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Heroes Community > Library of Enlightenment > Thread: Best & Worst Spells
Thread: Best & Worst Spells This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV
Richard_Chen
Richard_Chen


Adventuring Hero
posted December 09, 2013 03:39 PM

The best combat spells

lvl1: No.1: Slow, No.2: Bless, No.3: Curse
lvl2: No.1: Blind, No.2: Disrupting ray, No.3: Lightning Bolt / Fire Wall
lvl3: No.1: Force Field, No.2: Forgetfulness, No.3: Teleport / Animate Dead
lvl4: No.1: Berserk, No.2: Resurrection, No.3: Clone / Frenzy
lvl5: No.1: Dimension Door, No.2: Fly, No.3: Implosion / TT Thunderstrike(LOL)

The worst spells

lvl1: Prot Fire
lvl2: Fortune
lvl3: Land mine
lvl4: Counterstrike
lvl5: Magic Mirror

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Richard_Chen
Richard_Chen


Adventuring Hero
posted December 09, 2013 04:03 PM

c0ldshadow said:
protection from water is the worst in my opinion.

although sometimes i like casting it with ice elementals when i know i will not lose any troops b/c it looks cool Lol.

most underrated spells (would be cool to get feedback on these as well):

frenzy
sacrifice
force field
quicksand





I agree with you! Some good spells are underrated

Frenzy: Increase huge damage on the troops. Very good for shooters or melee troops with no enemy retaliation.

Quicksand: Shooters + Flying troops + Quicksand (fullscreen)

Disguise: Very practical for PVP games.

Protect Earth Magic: Very practical for AI. If you cast it on your troops, AI enemy won't cast Implosion on you!

Hypnotize: It's a very powerful magic! Trust me!

Force Field: It's my best lvl 3 spell.
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Richard_Chen
Richard_Chen


Adventuring Hero
posted December 09, 2013 04:16 PM

Salamandre said:
Looks like there may be another solution. I have all first level spells but no expertise other than fire, a few high level spells as slayer, meteor, fire ball, completely useless here (low stats). No disrupting ray to accelerate, no clone, no force field, but summon elementals, 260 mana and 7 spell power, which makes impossible the shoot+blind tactic, rusts have 800x10 HPs.

One possibility would be to cast blind after shooting with sharps (on elementals turn), but the bad guy casts prayer on first turn, rusts get 15 speed with only basic slow applied.

A few days I tried to win this battle, no success. It occurs on first day, so is quick to test.


Swap the Crystal Dragon's position and Sharp Shooter's position (in the second graph), you can shoot now!
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Black-Finn
Black-Finn

Tavern Dweller
posted December 10, 2013 12:20 PM

Titowam said:

And hypnotize doesn't even work most of the time. Useless.

Level 2 - Scuttle Boat. Why would I wanna remove a boat when I can just move it or let it be there? Or even use Summon Boat to move it?



I think most of the spells have their place depending on the map and opponent type.  Hypnotise can be incredibly handy to take over a melee unit between two enemy range units and use it to slap them or to strike against a unit that you'd like to wittle down a bit before committing your own troops.

It works according to the strength of the unit and your expertise level so you have to be selective when you utilise it.

Scuttle Boat - I have used this many times to prevent an enemy reaching an island or shore if they aren't summoning boats themselves. Particularly usefil if playing the Viking series of maps where you may land in Britain or France and the last thing you want is for the strong forces from those to get a ship and hit back at the lands you have left relatively unguarded.

Surprised to see people listing Stone Skin as a poor spell. That gives a definite advantage if you have expert earth magic and cast on all your troops. I would say ALL SLOW and ALL STONE SKIN are two standard openers in a battle if you have that level.

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Black-Finn
Black-Finn

Tavern Dweller
posted December 10, 2013 12:39 PM

I should also add that there are much better battle masters, here than I am who will give you an example of when any spell can be used usefully.  

Re summoning water elementals - again, I am surprised to see people putting this down as not useful. In the right circumstances, using a summoned stack to block a terrain hole when you have mostly range units for example makes them very useful.  They can soak a reasonable amount of damage so make good blocking units in  lots of secnarios.

Interested to know - how many of you guys like setting up your own battle test maps with huge numbers of enemy units in order to test tactics and spells?  Did any of you ever play the old H3 Type vs Type test maps?

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szilellis
szilellis

Tavern Dweller
posted February 19, 2014 05:29 PM

Well it is strange reading that implosion is the best level 5 spell and at the same post protection from earth is the worst level 3 spell...

Everything about spells is conditional.

I try to summarize, i give an example with a group of spells.

For example, selecting 3 level 1 spells for pve, to make it simple, i choose haste, bless and shield.

If the opponent is faster and/or ranged, haste will help me win with minimal casualties.
If the opponent is slower bless will help me even at the case the opponents are somewhat more plenty than they should, again, to win with minimal casualties.
If the opponent is much faster (and melee) and haste cannot change that, shield will again help me win with minimal casualties.

There is no other spell combination of 3 level 1 spells that will minimize/negates casualties in all possible random stack encounters other than that set.

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Encamp
Encamp

Tavern Dweller
posted April 20, 2014 06:02 PM
Edited by Encamp at 18:03, 20 Apr 2014.

It's not the best, but maxed out Dispel is a great spell to have in your holster. It's an effective way to harass magic-oriented heroes who cast mass spells on their troops. As a bonus it also gets rid of the magic mines in Tower siege defenses.

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zombiewhacker
zombiewhacker


Adventuring Hero
posted April 23, 2014 08:16 PM

Encamp said:
It's not the best, but maxed out Dispel is a great spell to have in your holster. It's an effective way to harass magic-oriented heroes who cast mass spells on their troops. As a bonus it also gets rid of the magic mines in Tower siege defenses.

Out of curiosity, if you're defending during a Tower siege, will mass dispel accidentally wipe out your own magic mines?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2014 11:28 PM

if I'm not mistaken, haste and slow are often considered the best combat spells, but I don't see prayer being mentionned that often?

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Xyphistor
Xyphistor


Hired Hero
posted April 24, 2014 12:12 PM

Prayer is a useful spell, but not the most useful - all of its effects (speed, damage etc) are not as good as the individual spells for them (haste, bless etc)...

However, if you get the Angelic Alliance to cast it for you it's quite handy

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zombiewhacker
zombiewhacker


Adventuring Hero
posted May 16, 2014 03:32 AM

Still looking for an answer: playing defense during a siege, will casting mass dispel wipe out your own castle mines?

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Kicferk
Kicferk


Known Hero
posted May 16, 2014 01:40 PM

zombiewhacker said:
Still looking for an answer: playing defense during a siege, will casting mass dispel wipe out your own castle mines?

For 99% it will, but if it is so important for you, why don't you create your map with all necessary conditions and check it yourself?
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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 16, 2014 04:12 PM
Edited by Fauch at 16:14, 16 May 2014.

Xyphistor said:
Prayer is a useful spell, but not the most useful - all of its effects (speed, damage etc) are not as good as the individual spells for them (haste, bless etc)...

However, if you get the Angelic Alliance to cast it for you it's quite handy


yes, but it's 3 spells in one and it saves you time. casting haste, bloodlust, stoneskin takes 3 turns (also I think you need 3 magic schools) and will only gives 1 more speed and 2 more attack/defense points if I remember well. and you can still cast prayer + any of those 3 spells on top of it.

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DivineClio
DivineClio


Adventuring Hero
posted May 16, 2014 05:58 PM
Edited by DivineClio at 18:12, 16 May 2014.

You need 12/13 speed (based on 1-2 hex unit)for reach the opposite enemy and attack in first turn.With Haste first spell even speed 6(common 1-3 lv unit)can do that, while with prayer the base speed must be 8(are more less unit with 8+ speed)
For inferno and fortress haste is a must!
Other example:
Classic necro vs conflux battle (OP vs OP )
Start the battle with a Prayer:
Phoenix attack..but then Ghost Dragon will outspeed you Spirites and BOOM all Spirites go away with an implosion or GD attack.
If u start with Haste Spirites outspeed GD and BOOM all vampire lord or lich are dead (phoenix+spirites attack).
Be able to outspeed enemy unit is more important then you think!
Only if u got cape of velocity Prayer can be more good then Haste.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 16, 2014 09:31 PM

tactics would also help in your first example.

of course, the choice between haste and prayer depends a lot on how the playing order will get modified.

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Kicferk
Kicferk


Known Hero
posted May 16, 2014 10:17 PM

Prayer has one major disadvantage - it is of high level. Meaning it is much more difficult to get than any of its low level "parts". And it is easier to block(cloak, cursed ground). So yeah, cool spell, but not always. If only Lyonis did not start with learning he could kick asses pretty well...
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