Heroes of Might and Magic V Tier 3 Creatures Tier List (Updated)
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- Опубликовано: 6 сен 2024
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The Magnetic Golems are SSS+ tier in campaign, where you can get to crazy high spell power numbers and have Armageddon at the start of the mission.
Just leave them as the only unit on the field and cast lucky empowered Armageddon and watch as you win every fight with 0 losses, even on impossible
@@mustacheBpf maybe in the campaign sure but this wasn’t based off of the campaign, but yes strong units nonetheless
This list is perfect basically.
The Spectres in S Tier in particular I strongly agree. Coming from a Guy who literally thinks Necropolis is super overrated (I can beat Necropolis like its Tuesday with every Faction, even on Heroic and against other players). But the Spectres I admit are the saving grace.
But Master Hunters are the single best Tier 3 Unit Hands down. The Fact that they can be boosted with Elven Luck and Double Shots is just stupid. (Once took 8k Skeleton Archers with only 600 Master Hunters in just two Shots and it was hilarious)
@@simounobrien9096 ya the ghosts are just super annoying to go against no matter what stage of the game you’re in
A little misconception in terms of elves. Its not kinda whatever which one to use, its rather situation based choice:
Master Hunter damage output on long range is 5-8 per unit on 5 attack (doubled because of 2 shots and both halved because of range penalty) but Arcane Archer has 8-9 dmg output and 1 attack and 1 initiative more. On Close ranged combat its 10-16 damage (5 atk) vs 8-9 damage (6 atk). 1 atk skill difference is basically 5% damage so its safe to this beinig 8.4-9.45 damage. Close range combat Master Hunter wins significantly dealing always higher damage than Arcane Archer.
On raw, low level hero Arcane Archers are much better than Master Hunters overall. Close range combat is dangerous for shooting units especially on early Sylvan, where first units that have a bit more HP/weekpop are tier 5/6. All in all as a Sylvan hero we would like to kill enemy units as fast as possible with as little risk as possible. It also saves us the timer from online game perspective.
Secondly their warding arrows have significantly less chance of being triggered than Force arrows from Arcane Archers (its logarythmic curve, the higher chance factor overall the better on lower amounts of Chance Factor). Even if you are technically rolling it twice per action for Master Hunter shooting its more common to trigger force arrow for Arcane Archer in one hit. Really niche detail. Oh and I almost forgot - Arcane Archer have double the ammo of Master Hunter (master hunter shoots twice so it looses the ammo twice as fast).
However things gets changed later the game goes on:
- Soldier's Luck double base Chance Factor for both abilities however since the curve of triggering chances is logarythmic its better to have doubled the chance factor of 2 than singular chance factor of 4 (very insignificant difference overall but a bit niche factor).
- Unicorn Horn Bow - Negates range penalty, so Master Hunters starts dealing 10-16 damage on long range instead of 5-8. Combined with Nature's Luck the difference is getting deeper. Same story with Battle frenzy from Offense Skill.
Overall Arcane Archers role is more significant early on, but later Master Hunters are just hitting like a truck in proper circumstances which are actually not that hard to obtain. Later on its also more common to have ammo cart or wooden quiver that makes our shooters have unlimited ammo so its safe to say ammo isn't really a significant factor too.
Squires ability is much better if we consider siege scenario. All ranged damage is halved and Squire also halves that so ranged damage is 25%. If shooter has range penalty its already 12.5% and if we consider fog veil the damage nerf is even higher. This is kinda overlooked but for sake of range being meta, this ability is actually crazy strong. On top of that squires have bash ability which is safe to say one of the better combinations with marksmans' dead eye shot which excludes any defense of the target that is in range of 2 units of him. All in all id always pick squire over vindicator - his double strike is already fairly insignificant due to low initiative and stats. The only exception of him being significantly more dangerous is Laszlo main combined with Vampirism spell. Id rather not taking any damage from retaliation for low initiative unit than hit second time after taking damage from it.
I also personally prefer blackbears than whitebears. Blackbears moves targets on ATB bar and have much higher chance to do so. On top of that it affects almost all units with very few exceptions. Whitebears ability doesn't work on undead and unliving creatures. Sometimes it also triggers but if it triggers on unlimited retaliations units it will never scare them. Id rather keep them as a stable support force not as a main damage dealer, even though whitebear deals more damage the damage output difference isnt significant.
@@jakubmalinowski1474 very informative and in depth comment, thank you.
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Good details, but also force arrow ignores 50% target defence, which is huge against high tier creatures.
@@WhowlingWholf ya tbh it’s all about preferences
Ghots have been nerfed in 3.1 I think, so they can only be missed twice in a row instead of thrice... still S tier.
Also an interesting interaction is between sylvan archers and ghosts. Will the double shot just trigger both incorporeal hits? Sylvan units in general are just cooked..
Magnetic golem is pretty awesome against casters actually, because it just heals off of spells (non physical only). Put them next to your shooters and they wont get killed by aoe spells at least.
@@econ347 ya the ghosts have a chance to have both shots from the double shot miss, I’ve seen the first miss and the other one hit and vice versa but it’s usually one or the other being full miss or full hit.
Ya the golem def has some help for sure between healing off casts, but not always able to do so, and being healed by gremlins if you choose that upgrade.
@@econ347 even then ghosts are rather strong due to necro juice. Sylvan archers are strong just because the plan to Enchance their strength is fairly efficient to this Town. Avenger buffs the damage output as long as the targets are claimed as favoured enemies. Sylvan heroes have high chance for defense, lower chance for attack, but offense skill is goto as well as battle frenzy and retribution. Luck is insane on rangers just because of Elvens luck which adds 25% damage bonus to Lucky strike. Sylvan grants level 3-5 mage guild on light magic as well meaning that you can increase strength of units even further. Honestly there are so many ways to buff those shooters into oblivion in vanilla its kinda insane how ridiculous units are in this Town. This is always compensated with a bit harsh early game since there arent that numerous of early tier units. Sprites and dancers are just squishy - have low hitpoints, are small troops and one of them even have no retal which is both nice and not nice, since on 1 stacks its more efficient to use dancers just to take out retaliation sometimes.
Golems are honestly fine. Blue ones have infinite retaliation and a bit better stats overall than Yellows. Steel golems are rather a great duo with repairing gremlins. Magnetic golems are synergising well with heroes like Nathir which enhances destro magic. Its hard to say what option is the goto, because infinite retal is handy and synergises well with mini arties from mages.
You can't miss Ghosts 3 times in a row, if you miss twice in a row, the third hit is guaranteed to land. How good they are is very matchup dependent, but incorporeal is pretty bs ability and if it triggers their upgrades are totally S. At the same time they can get hit on first try, lose most of their stack and now they're a useless so it's tough to say.
Steel Golem vs Magnetic Golem is matchup dependent, if there is destructive magic in play, Magnetic one is cracked - it heals itself and soaks up the damage it's allies would take. But in physical combat it's much weaker than Steel one. Normally it wouldn't be much better than a Zombie, but because it's mechanical, it's immune to slow, it can be repaired by Master Gremlin, if you teleport it next to the enemy shooters it is really hard to deal with, and you can mitigate its weaknesses through talents and artifacts, I can see it being S tier.
Cerberi will die after attacking if you send it headfirst to the enemy, but Vindicator will die before even reaching them, because he has 4 move and garbage initiative, so their placement makes little sense, and they're definitely not better than a Squire who forces enemy to come to him by protecting his allies from ranged damage.
I would swap the Blackbear Rider and Whitebear Rider. Whitebear's ability is better, but it has less chance to trigger (even less against large creatures) and it doesn't affect undead, mechanical or elemental enemies, while Blackbear's ability affects everything.
Why is Minotaur so low? He's not a fantastic, but has high hp, decent offense and better movement than most other t3 melee units.
@@Xertaron. tbh I’ve always liked most of the dungeon units but at the end of the day they just aren’t that great and a huge reason for that is lack of growth. Minotaurs aren’t bad and I enjoy their extra retaliation but not great stats or movement.
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Idk why you dont like cerberis. They are making inferno early clearance much more handy. Their really high intiative combined with gating is such a busted combo. It allows you to bypass even some tier 5-6 units breaks with ease. The only problem is building - you need 25W 7S and 3700G. Thats kinda expensive, especially woodcost-wise early on heroic difficulty. Ore cost would be a bit handier - windmills never gives wood which is a shame. But if you are lucky and able to afford them, you will most likely have sufficient army for next week or so. A tier on both upgraded versions from me.
@@jakubmalinowski1474 Cerberus are good, but they only truly shine for their first turn, at absolute best they are A tier, but low A at that.