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Stronghold Creatures

Fairly decent in strength and efficency, the Stronghold units shine in sieges. Cyclops have can bust walls down, and a few units have ways to maxinize your unit's damage. However, they tend to be pretty slow.

Weiila sez: Well here we are down to earth. These guys are ugly, but they are the most humanoid creatures around (apart from those who actually ARE humans). There's more brawn than brains here though, but they sure get the job done. And they'll probably eat a few walls in the process...

Name
Cost
Attack
Defense
Speed
Shots
Image
Building
Damage
Health
Combat Speed
Movement Type
Special Abilities
Upg. Name
Upg. Cost
Upg. Attack
Upg. Defense
Upg. Speed
Upg. Shots
Upg. Image
Upg. Building
Upg. Damage
Upg. Health
Upg. Combat Speed
Upg. Movement Type
Upg. Special Abilities
Comments


Goblin
40 Gold
4
2
Slow
N/A
1-2
5
5
Ground
No special ablities.
Hobgoblin
50 Gold
5
3
Extra Swift
N/A
1-2
5
7
Ground
No special ablities.
Goblins have never been known for their strength, but you can pull these out of your ass. They can be passed up if you have the option. They're really only a step above Imps.


Wolf Rider
100 Gold
7
5
Swift
N/A
2-4
10
6
Ground
No special ablities.
Wolf Raider
140 Gold
8
5
Upg. Speed
Very swift
3-4
10
8
Ground
Double Attack (Attacks an enemy twice).
Essentially buffed out Goblins, these are much better. Not very durable but meh. They're fast and pretty strong. Why not?

Weiila sez: Goblins on wolves. Well, it’s a step forwards.


Orc
150 Gold
8
4
Extra Slow
12
2-5
15
4
Ground
No special ablities.
Orc Chieftain
165 Gold
8
4
Slow
24
2-5
20
5
Ground
No special ablities.
Orcs are nothing special, the upgrade kinda sucks. Oh well. They are affected by the melee penalty, so they really aren't much good overall. If you're an Orc fan, sure. But you can pass.


Ogre
300 Gold
13
7
Extra Slow
N/A
6-12
40
4
Ground
No special ablities.
Ogre Mage
400 Gold
13
7
Slow
N/A
6-12
60
5
Ground
Can cast Bloodlust on a friendly troop once per round.
Ogres are pretty cool, if slow. The Ogre Magi are fun, but only gain a speed increase, but plenty of Health and can cast Bloodlust. Useful, them.


Roc
600 Gold
13
11
Extra Swift
N/A
11-15
60
7
Flying
No special ablities.
UpThunderbird
700 Gold
13
11
Quick
N/A
11-15
60
11
Flying
20% chance to do an additional [10 x (Number of Thunderbirds in unit)] damage on a melee attack.
Rocs are essentially stronger, faster, and more durable Ogre Magi, sans Bloodlust. Thunderbirds are better with the chance for extra damage, but that's all they get besides extra speed.


Cyclops
750 Gold
15
12
Swift
16
16-20
70
6
Ground
Can attack walls and arrow towers as if they had Basic Ballistics.
Cyclops King
1100 Gold
17
13
Very Swift
24
16-20
70
8
Ground
Can attack walls and arrow towers as if they had Advanced Ballistics.
Walking siege engines. Simple as that. They're pretty nice fighters too, but they still have that melee penalty. But still, they're worth taking into sieges.

Weiila sez: Finally, now we’re talking! The barbarian home really does suck troopwise, but now we’re getting somewhere. They hit good and they’ll help you invade enemy castles, now that’s really something.


Behemoth
1500 Gold
17
17
Swift
N/A
30-50
160
6
Ground
Reduces a unit's defense by 40% on a melee attack
Ancient Behemoth
3000 Gold + 1 Crystal
19
19
Ultra Swift
N/A
30-50
300
9
Ground
Reduces a unit's defense by 80% on a melee attack.
Niiiice. Weaker than most Level 7 units, but the defense reduction ability more than makes up for it. You're best advised to go for the upgrade, because they're just that much better.

Weiila sez: Ugly. and walks funny. But they can get the job done, oh yeah.





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