Units

 
units
  Chapter Introduction
Castle Units
Dungeon Units
Fortress Units
Inferno Units
Necropolis Units
Rampart Units
Stronghold Units
Tower Units
   
A Unit Guide

Rampart units, continued

Dendroid Guard/Dendroid Soldier
Attack: 9/9
Defense: 12/12
Hit Points: 55/65
Damage: 10-14/10-14
Speed: 3/4
Movement: ground
Cost: 350/425
Special Abilities: Bind opponents in place/Bind opponents in place

 
   
 
   

Statistically, the dendroid guard and soldier aren't that good for their level, and their slow speed makes them pretty ineffectual except to guard grand elves. However, if you can use teleport to send them instantaneously across the screen, they can wreak havoc on the enemy. Both dendroids have the special ability to bind units in place. The units cannot move (they can still attack) until the dendroid moves or is killed. You can then pummel the opponent while they can't get away. It's great to bind mobile troops like champions and harpy hags. In addition, you can attack the bound units with the grand elves and won't break the binding.

The dendroids are the weakest physically of all fifth-level creatures, but they are also the cheapest and most plentiful. The designers want you to use the dendroids because they created the dendroid arches that add to your dendroid production, but only recruit these creatures if you have the teleport spell or haste and tactics. Then throw them at the enemy, bind their quickest troops in place, and attack freely.

 
   
 
   

Unicorn/War Unicorn
Attack: 15/15
Defense: 14/14
Hit Points: 90/110
Damage: 18-22/18-22
Speed: 7/9
Movement: ground
Cost: 850/950
Special Abilities: Blinding, aura of magic resistance/Blinding, aura of magic resistance

The unicorn is a good unit, and the war unicorn is actually quite powerful. They aren't the fastest of level six troops, but they are durable and have useful special abilities. Their aura of magic resistance has a 20 percent chance of negating enemy spells, and extends to all adjacent units, so you can have a few guarding your elves for added protection. Like the dwarves' resistance, the aura doesn't affect beneficial spells you cast.

Upgrade your unicorns early so they gain the extra 20 hit points and better speed. However, they don't benefit from any increase in offense. Because of their magic resistance aura, and the ability to blind opponents, unicorns and war unicorns should always be a part of your army. They are also the cheapest of sixth-level troops. Fortify them with magic spells to increase their longevity.

Green Dragon/Gold Dragon
Attack: 18/27
Defense: 18/27
Hit Points: 180/250
Damage: 40-50/40-50
Speed: 10/16
Movement: Flight
Cost: 2400+1 crystal/4000+2 crystal
Special Abilities: Immune to level one to three spells, attacks two tiles/Immune to level one to four spells, attacks two tiles

 
   
 
   

The green and gold dragons replace the phoenix as the strongest creature in the rampart town. They are incredibly strong creatures that can match devils and angels. These dragons are very similar to the dragons of the dungeon town, although they aren't quite as impervious to magic. The green dragon is a powerful creature, able to withstand up to level three spells and attack two tiles with its breath weapon. Like the red and black dragons, this two tile attack can hit two units if they both occupy one hex and are within the same line of attack. If a large creature occupies both tiles, then the attack will only affect that creature. You can harm your own units with this attack so be careful that you aren't lured into attacking your own troops by careful placement of enemy stacks and through involuntary retaliation. For example, assume there is an empty hex between a green dragon stack and a dwarf stack. If a dragon fly moves to that hex in between the two stacks and attacks the dragon, the dragon will turn to retaliate against the dragon fly, but the two tile attack would catch the dragon fly and the dwarf in the second hex behind it.

The gold dragon is a significant upgrade to the green dragon, and is immune to spells from level one to four. It also becomes the third fastest unit in the game, and gains a great jump in most stats. While it is weaker than the black dragon in terms of hit points, it is faster and slightly superior in attack and defense. While this gold dragon is not immune to all spells, you can still cast destructive spells around the dragon without worry as long as you don't use powerful fifth-level spells. You can still cast armageddon, chain lightning, and meteor shower at enemies surrounding the dragon and inflict serious damage. The only spell you have to worry about is implosion. Of course, you could always cast magic mirror, which could reflect the implosion. Unfortunately, the gold dragon can't benefit from any positive spells, although the green dragon can benefit from positive fourth-level spells.

Because the pegasus dwelling is expensive in crystal, you probably won't get dragons for awhile. The dragon cliffs have a steep cost, as do the dragons themselves, so if you want to recruit dragons, you need to hold two to three crystal mines.

Next, stronghold units