Dragogeddon

From Heroes 3 wiki
Revision as of 08:49, 8 August 2014 by Kapteeni Ruoska (talk | contribs)
Jump to navigation Jump to search

Dragogeddon is an unofficial name for a tactical maneuver, where hero aims to cast Armageddon spell without harming his own troops. In the original Restoration of Erathia Black Dragons and Gold Dragons were the best creatures to try the tactics, hence the name dragogeddon.

In order to dragogeddon tactics to work in a best possible way, the tactics requires a hero with

  • at least advanced Wisdom to learn Armageddon
  • high power skill for Armageddon to cause as much damage as possible
  • reasonable knowledge for sufficient spell points to cast the spell at least few times
  • creatures with appropriate spell immunity to cause damage only to enemy units.

Possible creatures for dragogeddong tactis are:

Additionally, golems may be used for the tactic because of their damage resistance ability. For this purpose, Tower's Stone and Iron Golems are most easiest to gather.



from Towers with magic resistance or lower magic resistance Dwarves from Rampart can also be used although they suffer some damage from armageddon and are not very fast units considering adventure map movement points which are calculated using the speed of the lowest units of a given army.

At the first round of the battle, the hero casts armageddon which causes damage to all but the own stacks of the hero, as they are immune (or highly resistant) to the effects. If the first round is sufficient no own units have to do battle and the artefacts of the other hero who is abolished and cannot flee are transferred.

For Dragogeddon to be successful, the army should include phoenixes, efreeti or either of the dragons, to ensure high speed and therefore high initiative in the battle, making one deliver armageddon earlier than the opponent, get no damage, and swiftly fly over the whole battlefield to kill off the remaining slightly scorched units of the opponent hero.

Using high tier units like Efreet or Dragons also works perfectly for hit and run tactics given that speed also increases adventure map travel points, especially if the Armageddon user hero ends his turn near a town with Mage Guild to reload spell points by spending the night there.

Stables yield +400 movement points and are also part of Castle towns, but only once each week, for the rest of the week - Dimension Door and Town Portal or Water Walk can also help to ruin the day for the opponent.

A possible counter-tactic is getting the Orb of Vulnerability which shuts off magic resistance and spell immunity.