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| Pikeman | Health: 10 | Attack: 4 | Shots: none | Movement: ground |
| 60 gold (14) | Hex Size: 1 | Defence: 5 | Dmg: 1-3 | Spd: 4 (extra slow) |
| Toughest lvl1 unit, but a bit slow. |
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| Halberdier | Health: 10 | Attack: 6 | Shots: none | Movement: ground |
| 75 gold (14) | Hex Size: 1 | Defence: 5 | Dmg: 2-3 | Spd: 5 (slow) |
| Now they are faster and do more damage. Will make a good defence for shooters. |
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| Archer | Health: 10 | Attack: 6 | Shots: 12 | Movement: ground |
| 100 gold (9) | Hex Size: 1 | Defence: 3 | Dmg: 2-3 | Spd: 4 (extra slow) |
| Archer's upgrade is literally 2 times better. Upgrade them quickly. |
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| Marksman | Health: 10 | Attack: 6 | Shots: 24 | Movement: ground |
| 150 gold (9) | Hex Size: 1 | Defence: 3 | Dmg: 2-3 | Spd: 6 (swift) |
| Special: Fires 2 shots per ranged attack. |
| Awesome upgrade, but they still lack defence... |
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| Griffin | Health: 25 | Attack: 8 | Shots: none | Movement: flying |
| 200 gold (7) | Hex Size: 2 | Defence: 8 | Dmg: 3-6 | Spd: 6 (very swift) |
| Special: can retaliate against 2 attacks per turn. |
| High in population, griffins become castle's main unit for the midgame. |
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| Royal Griffin | Health: 25 | Attack: 9 | Shots: none | Movement: flying |
| 240 gold (7) | Hex Size: 2 | Defence: 9 | Dmg: 3-6 | Spd: 9 (ultra swift) |
| Special: unlimited retaliations. |
| Send them right in the middle of the battlefield. Everyone who comes will get some ;) |
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| Swordsman | Health: 35 | Attack: 10 | Shots: none | Movement: ground |
| 300 gold (4) | Hex Size: 1 | Defence: 12 | Dmg: 6-9 | Spd: 5 (slow) |
| Not too good unit the upgrade and also too slow. |
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| Crusader | Health: 35 | Attack: 12 | Shots: none | Movement: ground |
| 400 gold (4) | Hex Size: 1 | Defence: 12 | Dmg: 7-10 | Spd: 6 (swift) |
| Special: attacks twice. |
| Good upgrade, but still lacks speed. Seem undefeatable in large numbers. |
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| Monk | Health: 30 | Attack: 12 | Shots: 12 | Movement: ground |
| 400 gold (3) | Hex Size: 1 | Defence: 7 | Dmg: 10-12 | Spd: 5 (slow) |
| Good shooter, nice damage. |
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| Zealot | Health: 30 | Attack: 12 | Shots: 24 | Movement: ground |
| 450 gold (3) | Hex Size: 1 | Defence: 10 | Dmg: 10-12 | Spd: 7 (extra swift) |
| Special: no penalty for hand-to-hand attacks. |
| Zealots are skilled enough to use the same magic powers at very close range. Better defence too. |
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| Cavalier | Health: 100 | Attack: 15 | Shots: none | Movement: ground |
| 1000 gold (2) | Hex Size: 2 | Defence: 15 | Dmg: 15-25 | Spd: 7 (extra swift) |
| Special: +5% damage for each hex traveled to creature attacked. |
| Make sure that the path is as long as possible - they need some speed! |
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| Champion | Health: 100 | Attack: 16 | Shots: none | Movement: ground |
| 1200 gold (2) | Hex Size: 2 | Defence: 16 | Dmg: 20-25 | Spd: 9 (ultra swift) |
| Special: +5% damage for each hex traveled to creature attacked. |
| That's up to 45% extra damage possible! Champions also have better aiming skills. |
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| Angel | Health: 200 | Attack: 20 | Shots: none | Movement: flying |
| 3000g+1ge (1) | Hex Size: 1 | Defence: 20 | Dmg: 50 | Spd: 12 (extra quick) |
| Special: 150% damage to devils |
| Nice combat ratings and great constant damage - no need to bless them. Note that before the update patches Angels and Archangels didn't cost any gems, just gold. This has been added to try to balance the castle a little. I think it's still too powerful. |
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| Archangel | Health: 250 | Attack: 30 | Shots: none | Movement: flying |
| 5000g+3ge (1) | Hex Size: 2 | Defence: 30 | Dmg: 50 | Spd: 18 (very fast) |
| Special: 150% damage to devils ; Resurrect dead allied troops once per combat. |
| Best attack, defence and speed in a whole game! Resurrection is a very convenient abbility. Those fast wings take up a whole extra hex! :] Possibly the best creature in the game. | |