Swordsmen in C is WILD considering just how good they are against unit spam. Knights may be able to eat through units, but the second they can't land the kill they're guaranteed to suffer for it. Swordsmen on the other hand are able to take those hits from other units and hit back even harder. Speaking of knights, I've found swordsmen to be much more reliable for stopping enemy knights than my warriors. As a Zebasi player, I usually don't have many forests and mountains for defense buffs anyway. They also make pretty good defensive units if you have a game where mining and smithery are more useful than diplomacy (which is usually the case when ignoring the units you unlock). I'd honestly put swordsmen in B or A even despite the fact that smithery is so out of the way for my main tribe.
Great guide! Lots of work done. I would suggest following amends: 1. Sword deserves up a tier. Similar to catapults and mmathematics - it is a decent end game unit that does unlock some city upgrades for you. 2. Both Kitons and hexapods should go into A tier. Hexapods specifically for being inferior to riders after roads in place and not being useful in end-game (unlike riders). And kitons is actually best hard counter to riders (which is S tier) - poinson makes it very hard to heal your riders. So you would usually want to use them in tandem. 3. Both Mooni and sled should go into same A tier. Yes - sleds are very strong, but the catch is - they do need ice and they can't make any. Without ice sleds are useless ( F tier). They always used in combination with moonies and usually you are forced to build way more moonies then sleds to spread/maintain ice as moonies die fast but sleds are re-usable. So polaris mid game is - mooni in all front cities and sleds in all back cities. 4. Move shark up a tier (to B). Sharks are mis-clasified cause you try to use them as rammers which they aren't. They should fill similar role as riders/archers fill on land - deliver punch in a week point. Since All aquarion units can go on water as is - they usually have no problem in establishing water front and sharks should be use to push front forward without retaliation. You can't just send them one at a time onto front line (like you would do with rammers). 5. Raichi should go into A tier mainly due to it verstility and ability to be boosted. It does trades ok with rammers/scouts but that is actually not it's goal.Cymanti doesn't want to engage in water battle and wants to convert it into land battle where they can use cheap units to pick your ships, Raichi achieves just that by exploding and creating algae - not to mention that if done within your borders - this gives you population in some cases making them decent way to grow your eco while actively defending. 6. This would be my personal opinion but I would move trident into C tier (if not F). With just 2 moves and 2.5 attack it is very hard for them to actually use their persist ability and luck of escape just makes it so that die next turn. There main utility would be for aquarion to push into land after water is secured (which in most cases imply that game is pretty much over)
This video really highlights just how different my play style is from that of the author. I could not disagree more with probably 80% of these tier rankings.
@@polychampions Well, just to hit some of the highlights. You refer to swordsmen as "a unit you never really want to use" while they tend to comprise the backbone of my land forces. They hit hard and can survive multiple hits, dealing retribution damage all the while. A wall of advancing swordsmen is hard to counter (unless you're polaris). Further, you call the swordsman expensive, yet at only 5 stars, its the cheapest tier 3 unit, making it easier to amass a large force with. I don't know that they deserve S, but they're A in my opinion. Next, you put knights in A tier. Ever since knight's health was nerfed, I find that I basically never use them. I might have one hanging around for the lucky shot in a large battle, but most of the time I find they aren't worth the cost of the tech or the unit. Being able to one shot a chain of full health knights with another knight makes them pretty useless for most battles in my eyes (this logic also applies to why I prefer swordsmen, they can take the hit, prevent the chain, and then keep going). I certainly wouldn't put knights in F tier, they do have their uses, but for my own use case, maybe C? For archers, in a lot of games they are the first unit I go for. Their added reach lets them attack unscathed, increasing survivability and stretching out the 3 star investment even further. Mass a couple together and you're basically untouchable until the late game (bombers and knights). Easily S tier for me. By similar logic, I just can't put horsemen in S tier. Yes they can be useful in large numbers for a quick attack, but they can't hold territory and I find I tend to attack once, take half damage, and then I have to retreat and not use that unit again for at least two turns while it heals. That means I spent 3 stars (and one population) for one attack every 3 turns. Not a great investment in my mind. As such, I tend to rarely use horsemen and I'd put them in B tier. For bombers, you put them in C tier. I can't argue with anything you said about them, its all true. But I can't count how many games have been completely turned around from the sudden arrival of a few bombers on the coast. They have a lot of weaknesses, but their ability to shirt the tide so drastically means I have to put them in B tier. The only other thing I have to say about the regular naval tier is I'd flip rammer and scout. Scout is my go-to. Its fast, has high vision, and has a ranged attack so it can hit for free. I will tend to spam scouts probably more than I need to just because they are so versatile and useful. I tend to make rammers more sparingly, mostly for one off landing forces or capturing a coastal city (see my philosophy on horsemen vs archers to understand my logic and preferences here). For puffers. You call them useless and unwanted. Sounds like you aren't using them right. A puffer is just a catapult that has extra movement (and can be positioned to be safe from land forces). Further, the puffer lets you flood tiles and move your jellies onto land. It can do this from the backline instead of have to waste a frontline unit's action to flood the tile. Really, I've found the single best strategy to employ with new aquarion is a slowly advancing line of jellies supported by a backline of puffers. The puffers pick off anything not killed by the tentacles and allow the jellies to continue advancing. You had put them in F tier, I can't put them any lower than B tier, and the only reason they aren't A tier is because I concede that they are really expensive tech-wise. I will say, I pretty much agree with your special land unit and super unit tiers. Those were pretty much spot on in my opinion. And I will admit, all of this is based on my own personal play style and experience. I don't doubt that someone with a different play style will have different opinions on the units. I just found it interesting HOW different this tier list was to my own experience. (I now realize that I started this comment with "to hit some of the highlights" and then wrote a small book. I'm gonna leave it because its funny)
Swordsman in c is kinda wild, they are so strong imo, they are good at pretty much everything. If u have a couple of Swordsman, that is an almost impenetrable defense. Catapults are also way to low, if place correctly, they are such a pain to deal with. Same with bombers, like helloooo??? I now they are expensive but only one of these can win u a game easily.
@@polychampions Sleds are a total BS overpowered unit. They make hexapods look like chumps. Thanks to the movement they might be more OP than Polytards (who are defender with stats reversed but 33% cheaper). Gotta make sleds have 1 defense and make Polytards cost 3 stars (or have 10hp)..
*laughs in Break Ice* if you have enough units to break the ice and ranged units at the back of the line you can keep them at bay and halt any moonies and sleds that try to make ice and slash through, tho it isn't easy@@kaanerisgen
@@creationterminator So basically if you overpower the enemy economically and outnumber them severely to the point you have enough troops to both break ice and kill 1 or more moonies every turn, they are stoppable.. Isnt easy indeed.. And Polaris itself being "defeatable" doesnt change how it is nearly impossible to get unprofitable trades with the unit Sled itself as it has 3 attack 15hp 4 movement and escape and half of them tend to become veteran (unlike swordsmen who cant escape 4 tiles).. The way I see it (and mainly because of Sleds' absurd stats) archi and WW maps are unplayable against polaris.
I disagree on the puffers. They are in a bad tech, true, but they are also aquarions most reliably way of dealing high damage. This makes them your best unit to use against high numbers of enemy super units (if you actually have them or course). In a late game situation with abundant stars, I will always have a few of them around. Bonus points for the fact that they can't be chained by knights.
Main issue with puffers - they aren't really meant for water battle and actually a way of Aquarion to push into land after you already secured water. So yes - they useful, but mostly to finish the game you already won.
@@Dmitry-r8c depends on the circumstances. On a lakes or Pangea map, you still need some solid power to force your way inland and a catapult that is out of knight range can be good for that. Against naval units, they are indeed quite vulnerable to being sniped but that isn't as much of an issues on puffers. After all, the unit used to snipe the puffer costs almost as much as the puffer itself. Look at it this way: they are a cheaper (only half the cost), squishier version of the bomber with higher damage but no splash. That still makes for a very solid unit. The only thing holding it back is its position in the tech tree which basically banishes it to only being used in Ffas or way too big maps
I personally would have put defenders lower and swordsman higher. As I found that defenders get in the way of your own units and are quite sluggish. I like swordsmen bacause of there attack. I also like (this may probably be unpopular) how they can be killed. This meens your not stuck with low health units that are taking up population space and don't do much damage. Great job on the video
Yeah, swords have good attack and defense, but they are expensive Thanks for sharing you opinion on defenders and swordsmen. Many players have their favorite units. It was challenging making this list because so much is subjective
Played this game like 7 years ago, remembered it today and found the name for it again. Searched it up on RUclips and am so happy to see it still has an active fan base!
Incredible tier list! The only point I disagree with is the placement of the Doomux, I would not put them in S-tier because it's a pain to unlock them, but it's basically a giant with more mobility. 20 hp for a regular unit and for only 10 stars is really worth it, and mostly with the cymanti economy.
When you have bombers, I like to make them from a shield, then have 3 of them next to eachother and move as a pack. Not only is it nearly impossible to kill them immediately, they deal amazing damage and are a super distraction for my cloak to sneak through
Lowkey Love and respect this tier list expect for the Swordsmen and Doomux placements. Would've ranked them a tier higher at least. Also crazy you would place Shaman at the top in S tier and but the mage in F tier when they are almost the same unit.
I'm a garbage player so take this with a grain of salt: I just got Polaris. And for me, ice fortresses are OP. Aren't they just catapults that don't die with a slight push. If you get enough, aren't they essentially unstoppable? For us garbage players, has to be a B.
this tear list is purity accurate but i would change a few things. not because your wrong but because my play stile uses some units that you put in F tear. example, a cornerstone of my Polaris play stile is having a quick response group of sled units to never let my enemy advance while i advance with a large group of ice forts and gamie
Its true. Single player vs bots and competitive multiplayer are different approaches to Polytopia. Playing vs bots gets predictiavle. Playing vs human opponents is more interesting
Месяц назад
Meditation tech needs a buff. I think a great buff would be if meditation would increase units' self heal by 50%. I.e. units would heal 3 hp or 6 hp (in friendly territory) instead of the usual 2 hp and 4 hp.
Yeah. Knights are so fun to chain through a ton of units. We have a couple cool videos showing epic knight chaints. This is a good one - ruclips.net/video/_zkc1f1lVdA/видео.htmlsi=JKO_Iui1ItFi9qW9
Good point about the clatherus, but those are only useful on water maps. Most competitive Cymanti games are on land maps and never get far enough to use clatherus
In late game swordsman serve as an adequate replacement for warrior to make up some bulk of your army I think they belong in same tier I'd say dragons are the strongest unit in game, thats why they have the egg process stuff
I think doomux should be in A tier. While they do cost a lot, the poison effect and their decent health compensates for it making them pretty strong and annoying to fight against
Doomux are good, but they cost too much and are in a tier 3 tech. For our PolyChampions league and competitive play, they are not used as much as other units
i find it hard to believe how you rate puffers as F when they are the nearly essential for a aquarion vs polaris matchup, yes, they cost a lot of tech, but once the bandage is ripped of... they are quite good (similar to how a knight costs a lot of stars in tech)
True. We didn't touch on most of the Aquarion units, like mermaids or amphibians. The new Aquarion units are tricky. We neglected most of the Aquarion "regular" units since they are hybrid dryland and naval units
Sleds are good but they shouldnt be relied on as a spammable unit, riders with polarism are very effective bevause they get insane movement on ice and land. Sleds are terrible units on land while riders and knights with polarism excel on both
How is puffer worst than catapults? They go on water, have better movement, and flood tiles all by keeping the stats as normal catapults. You also practically reduce the chances of getting knight-chained if you decide to place them on water.
I disagry with aquarion unit's tier : tridents are worst than sharks and puffer, it deals no dommage and is too expensive in a useless tech tree, you never get value out of persist, sharks are not worth 8 stars i agree (maybe they should cost only 7 idk) but they are still good support units that can quickly join fight if you have the stars to spend, also at some point you'll always need marine life either to get jelly, either to go on deep water, puffer are not so useless, since they are kinda the only range unit that aquarion can use (archers are usually too slow, tridents stink) and if you play on continent, you can have some good forest spot. So for me tridents are F tier and you never want them, puffer are C tier and sharks B tier .
Yeah. Aquarion units are tricky to rank on this list because so many are hybrid naval/land units. Not to mention flooded terrain where both can move Sharks need a buff for sure. However, since most Aquarion games are played on water maps, like archipelago, that's the basis for ranking puffers lower and jellies higher Thanks for the feedback
I both hate and love this game after playing "easy" mode on Pangaea on the largest map mode spending 13 HOURS OF MY LIFE IN ONE MATCH. GOD I HATE THIS GAME!!!!!! Oh man I gotta try medium mode now
not sure this kind of list really makes sense; its like you made tier list for chess; but most of all the units are really good in some context and are necessary to be used; and this kind of list suggest that some units are bad and shouldn't be used; I especially disagree on raft which is great as an "option" to threat building bomber and for cheap exploration and dragon which is clearly the strongest unit in the game (so it should not be on the same level as other A tier special units)
True. Context is important. Map type, number of opponents, map size and other factors in the game have an impact It was challenging making this list because so much is subjective
@@polychampions understandable my reasoning is even with the flood ability the other units have its kind of hard to attack land based cities without puffers providing support so melee units can focus on attacking rather than flooding
I hear there are lots of fans of the ice fortress out there. However, in competitive games and in our league, no one uses ice fortress. Sleds are better
You lost me at Bomber C-Tier... Bombers are THE strongest naval unit. They are the force that finishes battles, second only to dragons. On any battle that drags on to the lategame, the side that manages to stack a cluster of bombers will win. When made from 10hp units in midgame they're squishy and overly expensive but when made 15hp and especially with aquatism they are as tanky as a swordsman and 3 or more of them can blast anything that approaches, allowing you to create a no-mans zone from which you can safely convert your rafts into whatever is necessary. While buying a bomber earlygame may be inefficient, there is almost always a moment in midgame where buying one will allow you or your opponent to build up an advantage. Slowly increasing the number of bombers that target a naval chokepoint or enemy coast/port will lead to a snowball effect. Catapults or enemy bombers can not even approach them since 2 bombers can kill catapults purely with splash. Whether it be through already having a wall of rammers yourself or playing in lakes where you are the only one who can access one of the lakes, there is usually a way to build a bomber without getting it killed in the next few turns. Once that happens, it will always show its value. The tech tree that goes to it usually comes FOR FREE since it allows you to collect the starfish. Very often the best way to play is to sail into the stars early on and unlock Navigation when it is still 16 stars or less. Then 2 starfish already replenish those stars and you often profit massively if the map is big or you are early into the sea. Therefore basically 70% of what is said in this video about the bomber is incorrect or misleading. And I have to emphasize this again, they are not easy to kill when in groups. A rammer can't one shot them and thus when firing from the edge of your borders, once you have multiple bombers they can usually heal if they took damage while the other bombers kill the attacker. All you gotta do is invest a little bit more into rammers yourself and support/protect them until the wall of bombers starts defending itself or blocks the enemy port/coast with direct or splash fire.
@@polychampions they use about the same as riders but their tech doesn't lead to anything (in pvp) and is more expensive. If I am at the point when I can get archers I am usually better of getting something else which is more usefull (like roads). To be fair after this comment I played one game and got stopped by someone defending with archers against ships 😂 So there is definitely place for them, just not as high imho
Polytard should cost 3 stars or have 10hp. Being independent and being spawnable more than one in one turn from same city are already a plus, a 15hp unit with same stats as defender (just reversed) being 2 stars makes it ridiculously broken.
Crabs before: giants, but worse
Crabs now: giants, but better
Yeah, Crabs got a big buff recently
Mind Benders should be able to splash heal as they move. Like a juggernaut or auto-freeze
Yeah. Mind benders need a buff
These ads are too good, please keep them coming :D
Thanks. Glad you enjoy the fun ads :)
Swordsmen in C is WILD considering just how good they are against unit spam. Knights may be able to eat through units, but the second they can't land the kill they're guaranteed to suffer for it. Swordsmen on the other hand are able to take those hits from other units and hit back even harder. Speaking of knights, I've found swordsmen to be much more reliable for stopping enemy knights than my warriors. As a Zebasi player, I usually don't have many forests and mountains for defense buffs anyway. They also make pretty good defensive units if you have a game where mining and smithery are more useful than diplomacy (which is usually the case when ignoring the units you unlock). I'd honestly put swordsmen in B or A even despite the fact that smithery is so out of the way for my main tribe.
Swordsmen are in C not because they aren't great, but because they are expensive at 5 stars and require a tier 3 tech
Great guide! Lots of work done.
I would suggest following amends:
1. Sword deserves up a tier. Similar to catapults and mmathematics - it is a decent end game unit that does unlock some city upgrades for you.
2. Both Kitons and hexapods should go into A tier. Hexapods specifically for being inferior to riders after roads in place and not being useful in end-game (unlike riders). And kitons is actually best hard counter to riders (which is S tier) - poinson makes it very hard to heal your riders. So you would usually want to use them in tandem.
3. Both Mooni and sled should go into same A tier. Yes - sleds are very strong, but the catch is - they do need ice and they can't make any. Without ice sleds are useless ( F tier). They always used in combination with moonies and usually you are forced to build way more moonies then sleds to spread/maintain ice as moonies die fast but sleds are re-usable. So polaris mid game is - mooni in all front cities and sleds in all back cities.
4. Move shark up a tier (to B). Sharks are mis-clasified cause you try to use them as rammers which they aren't. They should fill similar role as riders/archers fill on land - deliver punch in a week point. Since All aquarion units can go on water as is - they usually have no problem in establishing water front and sharks should be use to push front forward without retaliation. You can't just send them one at a time onto front line (like you would do with rammers).
5. Raichi should go into A tier mainly due to it verstility and ability to be boosted. It does trades ok with rammers/scouts but that is actually not it's goal.Cymanti doesn't want to engage in water battle and wants to convert it into land battle where they can use cheap units to pick your ships, Raichi achieves just that by exploding and creating algae - not to mention that if done within your borders - this gives you population in some cases making them decent way to grow your eco while actively defending.
6. This would be my personal opinion but I would move trident into C tier (if not F). With just 2 moves and 2.5 attack it is very hard for them to actually use their persist ability and luck of escape just makes it so that die next turn. There main utility would be for aquarion to push into land after water is secured (which in most cases imply that game is pretty much over)
#stoptheswordsmenabuse
Thanks for the long and thoughtful response. It was challenging making this list because so much is subjective
This video really highlights just how different my play style is from that of the author. I could not disagree more with probably 80% of these tier rankings.
Really. You disagree so much? Tell us more
@@polychampions Well, just to hit some of the highlights.
You refer to swordsmen as "a unit you never really want to use" while they tend to comprise the backbone of my land forces. They hit hard and can survive multiple hits, dealing retribution damage all the while. A wall of advancing swordsmen is hard to counter (unless you're polaris). Further, you call the swordsman expensive, yet at only 5 stars, its the cheapest tier 3 unit, making it easier to amass a large force with. I don't know that they deserve S, but they're A in my opinion.
Next, you put knights in A tier. Ever since knight's health was nerfed, I find that I basically never use them. I might have one hanging around for the lucky shot in a large battle, but most of the time I find they aren't worth the cost of the tech or the unit. Being able to one shot a chain of full health knights with another knight makes them pretty useless for most battles in my eyes (this logic also applies to why I prefer swordsmen, they can take the hit, prevent the chain, and then keep going). I certainly wouldn't put knights in F tier, they do have their uses, but for my own use case, maybe C?
For archers, in a lot of games they are the first unit I go for. Their added reach lets them attack unscathed, increasing survivability and stretching out the 3 star investment even further. Mass a couple together and you're basically untouchable until the late game (bombers and knights). Easily S tier for me.
By similar logic, I just can't put horsemen in S tier. Yes they can be useful in large numbers for a quick attack, but they can't hold territory and I find I tend to attack once, take half damage, and then I have to retreat and not use that unit again for at least two turns while it heals. That means I spent 3 stars (and one population) for one attack every 3 turns. Not a great investment in my mind. As such, I tend to rarely use horsemen and I'd put them in B tier.
For bombers, you put them in C tier. I can't argue with anything you said about them, its all true. But I can't count how many games have been completely turned around from the sudden arrival of a few bombers on the coast. They have a lot of weaknesses, but their ability to shirt the tide so drastically means I have to put them in B tier.
The only other thing I have to say about the regular naval tier is I'd flip rammer and scout. Scout is my go-to. Its fast, has high vision, and has a ranged attack so it can hit for free. I will tend to spam scouts probably more than I need to just because they are so versatile and useful. I tend to make rammers more sparingly, mostly for one off landing forces or capturing a coastal city (see my philosophy on horsemen vs archers to understand my logic and preferences here).
For puffers. You call them useless and unwanted. Sounds like you aren't using them right. A puffer is just a catapult that has extra movement (and can be positioned to be safe from land forces). Further, the puffer lets you flood tiles and move your jellies onto land. It can do this from the backline instead of have to waste a frontline unit's action to flood the tile. Really, I've found the single best strategy to employ with new aquarion is a slowly advancing line of jellies supported by a backline of puffers. The puffers pick off anything not killed by the tentacles and allow the jellies to continue advancing. You had put them in F tier, I can't put them any lower than B tier, and the only reason they aren't A tier is because I concede that they are really expensive tech-wise.
I will say, I pretty much agree with your special land unit and super unit tiers. Those were pretty much spot on in my opinion.
And I will admit, all of this is based on my own personal play style and experience. I don't doubt that someone with a different play style will have different opinions on the units. I just found it interesting HOW different this tier list was to my own experience.
(I now realize that I started this comment with "to hit some of the highlights" and then wrote a small book. I'm gonna leave it because its funny)
@@samthestache8bombers and puffers are not that bad
Swords are meta though. Strong, bulky, swift and cheap. A perfect unit for me.
You think 5 stars is cheap?
@@polychampions 5 stars is worth it
They only ever seem good until you have to deal with archers, catapults and unit spam
Swordsman in c is kinda wild, they are so strong imo, they are good at pretty much everything. If u have a couple of Swordsman, that is an almost impenetrable defense.
Catapults are also way to low, if place correctly, they are such a pain to deal with. Same with bombers, like helloooo??? I now they are expensive but only one of these can win u a game easily.
Swords are in C tier because they are very expensive and in a tier three tech, same as catapults
In Polaris, I'd go with Ice Archer and Rider
Yeah, but most competitive players go for sleds with Polaris
@@polychampions Sleds are a total BS overpowered unit. They make hexapods look like chumps. Thanks to the movement they might be more OP than Polytards (who are defender with stats reversed but 33% cheaper).
Gotta make sleds have 1 defense and make Polytards cost 3 stars (or have 10hp)..
*laughs in Break Ice*
if you have enough units to break the ice and ranged units at the back of the line you can keep them at bay and halt any moonies and sleds that try to make ice and slash through, tho it isn't easy@@kaanerisgen
@@creationterminator So basically if you overpower the enemy economically and outnumber them severely to the point you have enough troops to both break ice and kill 1 or more moonies every turn, they are stoppable.. Isnt easy indeed..
And Polaris itself being "defeatable" doesnt change how it is nearly impossible to get unprofitable trades with the unit Sled itself as it has 3 attack 15hp 4 movement and escape and half of them tend to become veteran (unlike swordsmen who cant escape 4 tiles)..
The way I see it (and mainly because of Sleds' absurd stats) archi and WW maps are unplayable against polaris.
I disagree on the puffers. They are in a bad tech, true, but they are also aquarions most reliably way of dealing high damage. This makes them your best unit to use against high numbers of enemy super units (if you actually have them or course). In a late game situation with abundant stars, I will always have a few of them around. Bonus points for the fact that they can't be chained by knights.
Main issue with puffers - they aren't really meant for water battle and actually a way of Aquarion to push into land after you already secured water. So yes - they useful, but mostly to finish the game you already won.
@@Dmitry-r8c depends on the circumstances. On a lakes or Pangea map, you still need some solid power to force your way inland and a catapult that is out of knight range can be good for that. Against naval units, they are indeed quite vulnerable to being sniped but that isn't as much of an issues on puffers. After all, the unit used to snipe the puffer costs almost as much as the puffer itself.
Look at it this way: they are a cheaper (only half the cost), squishier version of the bomber with higher damage but no splash. That still makes for a very solid unit. The only thing holding it back is its position in the tech tree which basically banishes it to only being used in Ffas or way too big maps
Thanks for sharing you opinion on puffers. Many players like that unit. It was challenging making this list because so much is subjective
Truly a Cymanti moment: Two Special S-Tier Units.
I hate these bugs.
Nice video BTW :D
Yeah. Cymanti is very strong.
Glad you like the video
first unit tier list i've seen! also i may use more rammers for completely no reason at all :D (please don't steal my kneecaps Rammer LLC)
Rammer LLC is watching you
3:07 not the polytuber battle royale clip before it got officialy uploaded :D
Yeah, I couldn't resist using that clip
I personally would have put defenders lower and swordsman higher. As I found that defenders get in the way of your own units and are quite sluggish. I like swordsmen bacause of there attack. I also like (this may probably be unpopular) how they can be killed. This meens your not stuck with low health units that are taking up population space and don't do much damage. Great job on the video
Yeah, swords have good attack and defense, but they are expensive
Thanks for sharing you opinion on defenders and swordsmen. Many players have their favorite units. It was challenging making this list because so much is subjective
That's the best mid video advertisement you've ever made with the hexapods 😂 Just after the new Rammer one you made a while ago
Glad you like the ads :)
wow i didn't realize the cloak and dagger naming reference until watching this
Really? Cloak and dagger ....
Glad you realized it
@@polychampions I just never thought about them back to back, a bit new to the game still lol
It's often lost in non-english translations (some of which are truly horrendous, btw)
Played this game like 7 years ago, remembered it today and found the name for it again. Searched it up on RUclips and am so happy to see it still has an active fan base!
Glad you found us. Enjoy
21:31 Woah did he just get a centipede on turn 3?? This Innofunni guy is insane!!
Absolutely
woah that’s crazy, it’s almost as if they submitted the clip to be in the video for that exact reason!!!
Hexapod promotion in the middle of the video? That’s actually hilarious lmao 😂
Thanks. We like to through in the occasional ad from time to time :)
Hexapod ad is so unexpected and good at the same time😂😂😂❤
Def my fav polytopia channel...❤😊
Glad you liked the hexapod ad
Incredible tier list! The only point I disagree with is the placement of the Doomux, I would not put them in S-tier because it's a pain to unlock them, but it's basically a giant with more mobility. 20 hp for a regular unit and for only 10 stars is really worth it, and mostly with the cymanti economy.
Yeah. Doomux is good, but this list is based on PolyChampions league competitive play. Everyone has their personal favorite strategies
When you have bombers, I like to make them from a shield, then have 3 of them next to eachother and move as a pack. Not only is it nearly impossible to kill them immediately, they deal amazing damage and are a super distraction for my cloak to sneak through
I recommend having some bulky units in front of your bombers. Three in a row make a good targe for dragons
Cool video! I think tech tier list would also be neat
Oh. A tech tier list. Interesting idea. Thanks
Lowkey Love and respect this tier list expect for the Swordsmen and Doomux placements. Would've ranked them a tier higher at least. Also crazy you would place Shaman at the top in S tier and but the mage in F tier when they are almost the same unit.
Yeah, everyone has their favorite units. This list is based on competitive players' opinions from our league.
I'm a garbage player so take this with a grain of salt: I just got Polaris. And for me, ice fortresses are OP. Aren't they just catapults that don't die with a slight push. If you get enough, aren't they essentially unstoppable? For us garbage players, has to be a B.
Some players love ice fortresses, but in competitive games and league like ours, no one uses them. Sleds are way better
There is very very good situational tech with mind benders
For sure. Certain situations, mind benders are great. However, those situations are few and far between in competitive games
this tear list is purity accurate but i would change a few things. not because your wrong but because my play stile uses some units that you put in F tear. example, a cornerstone of my Polaris play stile is having a quick response group of sled units to never let my enemy advance while i advance with a large group of ice forts and gamie
For sure. This list is based on what PolyChampions competitive players do in our league. Everyone has their own play style and their favorite units
I tried to search this video yesterday and didn't found single one what a coincidence😅
Right. It wasn't published yesterday. It was out today
The ads are perfect, why cymanti ad tho😭😭 I’m annoyed needing to overwhelm gosh darn bugs
Glad you liked the ads. We have others ads for Oumaji, Bardur, and Kickoo. Check out our shorts playlist ruclips.net/video/HKwb6JKEtmE/видео.html
absolute robbery putting knights in A tier and doomuxes in B tier
Yeah. Lots of folks disagree with our unit placement. So subjective
@@polychampions no hate polychampions I love y'all I just woulda done it a different way 🙏❤
You have good videos, thanks for making them.
Glad you like them!
Ive been playing this game singleplayer only for a few years now and the multiplayer meta is wildly different lol
Its true. Single player vs bots and competitive multiplayer are different approaches to Polytopia. Playing vs bots gets predictiavle. Playing vs human opponents is more interesting
Meditation tech needs a buff. I think a great buff would be if meditation would increase units' self heal by 50%. I.e. units would heal 3 hp or 6 hp (in friendly territory) instead of the usual 2 hp and 4 hp.
For sure. The climbing branch and meditation tech in particular needs a buff
I LOVE knights because of how hillarious it is to just blitzkrieg through ai like 1939-40s germany
Yeah. Knights are so fun to chain through a ton of units. We have a couple cool videos showing epic knight chaints. This is a good one - ruclips.net/video/_zkc1f1lVdA/видео.htmlsi=JKO_Iui1ItFi9qW9
It would be really good for ice fortress if they had splash damage
So many things about the ice fortress could be better
As a cymanti player the doomux is the best yes their expensive but with clatherisis being useful unlike markets their fundable or just b line for it
Good point about the clatherus, but those are only useful on water maps. Most competitive Cymanti games are on land maps and never get far enough to use clatherus
@@polychampions true I would say that cymanti is best on contents or lakes thow
Would amphibious units like Swordsmaid and Mermaid included in naval units? Or they just have the same tier as the drylands normal tribe units?
Yes
The new Aquarion units are tricky. We neglected most of the Aquarion "regular" units since they are hybrid dryland and naval units
In late game swordsman serve as an adequate replacement for warrior to make up some bulk of your army I think they belong in same tier
I'd say dragons are the strongest unit in game, thats why they have the egg process stuff
Swords can be good in some late game sitiations if you have lots of mines and good forge spots. Dragons are wonderful, but they take forever to get
I think doomux should be in A tier. While they do cost a lot, the poison effect and their decent health compensates for it making them pretty strong and annoying to fight against
Doomux are good, but they cost too much and are in a tier 3 tech. For our PolyChampions league and competitive play, they are not used as much as other units
The ads were so funny 😂😂😂
Thanks. Glad you enjoyed them :)
15:05 I will still use all of my stars for training 2 bombers each turn when possible. You'll never get me alive.
Fair enough. Enjoy those bombers
i find it hard to believe how you rate puffers as F when they are the nearly essential for a aquarion vs polaris matchup, yes, they cost a lot of tech, but once the bandage is ripped of... they are quite good (similar to how a knight costs a lot of stars in tech)
Yeah. Lot of folks like puffers. You don't usually see Aquarion matched up with Polaris in our league though
Mind bender is great when you freeze enemy units nad take their giants and special units
Mind bender is great in very specific situations
I remember when Giant Battle Ships user to be SS tier... Bad old times 😭😭☠️☠️🤣
Ah yes. The GBS days. Thankfully the days of battleship spam are far behind us
rip the aquarion amphibian
True. We didn't touch on most of the Aquarion units, like mermaids or amphibians. The new Aquarion units are tricky. We neglected most of the Aquarion "regular" units since they are hybrid dryland and naval units
Sleds are good but they shouldnt be relied on as a spammable unit, riders with polarism are very effective bevause they get insane movement on ice and land. Sleds are terrible units on land while riders and knights with polarism excel on both
Yes. Sleds are good in ice, that's why we put them as a "naval" unit. They are not good on drylands
Ohhh Idk why I missed that it was in the naval part, that makes sense!
The shaman's boost and rider: I almost never use them, but still my Cymanti game is strong. I don't get why more movement is that useful
Movement for riders and hexapods allows them to strike from a distance and also retreat to safety
Where amphibians?
Good point. Amphibians are like riders, but on water. We neglected most of the Aquarion "regular" units since they are hybrid dryland and naval units.
i wish yall could upload more
A lot more goes into these videos than you think, editing takes a lot of time and so does writing scripts
Yup. We would like to make more too. Thanks for the encouragement
Scuba is actually very powerful as it does not need port
True. Scuba are great. We didn't include the Aquarion special units in this list
And it can attack cities surrounded by land without wasting a turn.
How is puffer worst than catapults? They go on water, have better movement, and flood tiles all by keeping the stats as normal catapults. You also practically reduce the chances of getting knight-chained if you decide to place them on water.
Because puffers are for Aquarion and most players use pick Aquarion play that tribe on water maps where there isn't much call for sawmills
Petition to change the name of jellybelly to yellybelly
Yeah. Yelly belly was a cool name
I wonder what could be done to make Mindbenders and Swordsman better
Lots of people want buffs for mindbenders, like a larger healing radius
I disagry with aquarion unit's tier : tridents are worst than sharks and puffer, it deals no dommage and is too expensive in a useless tech tree, you never get value out of persist, sharks are not worth 8 stars i agree (maybe they should cost only 7 idk) but they are still good support units that can quickly join fight if you have the stars to spend, also at some point you'll always need marine life either to get jelly, either to go on deep water, puffer are not so useless, since they are kinda the only range unit that aquarion can use (archers are usually too slow, tridents stink) and if you play on continent, you can have some good forest spot. So for me tridents are F tier and you never want them, puffer are C tier and sharks B tier .
Yeah. Aquarion units are tricky to rank on this list because so many are hybrid naval/land units. Not to mention flooded terrain where both can move
Sharks need a buff for sure.
However, since most Aquarion games are played on water maps, like archipelago, that's the basis for ranking puffers lower and jellies higher
Thanks for the feedback
How come you call all land units "dryland units" and assume they're being used on dryland maps when thats just one of many map types?
Its because we categorized the units by either units that go on land or naval units that go on water
I would only add an amendment to mind benders. B for Polaris, F for everyone else.
That's a very good point! We've seen our fair share of Polaris giants way more than for other tribes
I both hate and love this game after playing "easy" mode on Pangaea on the largest map mode spending 13 HOURS OF MY LIFE IN ONE MATCH. GOD I HATE THIS GAME!!!!!!
Oh man I gotta try medium mode now
Playing bots is predictable. When you’re ready for a real challenge, try multiplayer. Human opponents are more interesting
@@polychampions with how long turns are I will be waiting for years lmao
not sure this kind of list really makes sense; its like you made tier list for chess; but most of all the units are really good in some context and are necessary to be used; and this kind of list suggest that some units are bad and shouldn't be used; I especially disagree on raft which is great as an "option" to threat building bomber and for cheap exploration and dragon which is clearly the strongest unit in the game (so it should not be on the same level as other A tier special units)
True. Context is important. Map type, number of opponents, map size and other factors in the game have an impact
It was challenging making this list because so much is subjective
They need to revamp mind bender, make it more tankier atleast
Yeah. Lots of players want to see the mind bender improved
Didn't you guys forgot amphibians?
Good point. Amphibians are like riders, but on water. We neglected most of the Aquarion "regular" units since they are hybrid dryland and naval units.
I think I agree with most of this video
Poor ice fortress
Thanks. Glad you agree
Why are aquarions naval units worse than the normal tribes.
Not all the aquarion naval units are worse. Some are fine and the jelly is better than most others.
XD I always laugh when I see my game get used in these videos
You are infamous :)
I heavily disagree with the swordsman placement! combined with archers they are really good
i also disagree with the pufferfish placement, they are great for support but should be treated like a catapult (for obvious reasons)
I'm hearing a lot of push back on our puffer placement. I respect that. Everyone has an opinion. Most of this is subjective
@@polychampions understandable my reasoning is even with the flood ability the other units have its kind of hard to attack land based cities without puffers providing support so melee units can focus on attacking rather than flooding
And the ancients Still nothing?
Ancients are still in development, yeah
Hexapod S tier for sure of OP
Hexapods are pretty great
ice fortress should be be, its a defender and catapult combined
I hear there are lots of fans of the ice fortress out there. However, in competitive games and in our league, no one uses ice fortress. Sleds are better
@@polychampions ok then
You lost me at Bomber C-Tier...
Bombers are THE strongest naval unit. They are the force that finishes battles, second only to dragons. On any battle that drags on to the lategame, the side that manages to stack a cluster of bombers will win. When made from 10hp units in midgame they're squishy and overly expensive but when made 15hp and especially with aquatism they are as tanky as a swordsman and 3 or more of them can blast anything that approaches, allowing you to create a no-mans zone from which you can safely convert your rafts into whatever is necessary.
While buying a bomber earlygame may be inefficient, there is almost always a moment in midgame where buying one will allow you or your opponent to build up an advantage. Slowly increasing the number of bombers that target a naval chokepoint or enemy coast/port will lead to a snowball effect. Catapults or enemy bombers can not even approach them since 2 bombers can kill catapults purely with splash.
Whether it be through already having a wall of rammers yourself or playing in lakes where you are the only one who can access one of the lakes, there is usually a way to build a bomber without getting it killed in the next few turns. Once that happens, it will always show its value.
The tech tree that goes to it usually comes FOR FREE since it allows you to collect the starfish. Very often the best way to play is to sail into the stars early on and unlock Navigation when it is still 16 stars or less. Then 2 starfish already replenish those stars and you often profit massively if the map is big or you are early into the sea. Therefore basically 70% of what is said in this video about the bomber is incorrect or misleading.
And I have to emphasize this again, they are not easy to kill when in groups. A rammer can't one shot them and thus when firing from the edge of your borders, once you have multiple bombers they can usually heal if they took damage while the other bombers kill the attacker. All you gotta do is invest a little bit more into rammers yourself and support/protect them until the wall of bombers starts defending itself or blocks the enemy port/coast with direct or splash fire.
Bombers are great, but they are vulnerable and expense. Other units are better bang for your buck
(I was forced to say this by the Rammer LLC. :/)
@@polychampions The Rammer LLC LMAO
Why am I in b tier
B TIER!
I deserve better.
First you need to be better :)
Thanks for watching!
Knights are goated
Yes. Knights are very stronk.
I'm sorry but it's Sha-Man not Shay-Man!!
You're so right! Thank you brother!
@@theqoulyv no problem my friend😉
Thanks for your feedback. Maybe how one says "shaman" is a dialect or regional thing. Google says either is an acceptable pronunciation
I think Raychi are A or S tier. They should be nerfed in my opinion. They can one shot scouts and thats terrible!
Raychi are good, but not that good. Mostly because Cymanti on water don't have as many options for naval units
脳死騎士がいっちゃんつええ
Sounds like the knight is your favorite. Thanks
Rider sweep
Rider roads are even better
Bro mind benders can easily counter giants
Sure. There are rare times when a mind bender can convert a giant. When you can pull it off, that trick is so satisfying
Rider is amazimg and omouji is op
Yup. Add roads to riders and you have the top meta
F tier Mindbwnder ☠️😭😭😭😭😭😭
I know. I know. I love the mind bender, but honestly it is a terrible unit
I feel like archer are not that great tbh.
You don't like archers? Why?
So much of this list is subjective
@@polychampions they use about the same as riders but their tech doesn't lead to anything (in pvp) and is more expensive. If I am at the point when I can get archers I am usually better of getting something else which is more usefull (like roads).
To be fair after this comment I played one game and got stopped by someone defending with archers against ships 😂 So there is definitely place for them, just not as high imho
DOUMAX IS S
What's a doumax? Is that the long lost cousin of the doomux who never went to school and instead formed a rock band?
@@polychampions lol yknow what i mean
Mommy?
Yes?
Hi e
Hi
Polytard should cost 3 stars or have 10hp. Being independent and being spawnable more than one in one turn from same city are already a plus, a 15hp unit with same stats as defender (just reversed) being 2 stars makes it ridiculously broken.
Polytaurs are very good units. Making them cost 3 stars is a good idea
Nah
Noted