Cavalier and Champion: Difference between revisions

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(→‎Special Ability: Jousting: cf. http://heroescommunity.com/viewthread.php3?TID=39912&PID=1584179#focus)
(Extra description/correction based on Turnam's research.)
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== Special Ability: Jousting ==
== Special Ability: Jousting ==
Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. 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 between their starting and ending position. This ability is only capped by the size of the battlefield, which allows their starting and ending positions to be a maximum of 18 tiles apart (for a 90% damage increase). Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible.


[[Pikeman and Halberdier|Pikemen and Halberdiers]] are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all.
[[Pikeman and Halberdier|Pikemen and Halberdiers]] are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all.
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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 {{=}} 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]]) {{=}} 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.

Revision as of 20:59, 12 January 2025

Castle creatures
Level 1
Pikeman Pikeman Pikeman
Halberdier Halberdier Halberdier
Level 2
Archer Archer
Marksman Marksman
Level 3
Griffin Griffin
Royal Griffin Royal Griffin
Level 4
Swordsman Swordsman
Crusader Crusader
Level 5
Monk Monk
Zealot Zealot
Level 6
Cavalier Cavalier
Champion Champion
Level 7
Angel Angel
Archangel Archangel
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory Bulwark
Palace Grotto Forge
Neutral
Champion
16
16
20–25
100
9
Move
Ground
Size
2
Growth
2
2100
1800
Cost Per Troop

1200

Jousting bonus.
Cavalier
15
15
15–25
100
7
Move
Ground
Size
2
Growth
2
1946
1668
Cost Per Troop

1000

Jousting bonus.

Cavaliers and Champions are the level 6 creatures of Castle. They are recruited from the Training Grounds.

"The horse-mounted cavalier and champion deal extra impact damage (+5% per hex traveled to creature attacked) when charging into battle." RoE manual

Training Grounds

Cavaliers are upgraded to Champions for free when the hero visits Stables found on the Adventure Map.

Special Ability: Jousting

Moving before the attack will increase their damage by 5% for each hex between their starting and ending position. This ability is only capped by the size of the battlefield, which allows their starting and ending positions to be a maximum of 18 tiles apart (for a 90% damage increase). Obviously they don't benefit from this ability when counterattacking, and their optimal attack conditions require them to move the longest distance possible.

Pikemen and Halberdiers are immune to this jousting bonus, which means they only suffer the base damage from Cavaliers and Champions. When fighting them, it makes no difference whether your Champions move 9 hexes before attacking or none at all.

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