U_damage = '''15–25''' | ||
| U_speed = 9 | | U_speed = '''9''' | ||
| U_cost = 800 | | U_cost = 800</br>''(1200)''{{-wh}} | ||
| U_special = [[ | | U_special = • [[Non-living]]<br>• No enemy [[retaliation]]<br>• Attacks all adjacent hexes<br>• '''[[Immunity|Immune]] to all magic''' | ||
| No_shots = | | No_shots = | ||
| No_ushots = | | No_ushots = | ||
}} | }} | ||
'''Psychic and Magic Elementals''' are level 6 [[creature]]s of [[Conflux | {{Cram|Altar of Thought|Psychic Elemental|Magic Elemental|no_dwelling=|pad=7px 10px 3px 3px}} | ||
'''Psychic Elementals and Magic Elementals''' are the level 6 [[creature]]s of [[Conflux]]. They are recruited from the [[Altar of Thought]]. | |||
Psychic [[Elemental]]s are the physical evidence of what many consider the fifth element: thought. These creatures are immune to [[ | ''"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> | ||
== Special Abilities == | |||
* Psychic Elementals do half damage to units immune to [[Mind spells]]. Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant. | |||
* Magic Elementals do half damage to units immune to magic. | |||
** {{Cn|Magic Elemental}} | |||
** {{Cn|Black Dragon}} | |||
Although {{Cn|Magic Elemental}}s are immune to all spells, they will still be affected by {{Sn|Quicksand}}, {{Sn|Dispel}} and {{Sn|Fire Shield}}. | |||
Note that the damage is ''not'' halved against targets affected by [[Anti-Magic]]. | |||
== Heroes with a specialty == | |||
*{{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. | |||
== {{hota}} == | |||
* Psychic Elementals' cost 750 {{g}} [[File:ArrowL-R.gif]] 950 {{g}} | |||
* Magic Elementals' cost 800 {{g}} [[File:ArrowL-R.gif]] 1200 {{g}}. | |||
* The in-game descriptions for both Psychic and Magic Elementals are updated. | |||
== Official Renders == | |||
<gallery mode="packed-hover"> | |||
Magic Elemental render.jpg | |||
</gallery> | |||
{{user commentary| | |||
They are creatures summoned from the [[Plane of Magic|Elemental Plane of Magic]]. | |||
---- | |||
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). | |||
=== Toughness === | |||
For a level 6 unit, their health and defense values are below-average. However, unlike the other level 6 units with low hp, like the [[Manticore and Scorpicore|Manticores/Scorpicores]] and both kinds of [[Wyvern]], they have the no retaliation skill, which means they will not receive damage when attacking (unless facing [[Efreet Sultan|Efreet Sultans]] or a troop on which [[Fire Shield]] was cast). | |||
=== Offense === | |||
They have very good offensive stats, considering their specials; the no retaliation skill helps them retain numbers and they also strike all adjacent enemies, theoretically enabling them to deal the highest raw damage per unit for a level 6 troop, 60-120 and 90-150 for the upgrade. Still, they will usually hit 2 troops at once, which isn't bad at all. | |||
=== Efficiency and cost === | |||
For a level 6 dwelling, the cost of both the base and the upgraded one together is relatively low, a total of 5 of each resources and only 6000 gold {{g}}. However, the upgraded dwelling requires a [[Mage Guild|Mage Guild level 2]] to be built, which is usually built already. It also requires all other base dwellings except [[Pyre]] to be built, so you probably won't be able to have them available since first week. | |||
The cost of the base and upgraded unit is also very low, only 750/800 gold {{g}}. It was significantly increased in {{hota}}, though. All in all, they are worth their cost. | |||
=== Tactics === | |||
With this unit, the tactic is to wait for the enemy to make their move first and then attack where you can strike the most stacks. Unlike both [[Hydras]], the Psychic and Magic Elemental occupy only 1 hex and are faster, so it's easier for them to attack more enemies. Still, they should be carefully used as not to be overwhelmed by enemies, while it's good to be always accompanied by allied troops so they can take the hits instead, like [[Earth Elemental and Magma Elemental|Earth or Magma Elementals]]. | |||
Against them, it's recommended to use up their retaliation on only one troop and then overwhelm them with attacks, if next turn these elementals won't be able to deal that much damage to your army. Keep in mind, the base unit can't be [[Blind|Blinded]] nor [[Berserk|Berserked]] (as any elemental), and the upgrade is immune to all magic. | |||
If you prefer to be able to cast beneficial spells on your own troops, you might want to opt for the Psychic Elemental, but be aware that it deals 5-5 less damage than the upgrade. | |||
===Skill bonuses === | |||
[[Offense]] would be a good skill to have, both because of this unit's specialties and also because at least two [[Conflux]] units deal under-average damage for their growth and levels. [[Armorer]] would be a good choice too, since out of all Conflux creatures, only [[Pixie and Sprite|Pixies/Sprites]] and [[Firebird and Phoenix|Firebirds/Phoenixes]] can be [[Resurrection|resurrected]]. [[Tactics]] could allow you to strike first, using [[Slow|Expert Slow]] on the Phoenixes' turn and then attack with the Psychic or Magic Elementals where it hurts the most, especially enemy archers and vulnerable or important troops. | |||
}}{{end of user commentary}} | |||
{{creature 'see also'}} | |||
* [[Comparison of Level 6 Creatures]] | |||
[[Category: Creatures]] | [[Category: Creatures]] | ||
[[Category: Elementals]] | [[Category: Elementals]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 01:15, 18 June 2024
Conflux creatures | |||||||||||||||
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Level 1 | |||||||||||||||
Pixie | |||||||||||||||
Sprite | |||||||||||||||
Level 2 | |||||||||||||||
Air Elemental | |||||||||||||||
Storm Elemental | |||||||||||||||
Level 3 | |||||||||||||||
Water Elemental | |||||||||||||||
Ice Elemental | |||||||||||||||
Level 4 | |||||||||||||||
Fire Elemental | |||||||||||||||
Energy Elemental | |||||||||||||||
Level 5 | |||||||||||||||
Earth Elemental | |||||||||||||||
Magma Elemental | |||||||||||||||
Level 6 | |||||||||||||||
Psychic Elemental | |||||||||||||||
Magic Elemental | |||||||||||||||
Level 7 | |||||||||||||||
Firebird | |||||||||||||||
Phoenix | |||||||||||||||
Towns | |||||||||||||||
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Statistics | ||||||||||||||||||
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Psychic Elemental | ||||||||||||||||||
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Special abilities: | ||||||||||||||||||
• Non-living • No enemy retaliation • Attacks all adjacent hexes • Mind spell immunity | ||||||||||||||||||
Magic Elemental | ||||||||||||||||||
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Special abilities: | ||||||||||||||||||
• Non-living • No enemy retaliation • Attacks all adjacent hexes • Immune to all magic | ||||||||||||||||||
Portraits
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Psychic Elementals and Magic Elementals are the level 6 creatures of Conflux. 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
Special Abilities[edit | hide | hide all]
- Psychic Elementals do half damage to units immune to Mind spells. Because all elementals are immune to Mind Spells, Psychic Elementals' Mind Spell immunity is redundant.
- Magic Elementals do half damage to units immune to magic.
Although Magic Elementals are immune to all spells, they will still be affected by Quicksand, Dispel and Fire Shield.
Note that the damage is not halved against targets affected by Anti-Magic.
Heroes with a specialty[edit | hide]
- Pasis the Planeswalker and
- Monere the Planeswalker have psychic elementals as a specialty. All Psychic/Magic Elementals in their armies gain +3 Attack and +3 Defense.
Horn of the Abyss[edit | hide]
- Psychic Elementals' cost 750 950
- Magic Elementals' cost 800 1200 .
- The in-game descriptions for both Psychic and Magic Elementals are updated.
Official Renders[edit | hide]
User commentary
[Show user commentary]
[Hide user commentary]
|
They are creatures summoned from the Elemental Plane of Magic. 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). ToughnessFor a level 6 unit, their health and defense values are below-average. However, unlike the other level 6 units with low hp, like the Manticores/Scorpicores and both kinds of Wyvern, they have the no retaliation skill, which means they will not receive damage when attacking (unless facing Efreet Sultans or a troop on which Fire Shield was cast). OffenseThey have very good offensive stats, considering their specials; the no retaliation skill helps them retain numbers and they also strike all adjacent enemies, theoretically enabling them to deal the highest raw damage per unit for a level 6 troop, 60-120 and 90-150 for the upgrade. Still, they will usually hit 2 troops at once, which isn't bad at all. Efficiency and costFor a level 6 dwelling, the cost of both the base and the upgraded one together is relatively low, a total of 5 of each resources and only 6000 gold . However, the upgraded dwelling requires a Mage Guild level 2 to be built, which is usually built already. It also requires all other base dwellings except Pyre to be built, so you probably won't be able to have them available since first week. The cost of the base and upgraded unit is also very low, only 750/800 gold . It was significantly increased in Horn of the Abyss, though. All in all, they are worth their cost. TacticsWith this unit, the tactic is to wait for the enemy to make their move first and then attack where you can strike the most stacks. Unlike both Hydras, the Psychic and Magic Elemental occupy only 1 hex and are faster, so it's easier for them to attack more enemies. Still, they should be carefully used as not to be overwhelmed by enemies, while it's good to be always accompanied by allied troops so they can take the hits instead, like Earth or Magma Elementals. Against them, it's recommended to use up their retaliation on only one troop and then overwhelm them with attacks, if next turn these elementals won't be able to deal that much damage to your army. Keep in mind, the base unit can't be Blinded nor Berserked (as any elemental), and the upgrade is immune to all magic. If you prefer to be able to cast beneficial spells on your own troops, you might want to opt for the Psychic Elemental, but be aware that it deals 5-5 less damage than the upgrade. Skill bonusesOffense would be a good skill to have, both because of this unit's specialties and also because at least two Conflux units deal under-average damage for their growth and levels. Armorer would be a good choice too, since out of all Conflux creatures, only Pixies/Sprites and Firebirds/Phoenixes can be resurrected. Tactics could allow you to strike first, using Expert Slow on the Phoenixes' turn and then attack with the Psychic or Magic Elementals where it hurts the most, especially enemy archers and vulnerable or important troops. |