An entire information to all skirmish ranges provided in Hero’s Hour as of three/16/2022.
Preface
This information was created shortly after the preliminary launch of Hero’s Hour. It’s unlikely to be very optimized. I’ll replace this for at the least the following few months(summer time of 2022) as I acquire extra expertise with the sport. I’ve most likely 1000+ hours within the Heroes of Would possibly and Magic(HoMM) sequence, so after I noticed the trailer to this sport it instantly caught my consideration. This sport is clearly impressed by the basic HoMM sequence however depends on tendencies that run counter intuitive to what you may anticipate in a HoMM sport. I hope to assist these scuffling with this mode with some actionable hints and suggestions.
Common Hints and Ideas
1. A very powerful distinction in my thoughts between Hero’s Hour(HH) and Hero’s of Would possibly and Magic(HoMM) is how unit tiers are inclined to scale inversely to common energy. Particularly, by way of uncooked attribute distribution, in HH, decrease tier models are typically extra gold environment friendly than their increased tier counterparts. That is reverse to how HoMM usually labored(barring hero skills/spells/objects, 5k gold value of Titans, a T7 unit, would wreck 5k gold value of Gremlins, a T1 unit). In HoMM, it was anticipated that prime tier models be extra value environment friendly as a result of preliminary value of creating a settlement to entry them. In HH, 5k golds value of skeletons will destroy 5k golds value of Bonewyrms.
Examples from HH:
Notes:
-“Energy” as a stat from what I can inform is an inside variable by which the AI calculates relative energy amongst armies, and should assist them decide if/when they may assault on the marketing campaign map, however has no direct affect throughout fight. Please right me if I am improper.
-Bolded and Underlined values means higher gold value effectivity(not energy effectivity) for the comparability
-Skills not taken into consideration, usually skews calculations in favor of low tier models
-Non-gold prices not taken into consideration, usually skews calculations in favor of excessive tier models
Nature’s Wrath Low Tier Unit:
Excavator: 2 energy/38 well being/6 injury/4 pace
Price: 75g
Gold Effectivity per stat:
.027/.51/.08/.053
Nature’s Wrath Excessive Tier Unit:
Hole Champion: 16 energy/237 Well being/20 injury/12 pace
Price: 1555g
Gold Effectivity per stat:
.01/.15/.12/.008
Order Low Tier Unit:
Militia: 2 energy/35 Well being/6 injury/5 pace
Price: 100g
Gold Effectivity per stat:
.02/.35/.06/.05
Order Excessive Tier Unit:
Gryphon: 28 energy/230 Well being/19 injury/20 pace
Price: 2900g, 1 Crystal
Gold Effectivity per stat:
.01/.08/.007/.007
Horde Low Tier Unit:
Goblin: 2 energy/35 Well being/4 injury/6 pace
Price: 100g
Gold Effectivity per stat:
.02/.35/.04/.06
Horde Excessive Tier Unit:
Cyclops: 26 energy/231 Well being/19 injury/10 pace
Price: 2495g, 2 Mercury
Gold Effectivity per stat:
.01/.093/.008/.004
Tide Low Tier Unit:
Spawnling: 2 energy/35 Well being/5 injury/8 pace
Price: 100g
Gold Effectivity per stat:
.02/.35/.05/.08
Tide Excessive Tier Unit:
Vulcanwing: 26 energy/154 Well being/15 injury/17 pace
Price: 2495g, 2 Sulfur
Gold Effectivity per stat:
.01/.062/.006/.007
I have not performed sufficient to definitively say that prime tier models are usually unhealthy, particularly when commander-sourced spells come into play, as a big mass of low tier models will take far more injury from AoE direct injury spells throughout the marketing campaign than a number of excessive tier models, nevertheless neither the participant nor AI have entry to those spells throughout skirmish mode. All in all, what I am attempting to speak is that the majority of your military needs to be comprised of decrease tier models simply as a result of sheer quantity of stats they carry to the desk.
2.Excessive tier models will be helpful if they offer an aura or forged spells, particularly you probably have sufficient decrease tier models to tank/get worth from the aura. However you usually by no means want greater than 1-2 of them. Standouts within the skirmish mode that can be utilized embrace the Shah, Clever, and Arbiter.
3. There is a handful of skills which are overtuned/not appropriately adjusted for his or her value by way of gold. I’ve discovered nice success with flying(the execution from dropping models is surprisingly good and the dodging AI makes a mockery of melee), burning(so long as the battles last more than 15 seconds/burning procs all resolve), and Leech Life(was OP in HoMM too).
4. In distinction, the stats that I discover to be undertuned/not optimum in skirmish, are Ethereal, Immortal(Excellent in marketing campaign, however unhealthy in skirmish, 30 seconds is simply too lengthy), Warding/Inert(entry to spells restricted in skirmish), Aquatic(You possibly can guess why by now).
5. When preventing towards enemy which are sluggish(particularly the zombies) and you’ve got a ranged benefit, let the enemy come to you first by utilizing the defend button within the backside proper. This enables your ranged models to get free injury whereas they transfer. As soon as their melee engages you, you’ll be able to swap again to the assault choice.
6. Spirited Fireplace is OP, fairly presumably the strongest unit within the sport in the mean time. It does not make any sense to be flying and that tanky for such a low value. Their regular auto assault injury is mediocre, however their passives(burning and explosion) permits them to be excessive injury sellers as nicely. I’d both improve their gold value by 30% or lower their hit factors by that quantity. Use them when attainable.
Step-by-Step Information
Format: Skirmish Degree – Unit(Variety of models)
1 – Seastar(9)
2 – Leech(12)
3 – Anima(27)
4 – Gargoyle(11)
5 – Spirited Fireplace(10)
6 – Stone Watcher(26)
7 – Pan Za(9), Horn-Boywer(13)
8 – Hill Keeper(57)
9 – Forest Spirit (48)
10 – Sea Stinger(12), Blast Grasp(7)
11 – Rot Walker(37)
12 – Hatchling(60)
13 – Shah(1), Banshee(11)
14 – Spirited Fireplace(22)
15 – Bloodsucker(90)
16 – Clever(1-2), Trogs(Remaining)
Be aware: Depends a bit on Clever Spellcasting RNG, particularly getting good worth from Evolve(Clever Spell) on Trogs. Would possibly take a number of tries.
17 – Lizardcher(33), Leech(21)
18 – Deadeye(14), Forest Spirit(65)
19 – Charon’s Cultist(5), Seastinger(24)
20 – Spirited Fireplace(40)
21 – Archer(88)
22 – Spirited Fireplace(39)
23 – Flame Juggler(55), Demon Tamer(5)
24 – Spirited Fireplace(56)
25 – Clever(1-2), Trogs(Remaining)
Be aware: Depends a bit on Clever Spellcasting RNG, particularly getting good worth from Evolve(Clever Spell) on Trogs. Would possibly take a number of tries.
26 – Hierophant(1), Carver(42), Lizarcher(34)
Be aware: Most likely essentially the most troublesome state of affairs for me personally. Depends on knockback RNG from not giving enemy entry to Lizarcher backline. Counter-intuitively, regardless of being offered as a assist unit, place Hierophant close to the entrance line to make sure summoned worms can tank/battle instantly when summoned. Could take a number of makes an attempt.
27 – Marksman(37), Swordsman(27), Storm Hexer(2)
28 – Arbiter(1-2), Mutant Trogs(Remaining)
Be aware: Depends a bit on Clever Spellcasting RNG, particularly getting good worth from Evolve/Remodel(Clever Spells). Would possibly take a number of tries.
29 – Flamebirds(11), Bearguards(46)
30 – Facet of Shadow(7), Flame Stoker(169)
Be aware: Disappointingly simple for the ultimate Skirmish. Optimum composition would really most likely simply be pure Flame Stokers however would require many extra clicks. You possibly can actually get away with something you need.
Closing Statements
Thanks for studying. I will likely be trying to replace this information for at the least a number of extra months and can probably submit a marketing campaign associated information someday sooner or later. It is a very early draft with sub-6 hours value of play time value of expertise behind it. Suggestions may be very welcome.
By dyhwang2