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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What's the best Rank 6 Creature?
Thread: What's the best Rank 6 Creature? This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
kerista
kerista

Tavern Dweller
posted August 18, 2006 10:05 PM

Poll Question:
What's the best Rank 6 Creature?

Remeber to take everything into consideration for your vote.  Attack, Defense, Damage, Hit Points, Speed, Initiative, Special Abilities and Cost.

Responses:
Rakshasa Taja
Shadow Matriarch
Paladin
Pit Lord
Wraith
Ancient Treant
 View Results!

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kerista
kerista

Tavern Dweller
posted August 18, 2006 10:09 PM
Edited by kerista at 22:09, 18 Aug 2006.

I voted Ancient Treant due to it having the highest defense, highest hit points and it's ability to hold things in place.  I also love the bonus it gets while defending (50% defense bonus and unlimited retaliation).  Once you root the things next to it, they have no choice but to fight it.  Just keep defending until they kill themselves on your retaliations.

Edit:  Oh yeah, it cost the least too.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 18, 2006 10:46 PM

Paladin.. amazing damage. Pit lords would be great too, if only they had better initiative.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 18, 2006 10:53 PM
Edited by alcibiades at 22:57, 18 Aug 2006.

I have to vote Paladin, because of it's exceptional damage potential, great initiative and movement, good stats and good hit-points. An all-round unit with great killing potential.

Other good level 6 units is the Rakshasa - albeit hampered by the low speed and initiative, the No-retaliation ability is always very welcome - and the Wraith, which again is hampered by poor maneuvrability, but has excellent stats and will do good damage.

The Pit Lord looks good on paper, but it's lousy initiative and horrible speed criples it - the speed wouldn't be a problem if not for the fact that it's low mana reservour will drain it from mana relatively quickly  (after just 1 Meteor Shower or 2 fireballs - not that impressive for a level 6 unit). The Shadow Matriarch is very annoying in the enemy ranks because of the relatively large number of hit points for a shooter, but so far has done little to help me in my cause, because of too low numbers and bad damage values.

And the Treant ... well, the Treant takes the concept of a tank units to the extremes, and again, even though it might have been an interesting idea on paper, in game, it does no good for me. Of course, it can be left behind in the castle, but because of the horrible speed and abysmal damage stats, it will eventually succumb to enemy shooters. The Grappling Roots offer a minor tactical advantage, as they will help you to protect Druids, Hunters and especially the frail Emerald Dragons - but apart from that, I only bring the Treants as a tank unit to act as a shield, and even though they manage excellently at this, it is still the least usefull level 6 unit for me.


And no mention of the rediculous Death Knight ... The Death Knight is not a real level 6 unit, the Death Strike is so overpowered beyond comprehension.

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player1_hero
player1_hero


Hired Hero
posted August 18, 2006 11:01 PM

Ahh, Death Knight...

From King's Bounty (Demons) to HoMM5 "halving" ability was always powerful thing.

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Nightwolf
Nightwolf


Hired Hero
posted August 18, 2006 11:16 PM

I have to go for Paladin aswell.

And for Death Knights, well it's very hard to get them.
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Demortae
Demortae


Adventuring Hero
posted August 19, 2006 12:09 AM

Paladins are #1 no doubt.  Great all around.

I'd put treants next, though I hate to carry them around since they slow down your hero.  Their big growth, combined with unrivalled defense abilities can make the difference.

Rakshasha, are great, especially when given mini arties and regular arties to help with their weaknesses.  Dash is nice.

Wraiths are pretty straight forward, decent troops, but need some help to get into the fray quicker.

Pit lords are ok, but need some fixing up to help balance the faction.  Like most casters they are more helpful when you first get them than later on.

Matriarchs are a good troop to have with the dungeon faction, mostly because they are durable, and most dungeon troops aren't.  Ability-wise, they are weak, i think they should get ranged retal.  Then they would rank higher than the bottom .
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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted August 19, 2006 01:08 AM

Quote:
Paladins are #1 no doubt.  Great all around.

I'd put treants next, though I hate to carry them around since they slow down your hero.  
Pit lords are ok, but need some fixing up to help balance the faction.  Like most casters they are more helpful when you first get them than later on.
.


Is that true?  I thought in Heroes V troop composition didn't effect movement at all, only terrain.

Don't forget about the vorpal sword ability of the pit lord, very handy for taking out level 7's and phoenixes.

I voted for treant simply because I like it best.  Teleport that in front of enemy shooters and in you are in good shape.
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Bask in the light of my glorious shining unicorn.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 19, 2006 01:15 AM

Quote:
Quote:
Paladins are #1 no doubt.  Great all around.

I'd put treants next, though I hate to carry them around since they slow down your hero.  
Pit lords are ok, but need some fixing up to help balance the faction.  Like most casters they are more helpful when you first get them than later on.
.


Is that true?  I thought in Heroes V troop composition didn't effect movement at all, only terrain.



It doesn't,that was a long time ago in a galaxy far far away.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 19, 2006 02:25 AM

Quote:
Don't forget about the vorpal sword ability of the pit lord, very handy for taking out level 7's and phoenixes.


Well, yes, it would be, except that the Speed of Pit Lords is 3 (!) and their initiative is 8, meaning chances of your Pit Lords actually getting next to the Level 7 creature is quite small.

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 19, 2006 05:35 AM
Edited by Miru at 05:37, 19 Aug 2006.

Im baffled that Im the only one so far to vote Rakshasa Raja. They do unbelivably high damge, and between dash haste (from hero) and divine strenght (from mages), nothing* can stop them, except possibly several K skellies, and most times, not even that. Give em init, speed, and moral on an artifact, and your good to go.

* Although they are tier six, the teir sixs are arguably better that teir 7s (see my growth charts). And rakshasas are (arguably) the best of anything. Vs 3 weeks growth of any other teir 6, against 3 weeks growth of Rakshasas (try to keep the heroes, terrain, etc.. balanced) and see who wins.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted August 19, 2006 08:20 AM

True, but it is arguably almoust always the case where the rashkasas are much stat weaker then their counterparts because of the A/D weak academy hero, and to get good mini arties is almoust impossible on many maps. Therefore, Paladins are simply insane (with Klaus) and unmatchable for anyone, without Klaus they are still overpowered. As for others, I like the Pit Lords, but only with Tele Assault, otherwise they are almoust useless in large confrontations, I feel the Wraith lacks some special terribly, Treant is boring, Matriarchs are actualy very good, but too many times have I been in doubt either to build them or the Shadow Dragons because of resource scarcity.
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RaZmuShaDoW
RaZmuShaDoW


Known Hero
The Sync Bug Hunter
posted August 19, 2006 09:10 AM

Unfortunately I must admit that Paladins are the best of level 6 creatures overall but being a true Dungeon player I voted for Shadow Matriarchs. Shadow Witches to be exact (I usually tend not to build the upgrade building).

Shadow Witches are not that universal as Paladins but they always find their place perfectly in my Dungeon army. They are highest rank shooters in HOMM5 (yes yes there are also Titans but are there any players who actually build them?). And also they are good casters – perfect solution then you are blocked by some big piece of wood (Ancient Trent)

And finally they are the ones who always survive the final battle (if I win). Because other players try to kill everybody else in my army but them
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What’s the point of being a renegade if you still have to pay taxes?

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Demortae
Demortae


Adventuring Hero
posted August 19, 2006 02:23 PM

Quote:
Quote:
Quote:
Paladins are #1 no doubt.  Great all around.

I'd put treants next, though I hate to carry them around since they slow down your hero.  
Pit lords are ok, but need some fixing up to help balance the faction.  Like most casters they are more helpful when you first get them than later on.
.


Is that true?  I thought in Heroes V troop composition didn't effect movement at all, only terrain.



It doesn't,that was a long time ago in a galaxy far far away.


Hmm..tested it, it seems you are right.  And this from the in-box instructions:   "Current army:  The hero's speed depends on the speed of the slowest creature in his army."  -  page 8 on the bottom.


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Miru
Miru


Supreme Hero
A leaf in the river of time
posted August 21, 2006 05:39 AM

Despite what the manual says, they (AoH teamt) proved that creature don't affect movement speed. You can read it in the downloadable manual they made.
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted September 29, 2006 12:45 PM

Paladins.But I don't like them anynore.After them the pit lords and Ancient treants.
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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted September 29, 2006 12:51 PM

Pallies are real nice, but those ancient treants are freaks!!

If you get hold ground, the take roots ability gives them 100% more defence, and unlimited retaliations!!  Vs the map they are truly ideal, get those babies to 100 def and hold those neutrals in place while u shoot them down with hunters and druids!

In the main fight, teleport them into the thick of the other army or hold down the attackers coming at you! Just see the opponent cry when u make them take roots and suddenly his best units or shooters face a 100 defence stack with 180 hps! And they cannot run!!

Paladins do some amazing damage, but they simply dont have the exploit capabilities of those ancient trees.. a skilled player can do some cheesy stuf with trees... reeeeal cheezy

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stachnie
stachnie


Known Hero
posted September 29, 2006 01:52 PM

In short: Paladins rock but there are no wimps among lvl 6's.

I tended to underestimate Treants but now I am playing the 3rd mission of the Nature campaign and I realized that Ancient Treants + Teleportation + Take Roots is a deadly combo - just teleport them next to enemy Liches and Liches drop like flies when Master Hunters and Elder Druids take care of the rest


S.

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Demortae
Demortae


Adventuring Hero
posted September 29, 2006 02:50 PM

Yeah, treants are pretty spiffy.  My personal fav. time with them is once when some lame headed haven player charged his big ol stack of pallies right at them as soon as they had defended....he killed 3 trees, lucky bastard.  Needless to say, his pallies didn't get any more jousting bonus that battle,
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 29, 2006 03:59 PM

paladin, of course

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