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− | With plant growth and assuming no levels in Grand Enchanter or other bonuses, Treants get a 0.535% bonus to their AP, HP and Counter for every Spell Level. That's 228% for the default max of 428 for Verdant mages. This bonus doesn't factor into their 2500 dmg extra attack.
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− | With this factored in, their stats are in fact:
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− | AP = 8200
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− | Counter = 3280
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− | Hp = 8200
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− | And this is at the very LEAST. As your Skill levels in [[Grand Enchanter|GE]], [[Legendary Commander|LC]] increases or you obtain a [[Shaman]], the AP of your Treants can grow to as much as 10k or more.
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− | With [[Additional Strike]] and [[Endurance]] it becomes apparent that [[Plant Growth|PG]]-buffed Treants are pound for pound one of the most powerful units in the game, if not the most powerful.
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− | A rough calculation of how much raw damage they can deal out assuming ideal circumstances (at 30% accuracy) without being hit by fatigue units first, is:
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− | 8200+8200*0.9+2500= ~18000
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− | Divided by their NP= 42 pts of dmg per NP. Nothing else really comes even close. A mono-treant stack under the right circumstances can wipe out entire stacks purely with their '''counter attack'''.
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− | So why is it that they so often seem to be ineffective? The key here is the high MELEE resistance many Red, Blue and notably Black units have. This is due to obvious balance reasons but there are ways to overcome this. For example, lets take the following two situations:
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− | A Black is defending with a monostack of Liches, which on top of having 95% MELEE resistance also possess Fear.
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− | A Green mage who sieges with lets say, a stack of 5k Treants(a pretty sizeable, fearsome number) will suffer the following modifications:
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− | 1. An [[Accuracy]] penalty of 25%(10% from doing a siege, 15% from Fear), which is calculated as 24-25*5/15 = 9%, the accuracy that you attack at.
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− | 2. A resistance penalty of 95%, effectively meaning your Treants do 5% dmg.
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− | 3. The random modifier for non-[[Magic]], non-[[Psychic]] attacks. This ranges from 0.2-0.8, but can be averaged out as 0.5
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− | So you'll do 5k * 18000 * 9% * 5% * 50% = ~200k damage... enough to kill a whopping 25 or so Liches at best... which isn't going to win you any battles any time soon.
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− | But lets try another situation. A savvy player will exploit the weakness of this unit that apparently completely counters your treant. Liches have no Verdant spell resist, so if you cast Rust Armor plus use Candle of Sleeping, you will reduce the Liches resistance by 40%. Also, you can use a [[Regular]] attack rather than a [[Siege]] to minimise the effects of [[Fear]].
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− | Suddenly you're doing
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− | 5k * 18000 * 15% * 45% * 50% = ~ 3 million damage, which depending on most Fort numbers, will kill at least 300 liches, almost ensuring a win.
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− | Of course this is a best-case scenario in which both your spell and item goes through barriers and your opponent isn't using anything for defense. But it does illustrate the principle of how to properly use Treants - use the right spells in combination to get the most out of their powerful stats.
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− | Suppose that was a Sword of Light rather than a Rust Armor you got through - Then there's a chances of the Liches being stackwiped. Against other greens with Trees, use Flame Blade. (Additional note: being off color spells you suffer a chance to lose concentration when casting these....so the most reliable spell is still Rust Armor)
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− | Against White, which have no units with a naturally high MELEE resist, you are almost guaranteed to get through if you land [[Rust Armor|RA]]. If you are having trouble defending against Greens as White, you should consider using [[Blinding Flash]] + [[Brooch of Protection]] on defense. This is one of the best combination possibles against Greens, dealing a double whammy to both their weak points: the lack of accuracy and reliance on MELEE.
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− | Be aware of the Treant's weaknesses and compensate accordingly: use carpet of flying(if you can afford them) so your Treants can wipe our the Chimeras that attack them. Any other Fire unit won't do as much as Chimeras to your Treants.
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− | Treants have an initiative of 1. If they are hit by the green spell [[Web of the Spider Woman]] or a Shaman's [[Thorns]] they will not make their attack. If you have enough stacks you can minimise this from happening as the spell only affects 1 random stack. Much more painful is the item [[The Spider's Web|web]], which will automatically spell a loss most of the time whether on defense or offense.
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− | Additionally, not having enough stacks can mean your Treants will take too much [[Fatigue]], and will do much reduced damage.
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