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[[Disrupting Ray]] hits their weak point, Defense, but you will need army that can make use of it and possibly survive being in melee. Thus it's better used together with [[Slow]] and ranged troops or fast, no retaliation creatures like [[Vampire Lord]]s, [[Magic Elemental]]s or [[Devil and Arch Devil|Devils and Arch Devils]].
[[Disrupting Ray]] hits their weak point, Defense, but you will need army that can make use of it and possibly survive being in melee. Thus it's better used together with [[Slow]] and ranged troops or fast, no retaliation creatures like [[Vampire Lord]]s, [[Magic Elemental]]s or [[Devil and Arch Devil|Devils and Arch Devils]].


[[Frenzy]] might be very useful but strongly depends on situation. When facing unreachable ranged stacks, it's just bad, lowering Defense for no tangible benefit. However Nagas have no retaliation special ability, which means this defense penalty only matters if they are hit. Combine Frenzy with [[Haste]], so they can harry the enemy melee stacks like [[Devils]], hitting them hard and then retreating where they cannot be reached, or immediately reach enemy ranks in turn 1 and cut ranged opposition to ribbons or at least deny them ranged hits free of retaliation. When facing powerful enemies like level 7 creatures, Frenzy might be a good way to deal them far more damage that would be otherwise possible and force the opponent to choose either dealing with Naga Queens being the immediate danger and be shot at by Tower's powerful ranged troops, or ignore them and take insane casualties, as Frenzied Naga Queens hit about as hard as [[Angel]]s. [[Counterstrike]] and [[Shield]] are also good spells to pair with Frenzy, granting more hits and partially mitigating Frenzy's downside of taking more damage.
[[Frenzy]] might be very useful but strongly depends on situation. When facing unreachable ranged stacks, it's just bad, lowering Defense for no tangible benefit. However Nagas have no retaliation special ability, which means this defense penalty only matters if they are hit. Combine Frenzy with [[Haste]], so they can harry the enemy melee stacks like [[Devils]], hitting them hard and then retreating where they cannot be reached, or immediately reach enemy ranks in turn 1 and cut ranged opposition to ribbons or at least deny them ranged hits free of retaliation. When facing powerful enemies like level 7 creatures, Frenzy might be a good way to deal them far more damage that would be otherwise possible and force the opponent to choose either dealing with Naga Queens being the immediate danger and be shot at by Tower's powerful ranged troops, or ignore them and take insane casualties, as Frenzied Naga Queens hit about as hard as [[Archangel]]s. [[Counterstrike]] and [[Shield]] are also good spells to pair with Frenzy, granting more hits and partially mitigating Frenzy's downside of taking more damage.


[[Clone]] works on Nagas with Advanced [[Water Magic]]. Its possible use are getting more Nagas and, to some extent, protection of the original stacks from being targeted, as clone is generally higher priority target due to its fragility and the same damage potential. This combo is surprisingly useful due to no retaliation, which means that you can send cloned Nagas into melee combat as they will persist after attacking in their turn, and practically ensures that clone will take at least one attack very soon instead of the real stack.
[[Clone]] works on Nagas with Advanced [[Water Magic]]. Its possible use are getting more Nagas and, to some extent, protection of the original stacks from being targeted, as clone is generally higher priority target due to its fragility and the same damage potential. This combo is surprisingly useful due to no retaliation, which means that you can send cloned Nagas into melee combat as they will persist after attacking in their turn, and practically ensures that clone will take at least one attack very soon instead of the real stack.
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