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    Your Elvenar Team

Unit Spreadsheet?

Tehya1

Well-Known Member
Has anyone made a spreadsheet that compares individual units, ie, strengths and weaknesses? I know that you can look at that data by clicking on the unit types, but it would be great to see them all together and see how each one rates, not by stars, but by experienced player observations. I bug @Henroo in fs chat, and I save everything he tells me, but it would be awesome if I had a visual that lists and compares all of them.
 

Tehya1

Well-Known Member
What I would love to see is something more specific than light melee against x y z, something that is organized by unit rather than unit type. Forrrr example, I know that cerberus is good against magic, but are there specific mage units that they are weaker against, and how do they do against specific light melee units. etc? I have noticed that Banshees are good against orcs, but not as strong against other heavy ranged units, or is that my imagination?
 

Henroo

Oh Wise One
I know that cerberus is good against magic, but are there specific mage units that they are weaker against, and how do they do against specific light melee units. etc? I have noticed that Banshees are good against orcs, but not as strong against other heavy ranged units, or is that my imagination?
Bonuses are universal against all units of that type. The Cerberus is specifically good against mages. If your Cerberus is 3 star, it receives a +70% damage bonus against mages. Furthermore, damage mages do to them is reduced by 40%. Cerberus also gets a bonus against light range units, but it is not as good as the mage bonuses. They do +30% extra damage against LR.

Banshees are specifically good against heavy range. 3 star Banshees will do 90% extra damage against HR and will have damage done to them by HR reduced -80%. Their bonus against heavy melee is not nearly as good. The do +10% damage against HM and have damage done to them by HM reduced by -70%.
 

Raccon

Well-Known Member
I have noticed that Banshees are good against orcs, but not as strong against other heavy ranged units, or is that my imagination?

Actually orc deserters are the toughest HR to crack. Banshees have the highest buff against HRs and they can take lots of punishment from both HRs and HMs and still fight back. I had occasions where they survived a normal LR or even a dog attack.

Here's an example from last spire;

Screenshot (36).png

I chose banshees because of confind terrain and the thornrose mage, my 1 star banshees took a few shots from the mortars before they could get in the firing range then they got more hits from the orc desserter and the orc warrior and mortars. My girls finished the fight with a few scratches i.e a couple of them suffered 2-4% damage, tha's it. By the way, the thronerose mage was sacked before the fight started thanks to banshee's higher initiative.
 
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Gkyr

Chef
by experienced player observations.
I remember a Forum discussion shared by two advanced players. They were in the same world, perhaps they were in same FS. And they were in the same chapter. They took pains to have the same troop technicals (troop star levels but not squad size) and the same military AWs at the same levels (this takes a lot of planning and coordination). They had slightly different expansions, but this shouldn't matter, according to the derived scuttlebutt:

They compared their troop attack and defense stats during Tournaments (not for province captures) and they were different.

The attack and defense buffs for each unit are the same for us all, so best advantages are the same for all of us, but when it comes to actual attack and defense levels, I suspect there is a LOT of variability in addition to the RNG determination.

Anyone else remember these discussions?
 
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crackie

Chef, Scroll-Keeper, Buddy's #1 Fan
They compared their troop attack and defense stats during Tournaments (not for province captures) and they were different.
The damage stats are a range so I feel like this is normal.

So specific units are basically their bonuses?
Not sure what you mean here, but even within one class type, they might specialize (attack bonus) against different class types. For example, Rangers and Dryads are both Light Range, but Rangers specialize against mages while Dryads specialize against Heavy Melee. Blossom mages specialize against Heavy Melee, Banshees are for Heavy range, and Bud Sorceress is loved by all.
 

Raccon

Well-Known Member
The damage stats are a range so I feel like this is normal.


Not sure what you mean here, but even within one class type, they might specialize (attack bonus) against different class types. For example, Rangers and Dryads are both Light Range, but Rangers specialize against mages while Dryads specialize against Heavy Melee. Blossom mages specialize against Heavy Melee, Banshees are for Heavy range, and Bud Sorceress is loved by all.
Daryads have the heaviest punch and resilience compare to other LR units, Apart from encounters with HMs, I also use them when mages are protected by a combination of HMs (to kill attacking dogs) and LMs (to kill attacking LRs). They can sustain themselves better against LMs, very good at killing HMs and still effective against mages.
 

Raccon

Well-Known Member
Some of the attack and health numbers could've been changed without correction in 'elvenar units' page or they're not so accurate. For example, human barracks 3* mortars have higher health values than the 1* orc strategist.
Screenshot_20220214-085051_DuckDuckGo.jpg


Screenshot_20220214-085205_DuckDuckGo.jpg


However, in actual fight it takes one strike from a HM to kill a 3* mortar. It takes at least two HR strikes to kill a 1* Orc Stategist with less than half as much health value as the 3* mortar!
 

samidodamage

Buddy Fan Club member
@Tehya1
I found it easier to remember/use when someone told me to look at them as 'generalists' and 'specialists'. Barracks troops are generalists, Training Grounds and Mercenary Camp are specialists. Ex: Archers are decent against both HM and Mages. Dryads specialize against HM. Rangers specialize against Mages. Of course, if enemy units are all HM or all Mage, the choice is easy. A mix of HM/LR most likely calls for Archers; a Mix of HM/Mages could use either Archers or a combo of Dryads/Rangers.
This is all impacted by your progress in the game. If Archers are 3* and Rangers are 1*, Archers are likely to be the best choice. Still, I used the 1*Rangers in lower tourney provinces/early Spire fights to conserve the Archers for the larger enemy squads in later battles. For HM/Mage enemies I'd also sometimes use a mix of 3*Archers/1*Rangers in the stronger enemy fights since the Rangers would both take out the Mages and draw the enemy fire away from the Archers due to Rangers' higher initiative/range. Again, my focus at this stage was to use Rangers to conserve Archers.
My preference now, with all 3* troops facing 3*enemies: I tend to use Archers and Rangers over Dryads due to the 3* debuffs to the enemies. Archers and Rangers reduce the target's defense. That can help supporting units take them out before they get another turn to strike. Dryads reduce the target's attack, so you have to take a hit to realize any benefit from that debuff. I prefer the enemy dead before it can hit me, lol! Also, the Ranger has a 'strike back' that neither Archers or Dryads have. The strike back delivers a hit that is 40% of the strength of a strike. The caveat here is that I am a manual fighter, so I have control over which enemy unit is targeted by which of my units and when.
 

crackie

Chef, Scroll-Keeper, Buddy's #1 Fan
I agree with @samidodamage on relying more on archers/rangers than dryads in a lot of situations, esp with mages.

Dryads do have higher health, but they also have smaller squads, almost half the number of an archer squad. My Dryads are only at Lvl 2 so they didn't get their poison darts yet, and buffs/debuffs are critical when facing 3 star enemies that all have them. Dryads also go last out of all the light range for humans, elves, and enemies. This makes them receivers of free pot shots on opening round instead of the ones dishing them out. In the higher provinces when I am grossly outnumbered, taking a pot shot might weaken them enough to render them pretty useless for the rest of the battle. In general, my Archers can take more hits, which is critical when every hit is pretty lethal in the higher provinces.

I also wouldn’t take them to kill mages. They can’t kill them in one shot like my Rangers and Archers even with fed Fire Phoenix and ELR. This is true in the mid provinces and in the upper provinces. Sometimes you only get one shot in upper provinces. Using archers/rangers also mean I've likely killed most of the mages on opening round so there aren't many left for dryads to use their defensive bonus against them. Any limping mages still around, I'd rather have them hit a ranger that also has mage defensive bonus and strikeback to finish them off.

I like Dryads in Heavy Melee+Light Range enemy combos, but I line them up across the HM due to initiative mentioned earlier. Mainly, I would very much love it if my Dryads can absorb as many hits as cursed Mist Walkers though! They don't perform nearly as well as their evil twin counterparts. Then again, nobody does :(
 

Tehya1

Well-Known Member
This is all great advice! Do yall recommend that I upgrade my training dojos to get more rangers, or wait until I can recruit them? I am in chs 5 and 6, and then one in ch 3.
 

crackie

Chef, Scroll-Keeper, Buddy's #1 Fan
This is all great advice! Do yall recommend that I upgrade my training dojos to get more rangers, or wait until I can recruit them? I am in chs 5 and 6, and then one in ch 3.
They don't make that many and rangers are sickly things that die if you breathe on them wrong, but if you plan to keep the dojos, then I think you might as well because you're a looong way from being able to train them still. Rangers are unlocked in Woodelves (chap 9). Being in Chap 9 and having stuff from chap 5- is not ideal use of real estate in general. They also give pop and culture so they might as well hold down population to earn their tile keeps. That being the case, I would selectively use them in the lowest provinces to kinda stretch out your mini stash. A level 3 ranger's health is only slightly better than a level 1 archer. Therefore, the lowest provinces gives them best odds.
 

Raccon

Well-Known Member
I use daryads when the enemy has LM in the mix and the need for LR on my side is unavoidable. When mages show up with their LM+ HM chaperones, at least daryads can withstand LM attacks long enough to finish off the mages. Another useful application I found for daryad is when the enemy LRs are Mist walkers which always have the first hit regardless. So when a 3* Mist walker takes the first shot at an LR, she debuffs %20 of opposition, to me that means -%20 of 34/46 attack for my 2* daryad vs -%20 of 12/20 attack for my 1* ranger. Even with ranger's hit back factored in -%20, still a -%20, 2* daryad would have left with more attacking power than an intact 1* ranger + it's hit back bonus.
Of course, if the enemy is early tournament mage and no LMs I'll defeanitly go for the ranger, if the terrain dosen't allow much movement for 3 space LRs, again I'd be thankful for the rangers and thair extra space. But when Mist walkers and/or LMs around and I must use LRs, I rather have an LR that can survive and fight back than a dead LR on the first round.
 
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