Gremlin and Master Gremlin: Difference between revisions

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Gremlins should be promoted to Master Gremlins as soon as possible. Master Gremlins are the cornerstone of the Tower faction, being the unit which is used to clear the map in the early game and the only [[town]]-aligned level 1 shooter in the base game. Basically, since {{hv|Stone Gargoyle and Obsidian Gargoyle|StoneGargoyleObsidianGargoyle|text=gargoyles}} have relatively low stats and {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=golems}} are too slow, the master gremlins are the best candidate for dealing the most of the damage in early battles. They should be surrounded and protected by golems and gargoyles, letting the gremlins do full damage with their ranged attack. However, be aware that they have only 8 shots, but that's enough for early game. Later in the game, they may need to be be replaced by {{hv|Mage and Arch Mage|MageArchMage|text=magi}}, with superior stats.
Gremlins should be promoted to Master Gremlins as soon as possible. Master Gremlins are the cornerstone of the Tower faction, being the unit which is used to clear the map in the early game and the only [[town]]-aligned level 1 shooter in the base game. Basically, since {{hv|Stone Gargoyle and Obsidian Gargoyle|StoneGargoyleObsidianGargoyle|text=gargoyles}} have relatively low stats and {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=golems}} are too slow, the master gremlins are the best candidate for dealing the most of the damage in early battles. They should be surrounded and protected by golems and gargoyles, letting the gremlins do full damage with their ranged attack. However, be aware that they have only 8 shots, but that's enough for early game. Later in the game, they may need to be be replaced by {{hv|Mage and Arch Mage|MageArchMage|text=magi}}, with superior stats.


3-4 [[Attack]] and [[Defense]] is average for a level 1 creature. 4 [[Health]] is on the low end. 4-5 [[Speed]] is lowest of all town-aligned level 1 creatures, tied with {{hv|Pikeman|PikemanHalberdier}}, {{hv|Troglodyte|TroglodyteInfernalTroglodyte}}, {{hv|Skeleton|SkeletonSkeletonWarrior}} and {{hv|Gnoll|GnollGnollMarauder}}. However Master Gremlins can shoot, which might mean all the difference in early game battles.
3-4 [[Attack]] and [[Defense]] is average for a level 1 creature. 4 [[Health]] is on the low end. 4-5 [[Speed]] is lowest of all town-aligned level 1 creatures, tied with {{hv|Pikeman}}, {{hv|Troglodyte}}, {{hv|Skeleton}} and {{hv|Gnoll}}. However Master Gremlins can shoot, which might mean all the difference in early game battles.


If you have free slots in army, they can be divided into several stacks, so that even if one or two stacks are forced into melee others can keep shooting. [[Ammo Cart]] is essential for this "gunline" tactics as they only have 8 shots, and it is produced by Tower's [[blacksmith]].
If you have free slots in army, they can be divided into several stacks, so that even if one or two stacks are forced into melee others can keep shooting. [[Ammo Cart]] is essential for this "gunline" tactics as they only have 8 shots, and it is produced by Tower's [[blacksmith]].
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[[Frenzy]] might or might not be worth it, because if Gremlins are hit when having 0 Defense they are likely to be wiped out. However, if the enemy troops cannot reach Master Gremlins due to walls, obstacles or your melee troops, consider if their generally low Defense will increase their Attack enough to be worth casting Frenzy instead of [[Precision]] or [[Bless]].
[[Frenzy]] might or might not be worth it, because if Gremlins are hit when having 0 Defense they are likely to be wiped out. However, if the enemy troops cannot reach Master Gremlins due to walls, obstacles or your melee troops, consider if their generally low Defense will increase their Attack enough to be worth casting Frenzy instead of [[Precision]] or [[Bless]].


{{hv|Master Genie|GenieMasterGenie|text=Master Genies}} should cast spells on Gremlins if you have Master Genies available, Gremlins are the strongest stack in your army and you somehow do not have {{hv|Naga and Naga Queen|NagaNagaQueen|text=Nagas}} or {{hv|Titan|GiantTitan|text=Titans}}. As the spells mentioned above are among those cast by Master Genies, there is a good chance of Gremlins getting something beneficial in any situation, even if your hero cannot cast such spell.
{{hv|Master Genie|GenieMasterGenie|text=Master Genies}} should cast spells on Gremlins if you have Master Genies available, Gremlins are the strongest stack in your army and you somehow do not have {{hv|Naga and Naga Queen|NagaNagaQueen|text=Nagas}} or {{hv|Titan|text=Titans}}. As the spells mentioned above are among those cast by Master Genies, there is a good chance of Gremlins getting something beneficial in any situation, even if your hero cannot cast such spell.


Due to their low Health Gremlins are extremely vulnerable to [[direct damage spells]], ranged attacks, and fast creatures. Thus Protection from X spells might be of some use, if not going all-out and casting [[Anti-magic]] to ensure your Master Gremlins cannot be dealt with in any other way than brute force. [[Slow]] and [[Force Field]] are also good defensive tools.
Due to their low Health Gremlins are extremely vulnerable to [[direct damage spells]], ranged attacks, and fast creatures. Thus Protection from X spells might be of some use, if not going all-out and casting [[Anti-magic]] to ensure your Master Gremlins cannot be dealt with in any other way than brute force. [[Slow]] and [[Force Field]] are also good defensive tools.


Because they are usually shielded by {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=Golems}} and {{hv|Stone Gargoyle and Obsidian Gargoyle|StoneGargoyleObsidianGargoyle|text=Gargoyles}} AoE spells & attacks like [[Fireball]], {{hv|Magog|GogMagog}}'s attack, {{hv|Lich|LichPowerLich}}'s death cloud and any type of [[Dragon]] can wreak havoc among Gremlins while also targeting other troops, so be careful when facing such opponents.
Because they are usually shielded by {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=Golems}} and {{hv|Stone Gargoyle and Obsidian Gargoyle|StoneGargoyleObsidianGargoyle|text=Gargoyles}} AoE spells & attacks like [[Fireball]], {{hv|Magog|GogMagog}}'s attack, {{hv|Lich}}'s death cloud and any type of [[Dragon]] can wreak havoc among Gremlins while also targeting other troops, so be careful when facing such opponents.


As cheap creatures with very high [[growth]] per week, stacks of Gremlins can be used as fodder to soak up retaliations to protect more valuable units like {{hv|Master Genie|GenieMasterGenie|text=Master Genies}}. Don't count on them to survive the retaliation though, so only do so when it's necessary. Similarly they can be used as cheap buffer to shield {{hv|Mage and Arch Mage|MageArchMage|text=Magi}} from melee troops, but {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=Golems}} are better in this function.
As cheap creatures with very high [[growth]] per week, stacks of Gremlins can be used as fodder to soak up retaliations to protect more valuable units like {{hv|Master Genie|GenieMasterGenie|text=Master Genies}}. Don't count on them to survive the retaliation though, so only do so when it's necessary. Similarly they can be used as cheap buffer to shield {{hv|Mage and Arch Mage|MageArchMage|text=Magi}} from melee troops, but {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=Golems}} are better in this function.
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[[Category: Creatures]]
[[Category: Creatures]]
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Revision as of 04:02, 22 August 2025

Tower Creatures
Level

1

Level

2

Level

3

Level

4

Level

5

Level

6

Level

7

Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures
Gremlin
3
3
1–2
4
4
Move
Ground
Size
1
Growth
16
44
55
Cost

30

Master Gremlin
4
4
Shots
8
1–2
4
5
Move
Ground
Size
1
Growth
16
66
55
Cost

40

Shoots.

Gremlins and Master Gremlins are the level 1 creatures of Tower. They are recruited from the Workshop.

"Gremlins are indentured to menial labor around a Tower. While they are not great warriors by any standard, they are numerous and willing. Gremlins attack with their attached balls and chains. Master gremlins - those who have proven their loyalty - are cut from their balls and chains and able to hurl them in a ranged attack." RoE manual

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Gremlins should be promoted to Master Gremlins as soon as possible. Master Gremlins are the cornerstone of the Tower faction, being the unit which is used to clear the map in the early game and the only town-aligned level 1 shooter in the base game. Basically, since gargoyles have relatively low stats and golems are too slow, the master gremlins are the best candidate for dealing the most of the damage in early battles. They should be surrounded and protected by golems and gargoyles, letting the gremlins do full damage with their ranged attack. However, be aware that they have only 8 shots, but that's enough for early game. Later in the game, they may need to be be replaced by magi, with superior stats.

3-4 Attack and Defense is average for a level 1 creature. 4 Health is on the low end. 4-5 Speed is lowest of all town-aligned level 1 creatures, tied with Pikeman, Troglodyte, Skeleton and Gnoll. However Master Gremlins can shoot, which might mean all the difference in early game battles.

If you have free slots in army, they can be divided into several stacks, so that even if one or two stacks are forced into melee others can keep shooting. Ammo Cart is essential for this "gunline" tactics as they only have 8 shots, and it is produced by Tower's blacksmith.

Gremlins are extremely affected by Bless and Curse spells due to their 1-2 damage spread. Normal Bless and Curse change their damage from average 1,5 to accordingly 2 and 1. Bless spell, when cast with Advanced Water Magic, doubles their damage output, bringing it up from average 1,5 to 3. Since Curse cannot lower damage below 1, it doesn't matter if casting hero has Fire Magic skill.

Because of this extreme variance in damage Mirth, Fortune, good morale and luck in general synergize very well with Gremlins - their lucky strikes and double turns can be devastating, considering that they are a cheap, numerous level 1 troop. Morale and luck are not reliable, though - at best they offer 1/8th chance per action and Gremlins are fragile, so don't rely on these. Precision increases Master Gremlins' ranged attack, while Forgetfulness is a fatal spell against Master Gremlins who are slow and almost useless in melee.

Shield and Stone Skin are obvious protective spells to patch their weak defenses up. Shield has additional benefit of not being Defense buff but damage reduction, and as 3-4 Defense is likely to be below attacker's Attack stat, Shield will likely protect Gremlins better than additional Defense from Stone Skin. Keep in mind that even buffed Master Gremlins are not good melee fighters and should be kept away from melee as long as possible before enemy troops reach your ranks.

Air Shield is the best defense possible for Master Gremlins in ranged duel or for Gremlins advancing under enemy ranged fire. Remember that Air Shield stacks with Stone Skin, but only works against ranged attacks, so replace it with Shield when coming into melee.

Prayer is a decent all-round spell, also increasing their Speed.

Frenzy might or might not be worth it, because if Gremlins are hit when having 0 Defense they are likely to be wiped out. However, if the enemy troops cannot reach Master Gremlins due to walls, obstacles or your melee troops, consider if their generally low Defense will increase their Attack enough to be worth casting Frenzy instead of Precision or Bless.

Master Genies should cast spells on Gremlins if you have Master Genies available, Gremlins are the strongest stack in your army and you somehow do not have Nagas or Titans. As the spells mentioned above are among those cast by Master Genies, there is a good chance of Gremlins getting something beneficial in any situation, even if your hero cannot cast such spell.

Due to their low Health Gremlins are extremely vulnerable to direct damage spells, ranged attacks, and fast creatures. Thus Protection from X spells might be of some use, if not going all-out and casting Anti-magic to ensure your Master Gremlins cannot be dealt with in any other way than brute force. Slow and Force Field are also good defensive tools.

Because they are usually shielded by Golems and Gargoyles AoE spells & attacks like Fireball, Magog's attack, Lich's death cloud and any type of Dragon can wreak havoc among Gremlins while also targeting other troops, so be careful when facing such opponents.

As cheap creatures with very high growth per week, stacks of Gremlins can be used as fodder to soak up retaliations to protect more valuable units like Master Genies. Don't count on them to survive the retaliation though, so only do so when it's necessary. Similarly they can be used as cheap buffer to shield Magi from melee troops, but Golems are better in this function.

Archery and Armorer are the best secondary skills for Master Gremlins, followed by Tactics. Offense might be useful if you have unupgraded Gremlins, ran out of shots, or your Master Gremlins power stack is forced into melee. Water Magic is very good, as Advanced Bless about doubles their damage output and Cure to deal with mind spells and debuffs has reduced cost.

In Restoration of Erathia versions 1.0 and 1.1, the infamous Gremlin Rush strategy was possible, which included repeatedly hiring heroes from the Tavern merely to obtain their Gremlins and upgrade them, then dismiss the heroes. This was patched out in version 1.2 and the expansions by allowing only the first two heroes in a single week to have a full set of troops, and giving a single level 1 unit to the rest.


See Also:

Gog
6
4
Shots
12
2–4
13
4
Move
Ground
Size
1
Growth
8
159
145
Cost

125

Shoots.
Magog
7
4
Shots
24
2–4
13
6
Move
Ground
Size
1
Growth
8
240
210
Cost

175

Mage
11
8
Shots
24
7–9
25
5
Move
Ground
Size
1
Growth
4
570
418
Cost

350

Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.
Arch Mage
12
9
Shots
24
7–9
30
7
Move
Ground
Size
1
Growth
4
680
467
Cost

450

Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.
Naga
16
13
20
110
5
Move
Ground
Size
2
Growth
2
1814 Horn of the Abyss2016 Shadow of Death
2016
Cost

1100

No enemy retaliation.
Naga Queen
16
13
30
110
7
Move
Ground
Size
2
Growth
2
2840
2840
Cost

1600

No enemy retaliation.
Stone Gargoyle
6
6
2–3
16
6
Move
Flying
Size
1
Growth
165
150
Cost

130

Obsidian Gargoyle
7
7
2–3
16
9
Move
Flying
Size
1
Growth
201
155
Cost

160

Stone Golem
7
10
4–5
30
3
Move
Ground
Size
1
Growth
6
260
339
Cost

150

Iron Golem
9
10
4–5
35
5
Move
Ground
Size
1
Growth
6
412
412
Cost

200

Genie
12
12
13–16
40
7
Move
Flying
Size
1
Growth
3
884
680
Cost

550

Flies. Hates Efreet.
Master Genie
12
12
13–16
40
11
Move
Flying
Size
1
Growth
3
942
748
Cost

600

Flies. Hates Efreet. Spellcaster: Random beneficial spell.
Pikeman
4
5
1–3
10
4
Move
Ground
Size
1
Growth
14
80
100
Cost

60

Immune to jousting bonus.
Troglodyte
4
3
1–3
5
4
Move
Ground
Size
1
Growth
14 (+7)
59
73
Cost

50

Skeleton
5
4
1–3
6
4
Move
Ground
Size
1
Growth
12 (+6)
60
75
Cost

60

Gnoll
3
5
2–3
6
4
Move
Ground
Size
1
Growth
12 (+6)
56
70
Cost

50

Titan
24
24
Shots
24
40–60
300
11
Move
Ground
Size
1
Growth
1
7500
5000
Cost

5000

2

Lich
13
10
Shots
12
11–13
30
6
Move
Ground
Size
1
Growth
3
848
742
Cost

550