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''"Giants and titans are immune to [[mind spells|spells affecting the mind]]. Titans do 150% damage to [[black dragon]]s, can hurl lightning bolts in a ranged attack and suffer no [[melee penalty|penalty for hand-to-hand attacks]], making them the most powerful ranged attack unit in the game."{{-}}<sup>[[Restoration of Erathia Manual Page 115|RoE manual]]''</sup>
''"Giants and titans are immune to [[mind spells|spells affecting the mind]]. Titans do 150% damage to [[black dragon]]s, can hurl lightning bolts in a ranged attack and suffer no [[melee penalty|penalty for hand-to-hand attacks]], making them the most powerful ranged attack unit in the game."{{-}}<sup>[[Restoration of Erathia Manual Page 115|RoE manual]]''</sup>
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== Special Abilities ==
=====Mind Spell Immunity=====
Unlike the Black Dragon's full [[Spell immunity]], the Giants and Titans are only immune to mind altering spells. This is still very useful as they're immune to [[Blind]] and [[Berserk]] among others. This allows them to be [[Resurrection|resurrected]], but also killed by attacking spells, or affected by any other kinds of spells like buffing or debuffing spells. However, offensive spells become less relevant with time as creature stacks become too big for spells to make meaningful dents in them or do comparable damage.
== Tactics and info ==
{{Fanopinion}}
=== Toughness ===
With a health value of 150 and 16 defense, Giants have the lowest health for a level 7 creature, also boasting the second lowest defense value of a level 7 unit, the [[Bone Dragon|Bone Dragon's]] being lower by 1. On the other hand, Titans have the highest health for a level 7 unit that is not neutral, its value being 300, only matched by the [[Black Dragon|Black Dragon's]] and the [[Ancient Behemoth|Ancient Behemoth's]] in {{roe}} (and [[Haspid|Haspid's]] in {{hota}}). However, Titans have 1 less defense than the [[Black Dragon]], but 5 more than the [[Ancient Behemoth]] (also 4 more than [[Haspid]] from {{hota}}). Their upgrade's health and defense bonus is also the highest and respectively the third highest in the game, being a bonus of +8 defense from the base creature and double the health.
=== Offense ===
Giants and Titans have the highest max and overall (together with the [[Angel and Archangel|Angels and Archangels]]) damage of a town affiliated creature, even higher than a [[Black Dragon|Black Dragon's]] or [[Gold Dragon|Gold Dragon's]]. However, they have 1 less attack than the [[Black Dragon]] and 6 less than the most powerful town creature, the [[Archangel]]. Still, the difference between the [[Black Dragon|Black Dragon's]] and the Titan's attack stat is minimal, and the later won't always be retaliated against when attacking, since they primarily use a ranged attack. And even then, the Titans have no-melee penalty. Titans also deal 150% damage against Black Dragons.
=== Efficiency and cost ===
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade, especially due to their low health, defense and likelihood of being targeted by the AI. Titans, on the other hand, stand strong as one of the most powerful creatures in the game, boasting the highest health and max damage for an unit that is not neutral. However, here comes their only weakness: their creature and dwelling upgrade cost. The Titans are 1000 {{g}} more expensive than a [[Black Dragon]] with similar stats and 1 {{gem}} less than an [[Archangel]]. The dwelling upgrade is also expensive in itself, but unlike other level 7 dwellings, you only pay a little price for the base dwelling (allowing you to accumulate more units earlier), and pay the rest of the resources with the upgrade.
=== Tactics ===
If your hero happens to be an expert in [[Earth Magic]] with [[slow]] you will be able to dismantle a majority of neutral creatures (not necessarily with the help of [[mages]]) before they can land a blow. Additionally - with their [[Mind Spells|mind spell immunity]], Titans will not fall prey to the [[Forgetfulness]], [[Blind]] and [[Berserk]] spells. Even in melee combat, your Titans should lead you to victory in a wide range of combat match-ups.
Both Giants and Titans are strongly affected by [[Bless]] and [[Curse]], as these spells change their average damage by 20% to 60 or 40 respectively.
[[Precision]] is a decent buff to cast on Titans. [[Bloodlust]] works on both Giants and Titans, but only in melee.
[[Stone Skin]] and [[Shield]] bring their defenses up to the level of [[Archangel]]s.
[[Air Shield]] might see some use, but it's rare for Titans to be really threatened in ranged combat, as they are the strongest ranged unit in game.
[[Prayer]] is of limited use, as Titans don't really need more speed being ranged troops, unless this increase grants you first turn or lets you act before the opponent, but Attack and Defense buff is good as Titans have only 24 in both stats.
[[Mirth]] and [[Fortune]] are a gamble, because the chance of good [[morale]] and [[luck]] occurring is relatively low, but when Titans do get another turn or deal double damage it's usually devastating because they hit very hard already. Prioritize more reliable spells over these, but if [[Master Genie]]s cast them on Titans, they're good too.
Giants are vulnerable to direct damage spells as they have only 150 [[Health|HP]]. Their [[Defense]] isn't good either, being just 16.
Against Titans, it's recommended to attack them with all you've got before they start destroying your army, especially shooters. They should be targeted by offensive spells in the early game, like [[Implosion]]. However, keep in mind that they aren't affected by [[Blind]] nor [[Berserk]]. You can also target them with [[Black Dragon|Black Dragons]] for 150% damage, if you are sure to lower their numbers a lot, but this is riskier than having your Titans attack Black Dragons, since you probably won't be able to resurrect your dragons unless you have the [[Orb of Vulnerability]] equipped. If Titans are behind someone else, attack that unit with Black Dragons, and [[breath attack]] will do 150% damage against Titans due to Black Dragons' [[hate]] against them. It works even if Black Dragons targeted another stack, and Titans won't retaliate - thus, when playing with Titans against their main enemies, be very careful to avoid these situations.
Titans have relatively low [[Attack]] and [[Defense]] values, but more than make up for it in [[health]] and [[damage]]. Spells like [[Weakness]] and [[Disrupting Ray]] are very effective on them. [[Curse]] works well too, as it takes away 1/3rd of their great damage potential. [[Slow]] doesn't make much difference, as they can shoot.
[[Air Shield]] is good protection for your troops against Titans' ranged attack if you cannot stop them from shooting and cannot reach them with your own melee troops, especially with Advanced or Expert [[Air Magic]]. [[Stone Skin]] is more universal protection as [[Defense]] increase, but if you can force enemy Titans into melee, [[Shield]] is better.
If strong melee troop is attacking your Titans, consider using [[Fire Shield]] as its damage is not mitigated by Defense and does not depend on Titans being able to retaliate. Otherwise spells that improve their output might be better, as Titans are ranged troops with sizable number of shots.
[[Slayer]] is of very limited use against Giants and Titans, as the spell requires Expert [[Fire Magic]] to have an effect against them. Titans themselves can reliably kill any other level 7th unit in straight-out combat except [[Haspid]]s and [[Arch Devil]]s, but +8 Attack is nothing to sneeze at, as it can mean +40% damage bonus.
[[Clone]] requires Expert [[Water Magic]] to work on Giants and Titans.
If you also have [[Genie and Master Genie|Master Genies]] in army, Titans should be top priority target to cast spells on, as buffs like [[Bless]] or [[Prayer]] greatly increase their power while letting your hero cast other spells. Consider splitting Master Genies into several stacks, as their spells' power and duration are not dependent on number of Master Genies in stack, and in case of emergency you can sacrifice Master Genies to take counterattacks for Titans or block enemy ranged stacks from shooting back. Most of the spells mentioned above are in Master Genies spell list, so your Titans should have at least some useful spells active.
===Skill bonuses ===
A hero with [[Archery]] as a skill would be very efficient, increasing the Titans' damage output more than [[Offense]] would to other level 7 creatures ([[Archery]] also has damage bonus artifacts, unlike [[Offense]]), making them deal 150% damage in ranged attacks with [[Archery|Expert Archery]]. With [[Bow of the Sharpshooter]], all of their melee attacks will be ranged attacks, without chance of being retaliated against, except for their own retaliations which will be regular melee attacks. The artifact also adds a 30% bonus to ranged damage, which will make Titans inflict 180% damage with it and [[Archery|Expert Archery]], almost double than the base damage. [[Orrin]] is probably the best hero to use with Titans, as his specialty increases [[Archery]] damage bonus even more.
=== Semiotics ===
Together with the [[Black Dragon]], the Titan has become a symbol of the Heroes series since it first appeared in Heroes of Might and Magic II: The Succession Wars.
=== Others ===
Titans are one of the two upgraded tier 7 units that occupy one hex, the other being [[Arch Devil]]. They are also living constructs, being able to be resurrected, unlike [[Stone Golem and Iron Golem|golems]] and [[Stone Gargoyle and Obsidian Gargoyle|gargoyles]], but similar to the [[Crystal Dragon]].
Titans are one of the two upgraded tier 7 units that occupy one hex, the other being [[Arch Devil]]. They are also living constructs, being able to be resurrected, unlike [[Stone Golem and Iron Golem|golems]] and [[Stone Gargoyle and Obsidian Gargoyle|gargoyles]], but similar to the [[Crystal Dragon]].


== General Tactics and Info ==
== Trivia ==
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade. Titans, on the other hand, stand strong as one of the most powerful creatures in the game. If your hero happens to be an expert in [[earth magic]] with [[slow]] you will be able to dismantle a majority of neutral creatures (with the help of [[mages]]) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the [[forgetfulness]] and [[berserk]] spell. Even in melee combat, your titans should lead you to victory in a wide range of combat match-ups. Also, a hero with [[Archery]] as a skill would be good too.
 
The ability to [[Hate|"burn with anger" and do extra damage]] to Black Dragons is likely a reference to 3DO's previous title Heroes of Might and Magic II. In that game, the Wizard and Warlock were widely considered to be the strongest heroes and there was some debate among players as to the single strongest 6th level creature. It is also probably because they are supposed to be the opposite of "chaos", the Black Dragon, being created by the wizards with the scope of slaying them.


== Trivia ==
In one-on-one combat with no stats bonus or defend, a Black Dragon barely defeats a single Titan. However, a difference of 1 more attack or defense for the Titan makes them win instead. Spells like [[Shield]], [[Bless]] and [[Slayer]] have even more drastic effect.
 
While an [[Archangel]] will normally defeat a Titan one-on-one, the Titan can reliably win by defending 4 times and then attacking. Defending reduces the damage done by the [[Archangel]] and the additional 50 HP enables the Titan to land the killing blow on round 5. This defense technique also allows the Titan to defeat a [[Black Dragon]] purely by counterattacks.
 
Titans are the only town-aligned unit in {{sod}} that can reliably take an equal number of [[Behemoth and Ancient Behemoth|Ancient Behemoths]] head-on and win. This is because of their unique combination of ranged attack, superior speed, 300 HP, decent Attack and tremendous damage. Ranged attack and being slightly faster allows them to score ranged hits before Ancient Behemoths even reach melee, high Attack and Damage mean Ancient Behemoths take a lot of damage, possibly even more than they themselves dish out, and high Health is the best defense as Ancient Behemoths ignore most of opponent's Defense stat anyway. Slight speed advantage also lets Titans kite Ancient Behemoths to some extent, allowing more hits free of retaliation.


The ability to "burn with anger" and do extra damage to black dragons is likely a reference to 3DO's previous title Heroes of Might and Magic II. In that game, the Wizard and Warlock were widely considered to be the strongest heroes and there was some debate among players as to the single strongest 6th level creature. It's also probably because they are supposed to be the opposite of "chaos", the [[black dragon]], being created by the wizards with the scope of slaying them.
Comparing the Titans and Giants in the in-game cutscenes, fans estimate they are ~20 metres tall.


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


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

Revision as of 11:53, 19 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
Giant
 Cost per troop 

2000

1
Attack 19
Defense 16
Damage 40–60
Health 150
Speed 7
Movement Ground
Size 1
Growth 1
AI Value 3718
 Special abilities:
Immunity to mind spells
Titan
 Cost per troop 

5000

2
Attack 24
Defense 24
Damage 40–60
Health 300
Speed 11
Movement Ground
Size 1
Shots 24
Growth 1
AI Value 7500
 Special abilities:
Ranged attack
Immunity to mind spells
• No melee Penalty
Hates Black Dragons
Cloud Temple  

Giants and Titans are level 7 creatures of Tower town. They are recruited from the Cloud Temple.

"Giants and titans are immune to spells affecting the mind. Titans do 150% damage to black dragons, can hurl lightning bolts in a ranged attack and suffer no penalty for hand-to-hand attacks, making them the most powerful ranged attack unit in the game." RoE manual

Special Abilities

Mind Spell Immunity

Unlike the Black Dragon's full Spell immunity, the Giants and Titans are only immune to mind altering spells. This is still very useful as they're immune to Blind and Berserk among others. This allows them to be resurrected, but also killed by attacking spells, or affected by any other kinds of spells like buffing or debuffing spells. However, offensive spells become less relevant with time as creature stacks become too big for spells to make meaningful dents in them or do comparable damage.

Tactics and info

User commentary

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Some may find the information in this section subjective or irrelevant.

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Toughness

With a health value of 150 and 16 defense, Giants have the lowest health for a level 7 creature, also boasting the second lowest defense value of a level 7 unit, the Bone Dragon's being lower by 1. On the other hand, Titans have the highest health for a level 7 unit that is not neutral, its value being 300, only matched by the Black Dragon's and the Ancient Behemoth's in Restoration of Erathia (and Haspid's in Horn of the Abyss). However, Titans have 1 less defense than the Black Dragon, but 5 more than the Ancient Behemoth (also 4 more than Haspid from Horn of the Abyss). Their upgrade's health and defense bonus is also the highest and respectively the third highest in the game, being a bonus of +8 defense from the base creature and double the health.

Offense

Giants and Titans have the highest max and overall (together with the Angels and Archangels) damage of a town affiliated creature, even higher than a Black Dragon's or Gold Dragon's. However, they have 1 less attack than the Black Dragon and 6 less than the most powerful town creature, the Archangel. Still, the difference between the Black Dragon's and the Titan's attack stat is minimal, and the later won't always be retaliated against when attacking, since they primarily use a ranged attack. And even then, the Titans have no-melee penalty. Titans also deal 150% damage against Black Dragons.

Efficiency and cost

Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade, especially due to their low health, defense and likelihood of being targeted by the AI. Titans, on the other hand, stand strong as one of the most powerful creatures in the game, boasting the highest health and max damage for an unit that is not neutral. However, here comes their only weakness: their creature and dwelling upgrade cost. The Titans are 1000 Gold more expensive than a Black Dragon with similar stats and 1 Gem less than an Archangel. The dwelling upgrade is also expensive in itself, but unlike other level 7 dwellings, you only pay a little price for the base dwelling (allowing you to accumulate more units earlier), and pay the rest of the resources with the upgrade.

Tactics

If your hero happens to be an expert in Earth Magic with slow you will be able to dismantle a majority of neutral creatures (not necessarily with the help of mages) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the Forgetfulness, Blind and Berserk spells. Even in melee combat, your Titans should lead you to victory in a wide range of combat match-ups.

Both Giants and Titans are strongly affected by Bless and Curse, as these spells change their average damage by 20% to 60 or 40 respectively.

Precision is a decent buff to cast on Titans. Bloodlust works on both Giants and Titans, but only in melee.

Stone Skin and Shield bring their defenses up to the level of Archangels.

Air Shield might see some use, but it's rare for Titans to be really threatened in ranged combat, as they are the strongest ranged unit in game.

Prayer is of limited use, as Titans don't really need more speed being ranged troops, unless this increase grants you first turn or lets you act before the opponent, but Attack and Defense buff is good as Titans have only 24 in both stats.

Mirth and Fortune are a gamble, because the chance of good morale and luck occurring is relatively low, but when Titans do get another turn or deal double damage it's usually devastating because they hit very hard already. Prioritize more reliable spells over these, but if Master Genies cast them on Titans, they're good too.

Giants are vulnerable to direct damage spells as they have only 150 HP. Their Defense isn't good either, being just 16.

Against Titans, it's recommended to attack them with all you've got before they start destroying your army, especially shooters. They should be targeted by offensive spells in the early game, like Implosion. However, keep in mind that they aren't affected by Blind nor Berserk. You can also target them with Black Dragons for 150% damage, if you are sure to lower their numbers a lot, but this is riskier than having your Titans attack Black Dragons, since you probably won't be able to resurrect your dragons unless you have the Orb of Vulnerability equipped. If Titans are behind someone else, attack that unit with Black Dragons, and breath attack will do 150% damage against Titans due to Black Dragons' hate against them. It works even if Black Dragons targeted another stack, and Titans won't retaliate - thus, when playing with Titans against their main enemies, be very careful to avoid these situations.

Titans have relatively low Attack and Defense values, but more than make up for it in health and damage. Spells like Weakness and Disrupting Ray are very effective on them. Curse works well too, as it takes away 1/3rd of their great damage potential. Slow doesn't make much difference, as they can shoot.

Air Shield is good protection for your troops against Titans' ranged attack if you cannot stop them from shooting and cannot reach them with your own melee troops, especially with Advanced or Expert Air Magic. Stone Skin is more universal protection as Defense increase, but if you can force enemy Titans into melee, Shield is better.

If strong melee troop is attacking your Titans, consider using Fire Shield as its damage is not mitigated by Defense and does not depend on Titans being able to retaliate. Otherwise spells that improve their output might be better, as Titans are ranged troops with sizable number of shots.

Slayer is of very limited use against Giants and Titans, as the spell requires Expert Fire Magic to have an effect against them. Titans themselves can reliably kill any other level 7th unit in straight-out combat except Haspids and Arch Devils, but +8 Attack is nothing to sneeze at, as it can mean +40% damage bonus.

Clone requires Expert Water Magic to work on Giants and Titans.

If you also have Master Genies in army, Titans should be top priority target to cast spells on, as buffs like Bless or Prayer greatly increase their power while letting your hero cast other spells. Consider splitting Master Genies into several stacks, as their spells' power and duration are not dependent on number of Master Genies in stack, and in case of emergency you can sacrifice Master Genies to take counterattacks for Titans or block enemy ranged stacks from shooting back. Most of the spells mentioned above are in Master Genies spell list, so your Titans should have at least some useful spells active.

Skill bonuses

A hero with Archery as a skill would be very efficient, increasing the Titans' damage output more than Offense would to other level 7 creatures (Archery also has damage bonus artifacts, unlike Offense), making them deal 150% damage in ranged attacks with Expert Archery. With Bow of the Sharpshooter, all of their melee attacks will be ranged attacks, without chance of being retaliated against, except for their own retaliations which will be regular melee attacks. The artifact also adds a 30% bonus to ranged damage, which will make Titans inflict 180% damage with it and Expert Archery, almost double than the base damage. Orrin is probably the best hero to use with Titans, as his specialty increases Archery damage bonus even more.

Semiotics

Together with the Black Dragon, the Titan has become a symbol of the Heroes series since it first appeared in Heroes of Might and Magic II: The Succession Wars.

Others

Titans are one of the two upgraded tier 7 units that occupy one hex, the other being Arch Devil. They are also living constructs, being able to be resurrected, unlike golems and gargoyles, but similar to the Crystal Dragon.

Trivia

The ability to "burn with anger" and do extra damage to Black Dragons is likely a reference to 3DO's previous title Heroes of Might and Magic II. In that game, the Wizard and Warlock were widely considered to be the strongest heroes and there was some debate among players as to the single strongest 6th level creature. It is also probably because they are supposed to be the opposite of "chaos", the Black Dragon, being created by the wizards with the scope of slaying them.

In one-on-one combat with no stats bonus or defend, a Black Dragon barely defeats a single Titan. However, a difference of 1 more attack or defense for the Titan makes them win instead. Spells like Shield, Bless and Slayer have even more drastic effect.

While an Archangel will normally defeat a Titan one-on-one, the Titan can reliably win by defending 4 times and then attacking. Defending reduces the damage done by the Archangel and the additional 50 HP enables the Titan to land the killing blow on round 5. This defense technique also allows the Titan to defeat a Black Dragon purely by counterattacks.

Titans are the only town-aligned unit in Shadow of Death that can reliably take an equal number of Ancient Behemoths head-on and win. This is because of their unique combination of ranged attack, superior speed, 300 HP, decent Attack and tremendous damage. Ranged attack and being slightly faster allows them to score ranged hits before Ancient Behemoths even reach melee, high Attack and Damage mean Ancient Behemoths take a lot of damage, possibly even more than they themselves dish out, and high Health is the best defense as Ancient Behemoths ignore most of opponent's Defense stat anyway. Slight speed advantage also lets Titans kite Ancient Behemoths to some extent, allowing more hits free of retaliation.

Comparing the Titans and Giants in the in-game cutscenes, fans estimate they are ~20 metres tall.

See also: