Editing Griffin and Royal Griffin
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They have natural synergy with [[Archangel]]s - one Archangel can resurrect 4 Griffins or Royal Griffins. | They have natural synergy with [[Archangel]]s - one Archangel can resurrect 4 Griffins or Royal Griffins. | ||
When fighting Griffins, keep in mind that they are 2-hex sized, so they can be blocked more easily from reaching your vulnerable ranged units. They also don't hit that hard, despite looking dangerous - their strength comes from striking more often, not with more power. Slow | When fighting Griffins, keep in mind that they are 2-hex sized, so they can be blocked more easily from reaching your vulnerable ranged units. They also don't hit that hard, despite looking dangerous - their strength comes from striking more often, not with more power. Slow then down, protect your troops with [[Force Field]], wipe them out from distance before they reach your lines. If forced into melee, focus on hitting them with no retaliation/strongest melee troops first - Griffins will retaliate twice and Royal Griffins will always retaliate, so reduce their numbers as much as possible first, before taking any damage. Unupgraded Griffins are less vulnerable to expendable stacks wasting their retaliations having two per turn, but this tactics can still be used against them. | ||
[[Direct damage spell]]s work well against Griffins, as their respectable defense and ability to keep fighting back won't help against magic and both kinds of Griffins have only 25 health. They have quite good weekly [[growth]] too, however, so don't count on weaker spells like [[Ice Bolt]] wiping them out in one cast. | [[Direct damage spell]]s work well against Griffins, as their respectable defense and ability to keep fighting back won't help against magic and both kinds of Griffins have only 25 health. They have quite good weekly [[growth]] too, however, so don't count on weaker spells like [[Ice Bolt]] wiping them out in one cast. |