Alternative builds. Elves with Nature Magic builds. Part 1

13.12.2013 02:21 / comments: 4 / view: 2025 /

Author: Qwainos



 

Our game’s reality is subjected to traditional rules, according to which each playable faction has a couple of fixed builds for nearly all kinds of battles. Players almost never change those. 

For example, if you see a mage in opposing team, you can be quite certain that the mage is using the Chaos build and therefore you can identify the perks and primary stats he is using without checking this player’s profile. Sometimes they change the distribution of units in hero’s army – for example, recruiting steel golems instead of genies, rakshasas or arch magi. Or, if you meet a demon, you can guess he’s having Tactics and Luck perks.

 

Therefore, I’ve decided to test all the builds, considered to be an acceptable alternative to traditional ones. Elven spellcasters are first in my list; then I will publish my observations of other factions deploying builds that you’ve never (or almost never) seen in combat.


Not all of these experiments are expected to be rosy and optimistic, but it’s better to try a couple of times than sigh and regret about missing opportunities: “What if…?”

This guide is divided into 4 parts. The first part is devoted to the sets of builds, the danger rating of your enemies and possible future aspects. The second part is an overview of Nature Magic spells, PvE aspects, the list of most powerful and currently active players using Elven Nature Magic builds (who could give you some advice), and total statistics of wins. In the third part you will find general tactical tips, tricks and the analysis of all battles where the pure Nature Magic build was used. The last part will include the analysis of hybrid Nature magic builds’ deployment.

 

I. Introduction.

 

So, in order to begin with, let’s determine what do we need in order to play with Nature Magic as Elves and succeed. There are four basic concepts:

 

1) Mage Guild level 4. Obviously, the most attractive spells are “Summon Elementals” and “Fire Wall” which can be used only at 14th+ combat level. Actually, you can start playing with Nature Magic build from 14th lvl, but you ought to take the next factor into account:

 

2) Ironroot Treefolks – the upgraded version, when it defends, it gives you an opportunity to counterattack all enemy melee assaults (rooting attacking enemy’s troops), has higher defense, provides you with the “Take roots” ability (+50 to defense and +100 to defense if the hero has “Stand your ground” talent) and higher damage (Minimal and maximal damage is increased by 3). It seems to be quite difficult or even impossible to play without 6th Elven unit’s upgrade. That is why it makes sense to choose the 15th or 16th (if you are not a donator) combat level to start playing as Elven Nature Magic spellcaster.

 

3) You should have a specific mentality to play with Nature Magic build. If you are a natural born rusher and prefer to destroy everything without any thoughts, Nature Magic is not your cup of tea. You should have the understanding similar to that of playing Chaos Magic, patience (the battles are longer), cautiousness and right choice of spells depending on situation in battlefield. We don’t have stuff like Chain Lightning or Meteorite Rain to bomb everything around and we don’t have Sorcery in our skillwheel to cast faster, which means we don’t have the right to make any wrong moves.

Any slightest mistake on your behalf will lead to your defeat; that’s why I frequently see how people, who use the builds I described but aren’t asking how they actually work, lose to everyone in the end.

 

4) Faction skill passive defense (FSPD). It might sound strange that the so-called “FSPD belt” is far more important for your success than the main Elven faction skill – the higher is your “belt”, the better. The thing is that neither attack nor initiative are important for Elven Nature Magic spellcaster (unless it’s a hybrid build) – only defense. But the good thing is that your Ironfoot Treefolks – your main stack in combat – already has more than +100 defense when defending, therefore extra 2-3 points won’t change much, while any FSPD will grant you pure % of less damage taken vs. all enemy attacks, including magical ones (which is most important).

It was mentioned several times before that a lot of Nature spells are either bugged or not effective enough, so Administration was asked to do something about the Nature Magic school. For example, there were many requests to input talents, removing random element of Summoning Elementals spell, to fix many existing Fire Wall bugs (I’ll tell you about those later), introduce other related talents and spells from the original game, since Nature Magic branch is the most scanty one in LWM and has only one useless central skillwheel talent.

During one of the press conferences Administration said that something is likely to be done to solve these problems. Well… indeed, they embodied following changes: after a few mini-balancing changes the number of summoned Elementals became 25% lower and all the bugs and spells’ random effects remained the same.

After these changes, Wizards, who had an advantage in some battles, became balanced, but Elves and Necromancers found themselves stuck in the anus, even deeper than before. Therefore, be ready to lose battles at start – constantly and frequently, until you learn how to use Nature Magic build right as Elf. The world wasn’t created in one day, after all.

 

II. Nature magic build.

 

Elven Nature Magic builds are divided into two types – pure caster builds and hybrid ones. Every type has several different sets of talents.

 

1. A pure caster build displays nice results at 16th level already. The most popular talents taken are Basic Erudition + Intellect + Expert Nature Magic. The remaining talents can be used at will:

 

a) 1st build – Basic Defense + Avoidance. If you want, you can use Advanced Defense. It will let your army restrain enemy attacks, both melee and ranged ones.

b) 2nd build with Advanced Holy Magic - you can be able to use Avoidance of 55% efficiency (which is a nice supportive spell against other Elves, Barbarians and Necromancers), and Anti-Magic spell (helps you resist all kind of spell casting and debuffing except Dark Elves’ Chaos Magic build), make your Elementals more powerful; ability to remove buffs from enemy units like Guardians or Gargoyles. Your defensive capabilities vs. melee factions (Demons, Knights, Barbarians. Dark Elven warriors and Tribals) will be, however, less efficient.

 c) 3rd build – you can be a pure caster at 17th combat level using Expert Erudition talent. You can be able to raise your spell power points over 42 and even 45 for those brave enough to use a magic scroll instead of shield. It will give you more Elementals, more powerful damage and stronger Raise Dead spell, but you will lose your protection from all kinds of warriors, ranged attacks and magical damage.

 

Distinctive features:

- Your army deals very low physical damage – it’s actually laughable.

- You deal very powerful magical damage. Fire Walls burn rooted enemies very quickly.

- More effective Raise Dead. It lets you raise nearly 6-7 Treefolks every time.

- Elementals are summoned in larger quantities, but they deal too little damage cause of lower hand-to-hand combat parameters. They rather hinder or finish enemy stacks and units with low health than do real damage in battle.

 

2) Hybrid builds – there are many kinds of players using those.

 

a) Build №1 – Intellect + Fortune (at 17th lvl you can take Expert Fortune) – it is a common build.

b) Build №2 – With “Stand your ground” taken in Talents. It grants you extra protection from all the factions except Chaos Magic wielders, but your Spell Power will be too weak without Erudition and Intellect talents (at 18th lvl you will be able to take Advanced Fortune or Basic Erudition).

For example, you can use this set of parameters and talents.

с) If you exclude Intellect you may use other sets of talents with Offense, Fortune or Holy Magic.

 

Distinctive features:

- Your army deals nice damage, especially with Fortune.

- If you use warriors’ set of artifacts, your Ironroot Treefolks become a killing machine. Treefolks with unlimited retaliation and some luck are able to crush the enemy without magical support.

- Fire Wall is too weak with Spell Power lower than 25 so it just scratches enemies e and doesn’t scare their units. Still, it’s potent enough battle magic.

- Non-effective Raise Dead. With same Spell Power value of 25 you can barely raise 3-4 Treefolks, which is not enough to survive if enemy still has many troops in battlefield. Also, you can’t “over-raise” a Wizard, because he usually vanishes your raised stacks with a single cast. Dark Elven Chaos magicians are even worse.

- Elementals are summoned in smaller amount (thanks to Administration’s nerf), but they deal powerful damage with Fortune and buffs. I remember how a full-buffed Earth Elemental with a critical hit and Fortune proc killed nearly 40 Guardians in one hit. Elementals can be killed by “over-damaging” attacks of some bigger enemy stack because of their little quantity though.

 

III. General danger rating.

 

There are dangerous and easily killed enemies for every build. I’ll try to rate the most dangerous opponents (it’s a subjective rating derived from my experience, with my FSPD belt taken onto account). So, the enemy factions you can meet are divided into: very dangerous; dangerous; slightly dangerous; normal; freebie.

 

1.Dark Elves are the rating’s leaders. You should be ready to be killed without any chances in 70% of cases.

There are two types:

 

a) Chaos Magician. Almost 100% of your losses are the result of meeting them. After your first Raise Dead even your magic resistance will not save you from their huge magical damage potential (because of losing 40% HP after the raising any cast done by Dark Elf is likely to “one shot” your stack”, so you can’t “over-raise” a Dark Elf Chaos magician without Sorcery talents branch like Necromancers or Wizards do).

Moreover, Lizard Assailants are able to deal great damage to your troops even without high combat parameters, and your army can’t respond to this. Black Witches cast Delay spell on your Elementals, so it is quite hopeless.

 

b) Attacker/Defender. You have nearly 30% chance to win. It depends on the enemy’s build and the units he recruited. All creatures in Dark Elven army are very dangerous.

 

Shrews are very fast, strong and agile, it’s difficult to kill them since they return back after every attack, and in addition they strike without taking retaliation. A full stack of Shrews is able to neutralize summoned Elementals before they will even move.

Minotaur Soldiers are dangerous because of their Double Strike ability; they are able to cut down your Treefolks swiftly, especially in combination with Disrupting Ray.

Lizard Assailants hit your Treefolks, ignoring their 100+ defense parameters. They may kill 10 Treefolks at once if they get a Fortune proc. Assault ability provides them with additional damage, depending on other enemy creatures (without retaliation and taking damage from Fire Wall)

Hydras hit without retaliation.

Dark Witches can cast Delay on Elementals and destroy Treefolks’ defense.

Twilight Dragons are the most harmless stack despite of their high attack parameters. They have Dragon Breath ability and may painfully kill a couple of your stacks with burning through both (for example, hitting Druids, standing behind or aside Unicorns or Dragons). At 17th lvl they can upgrade their Dragons to Black Dragons, which can be very dangerous (You have to spend about 10 turns instead of 1-2 to burn three Dragons with your Fire Wall).

Assassins, though usually aren’t used in recruit sets of Dark Elves’ army, are still capable to poison your Treefolks, ignoring their defense parameters, with high efficiency.

As you can see, all the army of Dark Elves is very dangerous. Dark Elves, who have many Hydras in army and don’t have Tactics in their talent choice, can be killed relatively easily. The other Dark Elves are the incarnation of “holy hemorrhoids”.

Status: very dangerous.

 

2. Demons are almost equal to Dark Elves in danger they pose. Their advantages:

 

Spawns are harmless and fragile, but they can steal your precious mana. If you don’t have enough mana, the battle will be lost.

Cerberi can hit three targets without retaliation. They are a very fast unit.

Nightmares are fast, powerful and have a high initiative, but their main feature, Fear, is even more dangerous since it can scare your Treefolks, making them losing their defense mode, which will lead to quick overall loss. Nightmares reduce your morale parameter by -3 when standing adjacent to your Treefolks, so trees have a 20% chance to wait their turn instead of switching to defensive mode.

Pit Demons are a headache for any Elf; they can destroy your units’ defense greatly with Disruption Ray. Even their “gated” version can reduce enemy defense 4 times. Pit Demons’ melee attack always kills at list 1 unit despite the formidable Treefolks stack’s defense.

Devils are not dangerous, they can survive 2-3 hits until they get rooted or burned by Fire Wall. But at 17th lvl their upgraded version, Arch Devils, can summon a pack of Pit Demons, which is likely to bring victory to the Demon.

Demons have fewer dangerous types of troops than Dark Elves, but their advantage is their quantity, because each Demon’s stack can summon its own copy by Gating. Demons usually use the same builds (Tactics + Fortune) – Demons with Chaos Magic build and Demons with melee build without Fortune are rare.

Status: very dangerous (in spite of my 8 anti-Demon fspd).

 

3. Necromancers’ troops are also nasty and dangerous. The army of the Dead is more numerous than both Demons’ and Dark Elves’ armies, but it has lower initiative and don’t have morale, which makes the battles vs. them looking like “a battle of intellects” without Holy Random’s major influence.

 

Skeletal bowmen. There are a lot of them. Smart necromancer will deploy them closer to your Treefolks’ stack so they can shoot without ranged penalty, knowing that nothing will harm them. Of course, it’s 100% attack damage without retaliation.

Apparitions are incorporeal creatures, so it will be very difficult to root them or hit by Elementals when needed.

Archliches can poison your trees (nearly 100 hp/turn), or cast Weakness/Curse on your Elementals.

Vampires are able to resurrect themselves and can also hit without retaliation.

Death Envoys are harmless, but their upgrade – Death Herald - can kill 1 tree per turn and remove Stone Skin with their Harvest Soul ability.

Apparitions, Vampires and Bone Dragons can cause other difficulty in battle against Necromancers. Since they are all flying creatures, you can’t lock them in a firetrap.

 

Necromancers are divided into several types by danger rate:

 

a) Necromancers with Spirit Link. For as much as Elves can’t cast mass spells, but rather destroy the enemy stack by stack, such Necromancer has almost unlimited mana, if they deploy their Spirit Link properly. Using all this mana Necromancer can easily destroy your Treefolks’ armor again and again, and raise his Death Heralds.

Status: Very Dangerous.

 

 

b) Necromancers with Nature Magic build. Everything depends on Elf’s own build in this case. If Elf has a hybrid Nature Magic build type or has Holy Magic talents taken, this type of Necromancer build is harmless. In other cases you should be ready for getting “fire walled” a lot and dying from Mass Decay.

Status: Dangerous.

 

 

c) Necromancers with Expert Erudition. When you meet such Necromancer with attack parameter of nearly 50, his strikes are rather painful, but you can withstand it.

Status: Slightly dangerous.

 

 

d) Necromancers with Defense talents and parameters. The less damage he does, the better.

Status: Normal.

 

 

This rating is subjective, because I don’t have anti-Necromancer FSPD, while most of them have anti-Elf FSPD. Perhaps, anti-Necromancer FSPD of 6 will change the outcome of battles.

 

4. Wizards. There are only few creatures, which are able to do nasty things to your army. The enemy’s hero is the main problem.

 

Enchanted Gargoyles: these are immune to fire, fly very fast and quite far, have decent defense from genies’ beneficial casts, are enhanced with mini artifacts and are formidable in defense mode.

Steel Golems: have a 75% immunity to fire damage. If this unit is recruited along with a full stack of Gargoyles, your chances to win are greatly reduced. It is difficult to kill so many units that are partially or fully immune to your casts while Wizard’s Meteorite Rain bombards your own units.

Lorekeepers: They are able to use Chastise on troops already enhanced by mini artifacts; Magic Punch, which hits are ignoring defense and magic resistance; can disperse Stone Skin from Treefolks and reduce cost of mana of Wizard’s spells with Energy Channel ability.

Senior Genies: a full stack deals nice melee damage. They are able to cast random spells of Dark and Holy magic – for example, can cast Stone Skin & Evasion on Gargoyles and poison your Treefolks by 100hp/turn.

Giants: are a harmless unit, but their upgrade - Titans - is able to cast Lightning Bolt which ignores defense.

Fighting a Wizard is like playing a “Sea Fight” game: whose ship will sink - his Gargoyle-ship or your remaining ships will sink under his cheating crossfire?

There are 3 types of Wizard builds:

 

a) Chaos Wizard is the most popular build. In order to win you should just get a right type of Elementals summoned. Air, Water, Fire ones is a priority while Earth leads to your defeat. Also, you have to catch and hold the stack of Gargoyles by your Treefolks and wait for Elementals to spawn.

Status: Slightly dangerous.

 

b) Wizards with Nature Magic build. The battle is totally random. Everything depends on the type of Elementals summoned. Elf with Holy magic in talents has more chances to win than Wizard, because Treefolks with Anti-Magic can’t be burned by Fire Wall or damaged by Lightning Bolts.

Status: Normal.

 

c)Attackers (“Barbarian” Wizards) or Wizards with Holy Magic. I didn’t meet those. They have neither units that are able to penetrate your defense, nor units without retaliation (except Sphinxes), so they are harmless.

Status: Freebie.

 

Wizard’s danger rating is individual, as I have anti-Wizard 9th FSPD. If you don’t have a lot of FSPD, Chaos Wizards have better chances to win.

 

5.Knights.

This faction is a golden mean. It has a lot of different builds and varieties. The outcome of a battle depends on Knight’s build and Elf’s ability to define the enemy troops’ priority properly.

 

Crossbowmen: have Aimed Shot ability, which ignores Treefolks’ armor.

Guardians: this unit can stun Treefolks without retaliation. More than three stuns in a row may lead to your defeat.

Royal Griffins: thanks to Battle Dive ability they can strike without retaliation. They have high initiative and great damage.

Angels: are a harmless unit, but their upgrade – Archangels - at 17th lvl can suddenly revive Crossbowmen, moved to Aimed Shot distance.

Knights have many builds; here are the most popular ones:

 

a) Expert Offense + Fortune/Leadership + Tactics in talents – most powerful build, but it isn’t usually used. Knights with this build are able to tear Elven Nature magicians to small pieces.

Status: Very dangerous

 

b) Holy Knights. Thanks to their abilities they are very powerful enemy. They can teleport Crossbowmen to Aimed Shot distance near your stack of Treefolks as their first turn approaches. In addition they are able to dispel Stone Skin from your Treefolks while fully buffing their own stacks. But their power lasts several turns, so you can try and wait till the buffs are expired (wait through).

 

сOffense branch + Retribution + Leadership – build with nice damage potential. Frequent morale and high damage is a key for Knight’s success.

Status: Slightly dangerous.

 

d) Defense talents and parameters or Defense build mixed with something else, excluding three first variations mentioned above. This build isn’t able to deal adequate damage to you.

Status: Freebie

 

6. Barbarians. After some changes made by Administration changes this faction got a new racial ability “Combat Readiness” and some extra army quantities. Since then, they’ve become a worthy opponent.

 

Wolf Raiders: With triple attack these are able to tear your precious trees to pieces.

Orc Chieftains:  with Bloodlust + Chastise + Combat Readiness they can deal a lot of damage to your trees.

Thunderbirds: Very dangerous unit because it can hit the Treefolks before they use defense mode and deal additional damage by Lightning Bolt.

Behemoths: Ignore 40% (60% at 17th level) of your armor.

Barbarians haven’t got a lot of variety in their set of talents, but they have different viable recruiting options:

 

a) Wolf Raiders + Thunderbirds – this monstrous mix will tear your army to small pieces.

Status: Very dangerous.

 

b) Standard (Hobgoblins and Ogre Magi) + 2-3 Fortune talents. This army variation can be troublesome because of huge damage dealt by large enemy stacks. 

Status: Slightly dangerous

 

c) Standard build without Fortune. No “over-damage”, so your Treefolks will hold longer.

Status: Normal

 

d) Defensive talents and parameters – no big damage, so no victory.

Status: Freebie

 

7. Dwarves. It is a rather new faction that likes to complain about its weakness. Are Dwarves right?

Berserkers: When they use their Madness ability, attack parameter of this unit becomes almost equal to defensive parameter of Treefolks with respective damage.

Patriarchs: They have a Fire immunity and are able to cast Fire Wall on Treefolks with Judgment ability.

Lava Dragons: Also immune to Fire, which makes them burning down much slower while dealing stable melee damage and retaliating with Lava Shield.

Any Dwarf’s unit is able to steal Stone Skin from Treefolks by using Rune of Magical Attraction.

The danger rate of Dwarves depends on presence of Fortune in their chosen talents and presence of Berserkers in recruited army. If one of those conditions is absent, it will be easy for you to win. Otherwise, everything depends of Elf’s competent actions – mostly killing Berserkers before they strike Treefolks.

Status: Normal to Freebie

 

8.  Elves - our brothers in arms, our kamikazes with Fortune and Tactics. They are the easiest opponents. Elves haven’t got any dangerous units, which can kill Treefolks in defense mode, except Druid’s Lightning Bolt. The battles vs. them take more time to win because of 10-11 of their FSPD and Unicorns Aura of Magic Proof ability. However, sooner or later your enemy will be defeated to the audience’s merry applause.

Status: Easier than a freebie

 

P.S. If you don’t play well enough and make many mistakes, you will be defeated by any Elf. Also, if you have too few points of mana, you should be ready for a long-time battle with your defeat in the end. After you spend your mana and Stone Skin disappears from your Treefolks, enemy Elf will break you down you easily while his Treefolks will successfully hold your Elementals.

 

IV. Recruiting.

 

1) Obviously, maximum of Treefolks, as they are your main hope and support, the core of your army. Not even Unicorns or Dragons can match your Treefolks.

2) Maximum of Anchorites. The insufficient quantity of those will pose a risk to lose them all before they cast of Stone Skin on your Treefolks, so it can lead to your defeat. Also they are able to transfer mana to your hero - it’s useful for hybrid builds with low mana. Their Lightning bolts deal nice damage as well.

3) Maximum of Brilliant Unicorns, just because they are fleshy unit with magic resistance and Blinding Brilliance ability, which can blind enemy’s attacking stacks for 1.5 turns. The more Unicorns you have the higher their chance of blinding is. In hybrid builds Unicorns can successfully attack small enemy stacks such as Shrews or Cerberi.

The rest depends of your play style and build. Green and Jade Dragons will be useful in hybrid builds. The next choice is a little dilemma: whom do you want to recruit - Forest keepers, Sprites or Grandmaster Bowmen?

Elite Forest Keepers are good for pure caster build. They are faster and are able to cover your Treefolks from direct attack or dragon breath. In hybrid builds you should prefer Grandmaster Bowmen for taking down small enemy stacks such as Crossbowmen, Shrews or Cerberi. Sprites are an alternative, as they have higher speed, but lower initiative than Forest Keepers, but they attack without retaliation. They can also disperse buffs and debuffs.

 

V. Alternate Upgrades in future.

 

It will be soon, in a year or two, inevitably. What changes will we see after the alternative upgrades zone in?

 

Elven alt-upgrades:

 

- Dryads:  Fragile unit, but it gets the Symbiosis ability, so they are able to resurrect Treefolks and vice versa.

- Forest brethren: They have more HP and higher defense parameters with Nimbleness ability, which boosts up their defense to +14. Nice defensive initiative and fast unit for Elf, using Nature magic build. Higher damage makes them useful for hybrid builds too.

- Sharpshooters: With strong attack parameters and Fortune they will be very useful for hybrid builds with their No Ranged Penalty and Piercing Shot abilities.

- High druids: Instead of ability to cast Lightning Bolt and Earthen Spikes they get ability to increase Hero’s Spell Power according to their own Spell Power. But this effect will last till druids’ death and in our reality their death will come in few turns. High druids are useful for hybrid builds because of their lower Spell Power. Effect of Stone Skin will drop to +9 instead of +12 though.

White Unicorns: This upgrade gets Bond of Light ability instead of Aura of Magic resistance. Any non-damaging Holy Magic spells, cast in combat, are also cast on White Unicorns at Expert level, regardless of the caster. For a pure Nature magic build it is useful when Druids cast Stone Skin on Treefolks and automatically cast it on your Unicorns, so Druids can use the rest of their mana on other stacks.

Anger Treefolks: It’s the most useless upgrade for Elves playing with Nature Magic builds. Upgraded unit loses Take Roots ability and its hit points and defenses became lower. New ability Rage of the Forest makes something like Dwarven Berserker out of Treefolks. It’s useful for warriors, not for casters.

 

Crystal Dragons: Instead of Dragon Breath they get Rainbow Breath, attack can affect several targets, depending on creature’s luck.

So, almost all Alternate Upgrades are strengthening the Elves using Nature Magic builds, especially the hybrid mode.

And what kind of nasty alt-upgrades will our opponents get?

 

1. Wizards.

Grotesques. Our troops (especially Treefolks) will suffer from their Aura of Elemental Vulnerability (fire, water, air). Tactics for defeating Wizards won’t change. You should catch Grotesques with Treefolks, but now our troops will receive double damage from any magical attacks except Earth Elementals.

Lodestone Golems. Their magnetic aura reduces magic damage done by Fire Wall to all units standing nearby. Direct damage spells, instead of dealing magical damage, will heal and resurrect Golems. The amount of restored hitpoints is equal to 50% of the normal spell damage. Lodestone Golems can be damaged by Magic Punch. It is a very troublesome unit.

Vizier Genies. Do you remember old “Barbarian Wizard” Attackers with Fortune? They will return with this upgrade.

 

2. Dark Elves.

Red Dragons. This upgrade attacks without retaliation and deals x1.5 damage. I don’t know what is worse - another stack without retaliation, or a stack which is immune to magic?

 

3. Knights.

Crusaders. They have double strike, but without the bash stun, so you can entangle them easily and burn with Fire Wall.

Adepts. Their attacks have a chance to disperse Stone Skin.

 

4. Demons.

Vermins. Demons have units with higher killing priority; while you are taking those down, these nasty little creatures will constantly steal your mana and transmit it to Pit Demons, which will destroy your armor. A terrible upgrade.

Temptresses are able to take Treefolks under their control before their turn and move them to central area instead of taking defense mode. The result is obvious.

Searing horses get Searing Aura ability instead of Intimidation Aura. This ability is damaging your Treefolks their every turn (ignoring their defense) with Fire damage. It’s painful.

Antichrists are able to teleport Treefolks to Pit Demons with Blades of Doom, divided into few stacks. After this the battle will be over soon.

 

5. Dwarves.

 

Northern Riders gets Fear Attack ability (like Nightmares) instead of Paw Knock.

 

Necromancers and Elven Warriors haven’t got useful alternate upgrades that are able to affect Elven Nature magicians. Barbarian alt-upgrades are unknown.

comments

1 / 13.12.2013 13:50 / Worf [8] ?
1st "nakh"  
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2 / 13.12.2013 16:06 / _Sworks_ [11] ?
Nice guide. Nature elf seems really interesting :D
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3 / 13.12.2013 20:06 / l_e_s_e_n_a [12] ?
Worf,  
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4 / 14.12.2013 00:21 / Edwin [16] ?
Thnx for translating stuf for us from Com always nice to read things over here  
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