Editing Cavalier and Champion

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 51: Line 51:
[[Bless]] and [[Curse]] have much stronger effect on Cavaliers than Champions due to larger damage spread. Champions are usually more affected by spells changing their attack, like [[Bloodlust]] or [[Weakness]]. [[Shield]] and [[Stone Skin]] are probably their best defense buffs as they are quite fast and unless sieging a town, they will not be taking much ranged fire. Against level 7 creatures use [[Slayer]] combined with their jousting charge to ensure great damage. [[Frenzy]] can allow them to hit as hard as level 7 creatures themselves, but at cost of losing defense - if Frenzied Champions don't wipe the target out in first strike, they will be hit back hard too. [[Haste]] not only increases their initiative and range but also damage, if they can exploit it. [[Prayer]] increases their speed, attack and defense at once and stacks with Haste.
[[Bless]] and [[Curse]] have much stronger effect on Cavaliers than Champions due to larger damage spread. Champions are usually more affected by spells changing their attack, like [[Bloodlust]] or [[Weakness]]. [[Shield]] and [[Stone Skin]] are probably their best defense buffs as they are quite fast and unless sieging a town, they will not be taking much ranged fire. Against level 7 creatures use [[Slayer]] combined with their jousting charge to ensure great damage. [[Frenzy]] can allow them to hit as hard as level 7 creatures themselves, but at cost of losing defense - if Frenzied Champions don't wipe the target out in first strike, they will be hit back hard too. [[Haste]] not only increases their initiative and range but also damage, if they can exploit it. [[Prayer]] increases their speed, attack and defense at once and stacks with Haste.


When using Cavaliers and Champions, beware of [[Slow]], [[Force Field]], ground obstacles, powerful shooters hiding behind tough melee troops. Conversely, when fighting them, exploit these weaknesses - don't let them charge your units, hide behind obstacles, decimate them from range before mopping up with your own shock troops.
When using Cavaliers and Champions, beware of [[Slow]], [[Force Field]], ground obstacles, powerful shooters hiding behind tough melee troops. Conversely, when fighting them, exploit these weaknesses - don't let them charge your units, hide behind obstacles, decimate them from distance before mopping up with your own shock troops.


Curiously, [[Berserk]] usually isn't so devastating on Cavaliers as it would be on some other troops, because the "nearest another troop" can be usually found just 1-2 hexes away, which means only 5-10% damage increase from jousting, if any at all.
Curiously, [[Berserk]] usually isn't so devastating on Cavaliers as it would be on some other troops, because the "closest another unit" normally means just 1-2 hexes away, which means only 5-10% damage increase from jousting, if any at all.


In Castle army they have natural synergy with [[Archangel]]s - one Archangel can resurrect one Cavalier or Champion.
In Castle army they have natural synergy with [[Archangel]]s - one Archangel can resurrect one Cavalier or Champion.


Their 2-hex size means some caution should be exercised when fighting against [[dragon]]s, especially when you also have Archangels and other melee units in army, as Archangels are also 2-hex sized and when attacking a 2-hex target, only 4 melee units at a time can do so safely (3 for 1-hex target) to not present 2 targets at once to dragon [[Breath attack|breath]]. They also might have some pathing issues in sieges or obstacle-ridden battlefields, as unlike Archangels they are land-bound. [[Remove Obstacle]] can be useful to solve such problems. [[Teleport]] might look useful, but take care not to teleport Cavaliers in a way that would rob them of their jousting damage bonus or leave them blocked by enemy stacks. Be especially careful to not let them cross [[moat]]s or clear out [[Tower]] [[Land mine|mines]], unless you have plenty of [[Resurrection]]s available.
Their 2-hex size means some caution should be exercised when fighting against [[dragon]]s, especially when you also have Archangels and other melee units in army, as Archangels are also 2-hex sized and when attacking a 2-hex target like all dragons, only 3 melee units at a time can do so safely, as to not expose 2 targets at once to dragon [[Breath attack|breath]]. They also might have some pathing issues in sieges or obstacle-ridden battlefields, as unlike Archangels they are land-bound. [[Remove Obstacle]] can be useful to solve such problems. [[Teleport]] might look useful, but take care not to teleport Cavaliers in a way that would rob them of their jousting damage bonus or leave them blocked by enemy stacks. Be especially careful to not let them cross [[moat]]s or clear out [[Tower]] [[Land mine|mines]], unless you have plenty of [[Resurrection]]s available.


Despite having above average stats and awesome damage potential they are not resilient enough to be [[Castle]] army tanks. Rather they are hit-and-runners who should charge into melee from the longest possible range, exploiting their special ability to kill enemy stack outright or at least weaken it as much as possible and then charge again at a different target. If they cannot charge, they lose much of their offensive power, as their base damage isn't that good. If you let them be surrounded, their otherwise rather average stats mean they will usually be wiped out, or win only at the cost of taking heavy casualties. Their 2-hex size also means they can be relatively easy lured into such traps, surrounded by tough troops, and then overwhelmed or shot at from close distance when they cannot escape or fight their way out.
Despite above average stats and awesome damage potential they are not resilient enough to be [[Castle]] army tanks, rather they are hit-and-runners who should charge into melee from the longest possible range, exploiting their special ability to kill enemy stack outright or at least weaken it as much as possible and then charge again at a different target. If they cannot charge, they lose much of their offensive power as their base damage isn't that good. If you let them be surrounded, their otherwise rather average stats mean they will usually be wiped out or win only at the cost of taking heavy casualties. Their 2-hex size also means they can be relatively easy lured into such traps, surrounded by tough troops, and then overwhelmed or shot at from close distance when they cannot escape or fight their way out.


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 big 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.
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.
Line 67: Line 67:
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.
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 an obvious choice for any fight in which your Champions will be unable to wipe enemies out before taking some hits.


While they synergize very well with any offense-focused hero like [[Crag Hack]], top-tier selections might not always be available. Any hero with [[Offense]] and [[Tactics]] or good chance to learn these will do well, like [[Tyraxor]], [[Dace]] or [[Shakti]]. [[Tyris]] is quite good starting hero, specialized in Cavaliers and Champions and having Tactics and Leadership that is later made redundant, but will do in early game. [[Loynis]] with his Prayer specialty might be useful, if for some reason you do not have Angels. Magic-oriented heroes can be surprisingly good as Champions can use some magic support, like [[Haste]], [[Bloodlust]] or even [[Slayer]]. Any hero armed with such spells or even better specializing in them will be a boon to Champions.
While they synergize very well with any offense-focused hero like [[Crag Hack]], top-tier selections might not always be available. Any hero with [[Offense]] and [[Tactics]] or good chance to learn these will do well, like [[Tyraxor]], [[Dace]] or [[Shakti]]. [[Tyris]] is quite good starting hero, specialized in Cavaliers and Champions and having Tactics and Leadership that is later made redundant, but will do in early game. [[Loynis]] with his Prayer specialty might be useful, if for some reason you do not have Angels. Magic-oriented heroes can be surprisingly good as Champions can use some magic support, like [[Haste]], [[Bloodlust]] or even [[Slayer]]. Any hero armed with such spells or even better specializing in them will be a boon to Champions.
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)