Genie and Master Genie: Difference between revisions

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(→‎Tactics and info: Thanks Fafner for the edit. I would add other town's units as they might appear in your army (now I play for Rampart and already have Demons, Steel Golems and - mmmm - great and powerful Dread Knights:) ))
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== Spells ==
== Spells ==


Spells cast by Master Genie are random, and casting them uses the genie's turn. The number of master genies in the casting stack does not affect the effectiveness of the spells meaning, that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6.
Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6.


{{Table|Spell|Lvl|School|align=left|float=none}}
{{Table|Spell|Lvl|School|align=left|float=none}}
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{{Fanopinion}}
{{Fanopinion}}


The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their casts have run out.
The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.


In a [[Tower]] army, their [[Speed]] of 11 allows them to cast a spell before [[Titans]] act if Master Genies are in higher slot.
In a [[Tower]] army, their [[Speed]] of 11 allows them to cast a spell before [[Titans]] act if Master Genies are in higher slot.


Like [[Enchanters]], their spellcasting is not completely random. They will only cast [[Air Shield]] if enemy has ranged troops, [[Slayer]] only if there are valid targets, [[Bloodlust]] only if you have melee troops, [[Anti-magic]] and [[Magic Mirror]] only if facing spellcasting creatures or enemy [[Hero]]. [[Cure]] will only be cast if target stack does not have full [[health]].
Like [[Enchanters]], their spellcasting is not completely random. They will only cast [[Air Shield]] if enemy has ranged troops, [[Slayer]] only if there are valid targets, [[Bloodlust]] only if you have melee troops, [[Anti-magic]] and [[Magic Mirror]] only if facing spellcasting creatures or enemy [[Hero]]. [[Cure]] will only be cast if target stack does not have full [[health]]. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from [[Protection from Air|Air]], [[Protection from Fire|Fire]] etc. won't help against spells of other magic schools, [[Bless]] is close to useless on Nagas and other units without damage range, [[Frenzy]] may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides [[Naga and Naga Queen|Nagas]], [[Hell Hound and Cerberus|Cerberi]], [[Harpy and Harpy Hag|Harpies]] and some others), [[Anti-magic]] can prevent you from buffing the target up. Generally in Tower army [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]] are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, [[Mage and Arch Mage|Magi]] or [[Master Gremlin]]s are both decent choices.


Their spellcasting is affected by [[Terrain#Magical_terrains|certain terrain types]]. Army-wide spells like [[Bless]], [[Haste]], [[Counterstrike]], [[Prayer]] or [[Shield]] can be devastating, especially when combined with another spell cast by your [[hero]].
Their spellcasting is affected by [[Terrain#Magical_terrains|certain terrain types]]. Army-wide spells like [[Bless]], [[Haste]], [[Counterstrike]], [[Prayer]] or [[Shield]] can be devastating, especially when combined with another spell cast by your [[hero]].  


Despite their [[Hate]] for [[Efreet and Efreet Sultan|Efreeti]] they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreeti Sultans present additional danger because of their [[Fire Shield]] and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even Genies' attack against Efreeti after someone soaked up the retaliation is controversial, and since they do 150% damage, Fire Shield will become more powerful.
Despite their [[Hate]] for [[Efreet and Efreet Sultan|Efreeti]] they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate [[Fire Shield]] and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreeti, Fire Shield will also strike them back harder.


In certain situations combat AI seems fixated on targeting Master Genies, so a human player can exploit it by keeping enemy stacks [[Slow]]ed and shooting them with ranged troops while Master Genies lead them a merry chase. This is especially visible during [[Naga and Naga Queen]] battles in the [[Dragon Slayer]] campaign.
Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]], who are much more powerful and will keep wiping out the enemy, or to allow [[Master Gremlin]]s and [[Mage and Arch Mage|Magi]] to keep shooting.


{{creature 'see also'}}
{{creature 'see also'}}


[[Category: Creatures]]
[[Category: Creatures]]

Revision as of 06:20, 15 April 2021

Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Genie
 Cost per troop 

550

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 7
Movement Flying
Size 1
Growth 3
AI Value 884
 Special abilities:
Hates efreeti
Master Genie
 Cost per troop 

600

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 11
Movement Flying
Size 1
Growth 3
AI Value 942
 Special abilities:
Hates efreeti
Spellcaster
Altar of Wishes  

Genies and Master Genies are level 5 creatures of Tower. They are recruited from Altar of Wishes.

"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreeti. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual

Spells

Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.

Spell Lvl School
Master Genie's Spells:
Template:Sn1 1 Water Magic
Template:Sn1 1 Fire Magic
Template:Sn1 1 Water Magic
Template:Sn1 1 Air Magic
Template:Sn1 1 Earth Magic
Template:Sn1 1 Earth Magic
Template:Sn1 2 Air Magic
Template:Sn1 2 Air Magic
Template:Sn1 3 Air Magic
Template:Sn1 3 Earth Magic
Template:Sn1 3 Water Magic
Template:Sn1  4 Air Magic
Template:Sn1 4 Fire Magic
Template:Sn1 4 Fire Magic
Template:Sn1 4 Water Magic
Template:Sn1 4 Fire Magic
Template:Sn1 5 Air Magic

Heroes with a specialty

  • Iona Iona the Alchemist and
  • Thane Thane the Alchemist have genies as a specialty, which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a speed bonus of 1.

Tactics and info

User commentary

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The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.

In a Tower army, their Speed of 11 allows them to cast a spell before Titans act if Master Genies are in higher slot.

Like Enchanters, their spellcasting is not completely random. They will only cast Air Shield if enemy has ranged troops, Slayer only if there are valid targets, Bloodlust only if you have melee troops, Anti-magic and Magic Mirror only if facing spellcasting creatures or enemy Hero. Cure will only be cast if target stack does not have full health. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from Air, Fire etc. won't help against spells of other magic schools, Bless is close to useless on Nagas and other units without damage range, Frenzy may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides Nagas, Cerberi, Harpies and some others), Anti-magic can prevent you from buffing the target up. Generally in Tower army Nagas and Titans are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, Magi or Master Gremlins are both decent choices.

Their spellcasting is affected by certain terrain types. Army-wide spells like Bless, Haste, Counterstrike, Prayer or Shield can be devastating, especially when combined with another spell cast by your hero.

Despite their Hate for Efreeti they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreeti, Fire Shield will also strike them back harder.

Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy, or to allow Master Gremlins and Magi to keep shooting.

See also: