Air Magic: Difference between revisions
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=== DiFool's Ratings (1-5) === | === DiFool's Ratings (1-5) === | ||
*[[Direct damage spells|Direct damage]] 4 | * [[Direct damage spells|Direct damage]] 4 | ||
* | * Benefit own army 3 | ||
*[[Curse (spell type)|Weaken enemy army]] 1 | * [[Curse (spell type)|Weaken enemy army]] 1 | ||
*[[Adventure spell|Travel]] 5 | * [[Adventure spell|Travel]] 5 | ||
*[[Informational spells|Informational]] 5 | * [[Informational spells|Informational]] 5 | ||
* Specialty helps? 4 | * Specialty helps? 4 | ||
Revision as of 10:49, 18 March 2014
is about the secondary skill. For air magic spells, see school of air magic.
Air magic is one of the secondary skills. It increases the effectiveness of hero's air magic spells.
Description
Air Magic is easily overrated, due to good damage spells and adventure map movement spells. However, the first groups strength decrease when stack sizes grow, and the spells in the second category are banned more often than not. What remains is a few good spells, and a handful of mediocre ones. Haste and Lightning Bolt are both very useful, Chain Lightning does good damage, but can easily backfire. Counterstrike can be an enormous aid, especially when cast on Hydras or Vampire Lords. However, Air Magic's greatest assets are Dimension Door and Fly, which can get your Hero into places he or she couldn't have gotten into otherwise, or be used to launch a surprise attack on an enemy town. The other spells are at best of circumstancial use.
DiFool's Ratings (1-5)
- Direct damage 4
- Benefit own army 3
- Weaken enemy army 1
- Travel 5
- Informational 5
- Specialty helps? 4