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Conflux Creatures
The Conflux is for the Armageddon's Blade and Shadow of Death expansions. The troop selection is nice, although fairly weak. However, all of them have special abilities that make them worthwhile, but many of them also have significant weaknesses.
Pixie |
25 Gold |
2 |
2 |
Extra Swift |
N/A |
|
|
1-2 |
3 |
7 |
Flying |
No Special Abilities. |
Sprite |
30 Gold |
2 |
2 |
Ultra Swift |
N/A |
|
|
1-2 |
3 |
9 |
Flying |
Cannot be counterattacked. |
Not exactly the best ground troops, but they can be effective. They're roughly weaker than Imps, but they are fast, they can fly, and Sprites cannot be counterattacked. Not to mention that the numbers they can be produced in is much higher than Imps and Familiars.
Suggested Strategies
Pixies and Sprites are so weak, that they really don't make good cannon fodder. If you're going to use them, upgrade to Sprites, and use the fact that they can't be counterattacked well. Send them in to soften up a troop, and then send in someone strong to finish them off. But remember that they don't absorb counterattacks.
If you're fighting against them, try to pack something faster, and hit them hard and fast with spells.
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Air Elemental |
250 Gold |
9 |
9 |
Extra Swift |
N/A |
|
|
2-8 |
25 |
7 |
Flying |
Immune to mind-influencing spells. Immune to Meteor Shower. Vulnerable to Lightning Bolt. Morale has no effect. |
Storm Elemental |
275 Gold |
9 |
9 |
Very Swift |
24 |
|
|
2-8 |
25 |
8 |
Flying |
Ranged with no Melee Penalty. Casts Protection from Air three times per battle on friendly units Immune to mind-influencing spells. Immune to Meteor Shower. Vulnerable to Lightning Bolt. Morale has no effect. |
Air and Storm Elementals are EXCEPTIONALLY powerful troops for their level. The upgrade is very nice: statistic-wise, it's only 1 Speed. However the ranged attack is a VERY good thing.
Suggested Strategies
Get the upgrade if at all possible. Storm Elemental's relatively high stats for a second-level unit makes it an impressive fighter, and can really bowl things over early game. In battle, use them to protect other ranged units from melee attacks. Use Anti-Magic on them when against a spellcasting hero (which will generally be most heroes you come across). Personally, however, I love using Clone on Storm Elementals, especially in sieges. I can often get in a shot before the towers kill the clone, and the clone does a lot of damage in that hit.
If you're fighting against them, throw Lightning Bolt at them to soften them up, then take them down.
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Water Elemental |
300 Gold |
8 |
10 |
Slow |
N/A |
|
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3-7 |
30 |
5 |
Ground |
Immune to mind-influencing spells. Immune to ice-based spells. Vulnerable to Fire spells. Morale has no effect. |
Ice Elemental |
375 Gold |
8 |
10 |
Swift |
24 |
|
|
3-7 |
30 |
6 |
Ground |
Ranged with Melee Penalty. Casts Protection from Water three times per battle on friendly units. Immune to mind-influencing spells. Immune to ice-based spells. Vulnerable to Fire spells. Morale has no effect. |
I suppose these are useful. Again, they only get a speed and a ranged attack, but they tend to have about the same damage average as Air/Storm Elementals, but have the major problem of a melee penalty if you let enemies get close. They're also weak against common damage spells, so be mindful of that.
Suggested Strategies
This is probably one of the few units that's possibly more useful unupgraded. The upgrade is almost exactly like the Storm Elemental upgrade, only Ice Elementals have a melee penalty. Despite this, it's up to you wether you want a melee unit or are willing to pay 75 more gold for an archer.
If you're fighting against them, rush them if they're Ice Elementals, otherwise stay back and throw spells at it. Any damage dealing Fire element spell will do.
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Fire Elemental |
350 Gold |
10 |
8 |
Swift |
N/A |
|
|
4-6 |
35 |
6 |
Flying |
Casts Protection from Fire three times per battle on friendly units. Immune to mind-influencing spells. Immune to Fire spells. Vulnerable to ice-based spells. Morale has no effect. |
Energy Elemental |
400 Gold |
12 |
8 |
Very Swift |
N/A |
|
|
4-6 |
35 |
8 |
Flying |
Immune to mind-influencing spells. Immune to Fire spells. Vulnerable to ice-based spells. Morale has no effect. |
Elementals are decent melee units. They're fast, making them ideal for running around and supplemanting damage for other units, and the upgrade only enhances that.
Suggested Strategies
Their speed and power makes them excellent anti-archer unit, especially those with melee penalties: just Haste them and rush them up to enemy archers, and watch them drop. As mentioned earlier, they also do well putting out fires (ironically, no pun intended), so move them quickly to where they will be most useful. Fortunately, their particular weakness isn't as common (or as powerful) as Water/Ice Elementals.
If you're fighting against them, Slow them to take out their speed advantage, and throw Ice Bolts at them if you can. Otherwise pick them off before they approach.
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Earth Elemental |
400 Gold |
10 |
10 |
Extra Slow |
N/A |
|
|
4-8 |
40 |
4 |
Ground |
Immune to mind-influencing spells. Immune to Lightning Bolt and Chain Lightning. Vulnerable to Meteor Shower. Morale has no effect. |
Magma Elemental |
500 Gold |
11 |
11 |
Swift |
N/A |
|
|
6-10 |
40 |
6 |
Ground |
Cases Protection from Earth three times per battle on friendly units. Immune to mind-influencing spells. Immune to Lightning Bolt and Chain Lightning. Vulnerable to Meteor Shower. Morale has no effect. |
VERY nice elementals. These guys are effective tanks as well as damage dealers. Too bad you can't cast Frenzy on Magma Elementals.
Suggested Strategies
For the love of God, Haste them. Despite being very much into the slow side, if you can get them to powerful units, you can use them to absorb counterattacks. That said, they can do well against archers with melee penalties, as they'll take less damage than Fire/Energy Elementals, as well as do more. The problem of getting them there unscathed is solved by using Haste and running your Fire/Energy Elementals up to them until your Earth/Magma elementals can take over and kill them off. Their weakness is also dealt with by getting them as close to enemy units as possible.
If you're fighting against them, using Slow is almost... well silly. But it a little worthwhile. If you try to throw Meteor Shower at them, try to catch another enemy unit in it was well, and be mindful of your own troops.
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Psychic Elemental |
750 Gold |
15 |
13 |
Extra Swift |
N/A |
|
|
10-20 |
75 |
7 |
Ground |
Attacks all adjacent enemies. Cannot be counterattacked. Immune to mind-influencing spells. Morale has no effect. |
Magic Elemental |
800 Gold |
15 |
13 |
Ultra Swift |
N/A |
|
|
15-25 |
80 |
9 |
Ground |
Attacks all adjacent enemies. Cannot be counterattacked. Immune to all spells. Morale has no effect. |
I like these guys. Don't know why. They're not bad 6th level troops though, so I can't complain. The upgrade is a double-edged sword, really. Immunity to magic means COMPLETE immunity, even to friendly spells. But if you don't mind, the 2 point Speed increase, 5 point damage increase, and the 5 point Health increase only adds to thier awesomeness.
Suggested Strategies
If you're fond of spelling your units up, you may not be too willing to go into Magic Elementals. But it does, at least, mean that no magic will harm them. Either way, the best way to use them is to send them as close to as many enemies as you can and attack. Their usefulness is in the fact that they can do a lot of damage to a lot of enemies quickly.
If you're fighting against them, you'll want to spread out your units so it can only attack one or two at a time. Because magic is useless against them (or Magic Elementals at least), you'll want to get them out of the picture as soon as possible. Use ranged units when possible, and if you HAVE to use melee units, make sure that if you run another unit up to them will can kill it: Their counterattacks affect all enemy creatures around it.
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Firebird |
1500 Gold |
18 |
18 |
Super Quick |
N/A |
|
|
30-40 |
150 |
15 |
Flying |
Breath Attack (Attack reaches two hexes.) Immune to Fire spells. |
Phoenix |
2000 Gold + 1 Mercury |
21 |
18 |
Insane |
N/A |
|
|
30-40 |
200 |
21 |
Flying |
Breath Attack (Attack reaches two hexes.) Immune to Fire spells. Rebirth (If the stack dies, it is revived with 20% of the original number (round up) once per battle. |
Firebirds aren't the absolute best Level 7 units, really. However, Phoenixes are WELL worth the extra cost. If you can get them early on, they are very strong due to sheer numbers. They get weaker later in the game, however.
Suggested Strategies
Phoenixes are a pretty nifty unit. There's no need for Haste, unless you're fighting other Phoenixes, and if you're being attacked. The Rebirth ability guarantees your Phoenixes get a second chance, so use Resurrection on them afterwards so they aren't wiped out afterwards. When attacking, wait first, try to use them against someone who has previously counterattacked who is next to another enemy unit, so you can hit both units without risk. Since these are so easily massed, use numbers against your foe, especially early on.
If you're fighting against them, keep in mind the breath attack, and attack from a position that prevents it from counterattacking into another allied unit. Even better, try to attack from a position where the counterattack hits through you into another enemy unit. Be prepared for the Phoenixes to come back though, and be ready to hit them hard before they can continue to do damage.
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