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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 - Hunters club!
Thread: Heroes 5 - Hunters club! This thread is 2 pages long: 1 2 · NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted June 16, 2007 04:24 PM
Edited by VokialBG at 17:44, 16 Jun 2007.

Heroes 5 - Hunters club!

Hey, everyone TotE will bring in the game many new creatures, some of them are overpowered, and this gives me great idea.



So what is this, this is our Heroes 5 safari club, every weekend we'll go to hunt for alternatives. Every Friday I'll post in this thread the name of the alternative that we have to hunt. The creatures for hunting are overpowerd, crazy, mighty beasts.

When I post here the creatures name, everyone here (who want to get a part in the weekend safary) must write here the best option for killing the creature in the game. I know we still don't now everything for the new stand-alone addon, but this is why our safari is thue challenge:

You must find the best way to kill the enemy alternative creature, and that way must be linked with all that we know about the addon, and we have in the old addon and standart game.

There is no winner in the safari, we'll just learn and search for new tactics and strategies - first steps in TotE.

Rules:

1. You can't use as option mele striks/shoots with any of the heroes
2. You can't use Puppet Master and Franzy spells
3. You can't use many against one (For example: To attack Sharpshooter with Green Dragon along with, Defender and Archdevil
4. Do not forget, if you're using Lv. 7 creature, the enemies count will be bigger, then if yu are using Lv. 3 creature (If you have Lv. 7 you need more weeks for building the dwelling, more weeks --->>> nore enemies too)
5. Use more then 1 step, this mean not just, attack with a other overpowered creature.
6. Give us a proof or a explanation why this will work well
7. You can use all spells in the Casters books (the creatures carsets)

Ready Hunters? This weekend we're on hunt for:

Sharpshooter



Atk: 6
Def: 5
Dmg: 8-9
HP: 14
Init: 11
Spd: 5

Abilities - Shooter, No Range Penalty, Force Arrow.

Force Arrow: Sharpshooters will ignore 75% of targets defense, his shoot can throw target back by one tile.

Post your option's for the way, called - how to kill Sharpshooter.

NOTE: Remember, it's not just how to kill it, but the best way for doing it!
NOTE 1:You can post ideas every day of the week.
SPECIAL NOTE: It's will best of the best's ideas if you can find the fastest killing way with, with the smallest chanse for losses!
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 16, 2007 04:32 PM

It seems in any case the best way will be destructive spell

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 16, 2007 04:34 PM
Edited by Elvin at 16:36, 16 Jun 2007.

Haha nice idea! The hunter pic fits well

Best way...An emerald dragon with favoured and luck! What are the chances of repelling that? Except tactics in which case I'd pick rainbow dragons
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted June 16, 2007 04:43 PM

Best way? Shadow Mistress, go invisible, run across the battlefield cloaked, pop up next to it, and kill it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 16, 2007 04:46 PM

Yeah but they have same initiative. They may play first.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 16, 2007 04:50 PM

battlediving griffins has this topic any rules? because implosion resolves all IMO

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 16, 2007 05:11 PM

Factions that enjoy easy counters:


Haven

battledivers+squires to reduce the damage dealt before griffins land. No need for deflect missile since irina's griffins will most likely kill the sharpshooters in one hit.

Inferno

Arch demons -> teleport them to your units.
Succubi -> seduce.

Dungeon

Wash them away with empowered lucky spell.


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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted June 16, 2007 05:17 PM

Hmm, blessed master hunters.

Or cerbery with tactics, those crazy things wreack havok!
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted June 16, 2007 05:31 PM
Edited by VokialBG at 17:41, 16 Jun 2007.

Quote:
battlediving griffins has this topic any rules? because implosion resolves all IMO


OK, you can read now some rules.

I think this thread will be great discussion , we'll find so many tactics

EDIT:

@Doom: The Succubus Seducer has only 9 init, the Sharpshooter will strike first. But the Battle Dive should be successful choice
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emilsn
emilsn


Legendary Hero
posted June 16, 2007 08:19 PM

How can we know the stack size? What lvl are my hero?

Just need to ask, but as one said: Destrucktion magic Empowered Implosion = awesome!
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 17, 2007 02:39 PM

rune patriarch could be also nice opposite, deflect missle + firewall. even better if mark of fire triggers.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 17, 2007 02:43 PM

Nah too slow to act first. A hunter must either be faster than the prey or better prepared
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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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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted June 17, 2007 02:58 PM

Well, it seems like almost every Level 7 could take it out with ease, but take some damage first. The thing about spells is that it's most likely going to act before your hero, which means that it'll inflict damage before you take it out.

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sdfx
sdfx


Famous Hero
posted June 17, 2007 11:02 PM

Academy:
1. Artificer shooters' initiative to act first
2. Storm lord's call storm?
Dungeon:
1. Empowered spell
2. Dragon's fire breath
Haven:
1. Battle dive
2. Divine guidance
Inferno
1. Firebreather's fire breath
2. Succubus Temptress's seduce
3. Teleport assault.
Necropolis:
1. Poltergeist's ammo steal ?
2. Nosferatu's sleeping strike ?
3. Archlich's decay
Fortress:
1. Dragon's fire breath + runes(berserking, thunderclap..)
2. Warlord's storm strike + runes(berserking, thunderclap, dragonform..)
Sylvan:
1. Dragon's fire breath or rainbow breath
2. Power feed + destructive spell ?




 
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 18, 2007 10:04 AM

mummy + expert confusion first have to got mummy...

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted June 18, 2007 10:15 AM
Edited by VokialBG at 10:17, 18 Jun 2007.

Quote:
Well, it seems like almost every Level 7 could take it out with ease


Even for Lv 7 it could be a problem, the Arch Devil have 29 defence and 11 init, if the shooter is first it will ignore 75% defence, this mean 21,75 defence! The Devil will be like Lv. 2 creature in defence stats.
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wiseguy
wiseguy


Hired Hero
posted June 18, 2007 03:18 PM

any dragon with tactics, magma dragon with charge rune

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MartectX
MartectX


Adventuring Hero
posted June 18, 2007 03:37 PM

Quote:
Any dragon with tactics, magma dragon with charge rune.

Magma Dragon has too low initiative.

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted June 18, 2007 04:14 PM

What I meant for LvL 7 is that they're not the most efficient at taking it out, but they get the job done since the Sharpshooter cannot kill them in one shot, and will quickly die.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted June 25, 2007 09:23 AM
Edited by VokialBG at 09:24, 25 Jun 2007.

Let's hunt again!

Sorry for the late hunt this week (it's Monday!)

So this week we'll go on grant safari! Not one creature, but an army of creatures:

Shadow Mistress


Invisibility: An activated ability. When it is activated, the unit becomes completely invisible for the enemy until it performs an attack or takes a position in a tile next to an enemy unit. The stack attacked by an invisible stack can not retaliate. An invisible unit can not be the target of any target-specific effect, nor do mass spells work on it (but the area-effect spells and area effects do). Also, the Fire Trap spell can be applied to an invisible unit. Summoning spells and effects can be cast on tiles occupied by the invisible units, but the summoned effect/creature will appear on a random tile next to it. Unit movement routes can be plotted through the tile occupied by an invisible unit (i. e., its location can’t be found through failure to pass through a tile). When the movement is performed, if the invisible unit blocks the way and there is no other way, the moving unit stops right before it and performs a melee attack. For the player/AI who owns it, the invisible unit shows on the screen as semi-transparent. The ability works once per combat. The invisibility effect’s duration is 3 rounds.

Succubus Temptress


Seduce: Succubus Temptress has the ability to seduce a creature one time per battle. The owner of the succubus can control seduced creatures.

Marge Gargoyle


Gargoyles and all creatures (including allies) standing near them will receive 1.5 times more damage from fire, air and water based spells.


Obsidian Golem


Obsidian golems are immune to all spells excluding those dealing damage. Every spell that deals magical damage heals and resurrects golems. The amount of restored hitpoints equals to 50% of the damage, which would have been dealt by the magical attack. At the start of the battle, golems receive “Obsidian sphere” that zeroes damage from destruction spells. If the golem stack was somehow damaged, next magical attack that hits them will heal the stack. If the golems suffer from area spell together with allied units, they will transfer portion of the damage to themselves.

White Unicorn


Bond Of Light: When White Unicorns participate in battle, every light magic spell excluding damaging spells will be cast on the unicorns, regardless of the caster.

See more info in the Elvins thread.



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