Pikeman and Halberdier: Difference between revisions

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The Halberdier is considered to be the 2nd best level 1 creature in raw stats, surpassed only by the {{hv|Centaur Captain|CentaurCentaurCaptain}}.
The Halberdier is considered to be the 2nd best level 1 creature in raw stats, surpassed only by the {{hv|Centaur Captain|CentaurCentaurCaptain}}.


4-6 [[Attack]] is top-tier, and 5 [[Defense]] is high. 10 [[Health]] is the highest of all level 1 creatures. 1-3 [[Damage]] of Pikemen is above average, 2-3 of Halberdiers is again the best of their level. With 4 [[Speed]] Pikemen are better suited to defending ranged troops than to offense. Halberdiers are faster by 1 point, but they are still slow. All-around powerful if rather slow creatures, they are the [[Castle]] basic melee unit that at once is tough and packs a nasty punch. They also compensate to a degree for {{hv|Archer|ArcherMarksman|text=Archers}}' rather low damage and fragility.
4-6 [[Attack]] is top-tier, and 5 [[Defense]] is high. 10 [[Health]] is the highest of all level 1 creatures. 1-3 [[Damage]] of Pikemen is above average, 2-3 of Halberdiers is again the best of their level. With 4 [[Speed]] Pikemen are better suited to defending ranged troops than to offense. Halberdiers are faster by 1 point, but they are still slow. All-around powerful if rather slow creatures, they are the [[Castle]] basic melee unit that at once is tough and packs a nasty punch. They also compensate to a degree for {{hv|Archer|text=Archers}}' rather low damage and fragility.


The drawback is that their 60-75 [[gold]] cost is also very high for lvl 1 unit. [[Guardhouse|Their dwelling]] is also expensive in terms of [[ore]].
The drawback is that their 60-75 [[gold]] cost is also very high for lvl 1 unit. [[Guardhouse|Their dwelling]] is also expensive in terms of [[ore]].
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Their unmentioned special ability significantly reduces {{hv|Cavalier and Champion|CavalierChampion}} damage done against them when charging from distance. While very specific, it does contribute to their relative toughness.
Their unmentioned special ability significantly reduces {{hv|Cavalier and Champion|CavalierChampion}} damage done against them when charging from distance. While very specific, it does contribute to their relative toughness.


In Castle army they can shield {{hv|Archer|ArcherMarksman|text=Archers}} or {{hv|Monk|MonkZealot|text=Monks}} while they whittle down the enemy stacks, mop up the remains after more powerful units do the most of work, or take enemy retaliations - if they can keep up with the likes of {{hv|Royal Griffin|GriffinRoyalGriffin|text=Royal Griffins}}. Be wary of [[Dragon|Dragons]] and AoE attacks/spells if playing defensively.
In Castle army they can shield {{hv|Archer|text=Archers}} or {{hv|Monk|text=Monks}} while they whittle down the enemy stacks, mop up the remains after more powerful units do the most of work, or take enemy retaliations - if they can keep up with the likes of {{hv|Royal Griffin|GriffinRoyalGriffin|text=Royal Griffins}}. Be wary of [[Dragon|Dragons]] and AoE attacks/spells if playing defensively.


The best [[secondary skill|secondary skills]] by pure numbers are [[Offense]] and [[Armorer]]. [[Tactics]] is also very useful, as their low speed requires some support to get them into enemy lines or to shield friendly ranged units. [[Leadership]] and high [[Morale]] can help with their speed problems. [[Air Magic]] and [[Earth Magic]] seem most useful of magic skills because of [[Haste]], [[Shield]] and [[Stone Skin]].
The best [[secondary skill|secondary skills]] by pure numbers are [[Offense]] and [[Armorer]]. [[Tactics]] is also very useful, as their low speed requires some support to get them into enemy lines or to shield friendly ranged units. [[Leadership]] and high [[Morale]] can help with their speed problems. [[Air Magic]] and [[Earth Magic]] seem most useful of magic skills because of [[Haste]], [[Shield]] and [[Stone Skin]].
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{{Creatures/Archer and Marksman|popupid=ArcherMarksman}}{{Creatures/Cavalier and Champion|popupid=CavalierChampion}}{{Creatures/Centaur and Centaur Captain|popupid=CentaurCentaurCaptain}}{{Creatures/Griffin and Royal Griffin|popupid=GriffinRoyalGriffin}}{{Creatures/Monk and Zealot|popupid=MonkZealot}}
{{Creatures/Cavalier and Champion|popupid=CavalierChampion}}{{Creatures/Centaur and Centaur Captain|popupid=CentaurCentaurCaptain}}{{Creatures/Griffin and Royal Griffin|popupid=GriffinRoyalGriffin}}{{Creature/Archer|popupid=Archer}}{{Creature/Monk|popupid=Monk}}

Revision as of 04:21, 22 August 2025

Castle Creatures
Level

1

Level

2

Level

3

Level

4

Level

5

Level

6

Level

7

Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures
Pikeman
4
5
1–3
10
4
Move
Ground
Size
1
Growth
14
80
100
Cost

60

Immune to jousting bonus.
Halberdier
6
5
2–3
10
5
Move
Ground
Size
1
Growth
14
115
115
Cost

75

Immune to jousting bonus.

Pikemen and Halberdiers are the level 1 creatures of Castle. They can be recruited from the Guardhouse.

"Pikemen and halberdiers are among the strongest basic foot soldiers available to any army. While somewhat slow, they have respectable combat ratings." RoE manual

Dwellings & Portraits

Heroes with a specialty

  • (none)

Special Ability: Jousting Immunity

Although not mentioned in the game or manual, both Pikemen and Halberdiers are immune to Cavaliers' and Champions' jousting ability. This means they suffer damage from Cavaliers or Champions normally, but do not receive the additional damage from jousting bonus (thus, the distance of Cavaliers and Champions attack doesn't matter).

In Horn of the Abyss, the ability is present in the unit's description.

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User Commentary

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The Halberdier is considered to be the 2nd best level 1 creature in raw stats, surpassed only by the Centaur Captain.

4-6 Attack is top-tier, and 5 Defense is high. 10 Health is the highest of all level 1 creatures. 1-3 Damage of Pikemen is above average, 2-3 of Halberdiers is again the best of their level. With 4 Speed Pikemen are better suited to defending ranged troops than to offense. Halberdiers are faster by 1 point, but they are still slow. All-around powerful if rather slow creatures, they are the Castle basic melee unit that at once is tough and packs a nasty punch. They also compensate to a degree for Archers' rather low damage and fragility.

The drawback is that their 60-75 gold cost is also very high for lvl 1 unit. Their dwelling is also expensive in terms of ore.

The most obvious spells to use on Pikemen and Halberdiers are Haste or Bloodlust for offensive purposes and Shield or Stone Skin for defense, with Prayer as all-rounder. Bless and Curse work better on Pikemen due to larger damage spread. Counterstrike may be useful, as they have good damage and enough health to engage most melee units and keep them busy for a while. Slow combined with ranged troops is a death sentence. Direct damage spells are a threat, but as level 1 troops they are not exactly a high priority target, and with 10 health per unit they are reasonably resilient to magic damage.

Their unmentioned special ability significantly reduces Cavalier and Champion damage done against them when charging from distance. While very specific, it does contribute to their relative toughness.

In Castle army they can shield Archers or Monks while they whittle down the enemy stacks, mop up the remains after more powerful units do the most of work, or take enemy retaliations - if they can keep up with the likes of Royal Griffins. Be wary of Dragons and AoE attacks/spells if playing defensively.

The best secondary skills by pure numbers are Offense and Armorer. Tactics is also very useful, as their low speed requires some support to get them into enemy lines or to shield friendly ranged units. Leadership and high Morale can help with their speed problems. Air Magic and Earth Magic seem most useful of magic skills because of Haste, Shield and Stone Skin.



See Also:


Cavalier
15
15
15–25
100
7
Move
Ground
Size
2
Growth
2
1946
1668
Cost

1000

Jousting bonus.
Champion
16
16
20–25
100
9
Move
Ground
Size
2
Growth
2
2100
1800
Cost

1200

Jousting bonus.
Centaur
5
3
2–3
8
6
Move
Ground
Size
2
Growth
14
100
100
Cost

70

Centaur Captain
6
3
2–3
10
8
Move
Ground
Size
2
Growth
14
138
115
Cost

90

Griffin
8
8
3–6
25
6
Move
Flying
Size
2
Growth
351
324
Cost

200

Flies. Retaliates twice.
Royal Griffin
9
9
3–6
25
9
Move
Flying
Size
2
Growth
448
364
Cost

240

Flies. Unlimited retaliations.
Archer
6
3
Shots
12
2–3
10
4
Move
Ground
Size
1
Growth
9
126
115
Cost

100

Shoots.
Monk
12
7
Shots
12
10–12
30
5
Move
Ground
Size
1
Growth
3
582 Horn of the Abyss485 Shadow of Death
485
Cost

400

Shoots.