Behemoth and Ancient Behemoth: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 56: Line 56:
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.
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 quite a bargain.
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.
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.

Revision as of 12:56, 8 December 2020

Stronghold creatures
Level 1
Goblin Goblin
Hobgoblin Hobgoblin
Level 2
Wolf Rider Wolf Rider
Wolf Raider Wolf Raider
Level 3
Orc Orc
Orc Chieftain Orc Chieftain
Level 4
Ogre Ogre
Ogre Mage Ogre Mage
Level 5
Roc Roc
Thunderbird Thunderbird
Level 6
Cyclops Cyclops
Cyclops King Cyclops King
Level 7
Behemoth Behemoth
Ancient Behemoth Ancient Behemoth
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Behemoth
 Cost per troop 

1500
Attack 17
Defense 17
Damage 30–50
Health 160
Speed 6
Movement Ground
Size 2
Growth 1
AI Value 3162
 Special abilities:
• Attack reduces enemy's defense by 40% and 1 point temporarily
Ancient Behemoth
 Cost per troop 

3000

1
Attack 19
Defense 19
Damage 30–50
Health 300
Speed 9
Movement Ground
Size 2
Growth 1
AI Value 6168
 Special abilities:
• Attack reduces enemy's defense by 80% and 1 point temporarily
Behemoth Crag  

Behemoths and Ancient Behemoths are level 7 creatures of Stronghold town. They are recruited from the Behemoth Lair (while the external dwelling is Behemoth Crag).

"The attack of these giant creatures is so overwhelming it reduces their target's ability to mount further defenses. The attack of the behemoth reduces target defense value by 40%. Ancient behemoth attacks reduce it by 80%." RoE manual

Heroes with a specialty

Tactics and info

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

Need to fix one or more of these possible problems with the user commentary text:
  • escape equals signs with {{=}} (not including the ones used to create section headings)
  • replace <div style="clear:left;"></div> with {{clear|left}}


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.

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 Archangel in one-on-one combat, another example being the Haspid from Horn of the Abyss expansion. (A 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 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).

Behemoths Table

Base Base
30 50
Behemoth's Attack Defender's Defense Defense After Ability Diff (capped at +60 and -28) Increased Damage Damage Low Damage High
20 10 5 15 75% 52 87
20 20 11 9 45% 43 72
20 30 17 3 15% 34 57
20 40 23 -3 -7.5% 27 46
20 50 29 -9 -22.5% 22 37
30 20 11 19 95% 58 97
30 30 17 13 65% 49 82
30 40 23 7 35% 40 67
30 50 29 1 5% 31 52
30 60 35 -5 -12.5% 26 43
50 20 11 39 195% 88 147
50 35 20 30 150% 75 125
50 50 29 21 105% 61 102
50 65 38 12 60% 48 80
50 80 47 3 15% 34 57
70 25 14 56 280% 114 190
70 40 23 47 235% 100 167
70 55 32 38 190% 87 145
70 70 41 29 145% 73 122
70 85 50 20 100% 60 100
90 30 17 60 300% 120 200
90 50 29 60 300% 120 200
90 70 41 49 245% 103 172
90 90 53 37 185% 85 142
90 100 59 31 155% 76 127

Ancient Behemoths Table

Base Base
30 50
Ancient Behemoth's Attack Defender's Defense Defense After Ability Diff (capped at +60 and -28) Increased Damage Damage Low Damage High
20 10 1 19 95% 58 97
20 20 3 17 85% 55 92
20 30 5 15 75% 52 87
20 40 7 13 65% 49 82
20 50 9 11 55% 46 77
30 20 3 27 135% 70 117
30 30 5 25 125% 67 112
30 40 7 23 115% 64 107
30 50 9 21 105% 61 102
30 60 11 19 95% 58 97
50 20 3 47 235% 100 167
50 35 6 44 220% 96 160
50 50 9 41 205% 91 152
50 65 12 38 190% 87 145
50 80 15 35 175% 82 137
70 20 3 60 300% 120 200
70 35 6 60 300% 120 200
70 50 9 60 300% 120 200
70 75 14 56 280% 114 190
70 90 17 53 265% 109 182
90 30 5 60 300% 120 200
90 50 9 60 300% 120 200
90 70 13 60 300% 120 200
90 90 17 60 300% 120 200
90 100 19 60 300% 120 200


See also: