![]() ![]() Timbersaw ($2): Great unit with goblin and mech tribals to boot, timbersaw/clockwerk/tinker is the strongest early game strategy. Timbersaw’s usefulness, unlike the other two, is reasonable even in the mid to late game. Kunkka ($4): Kunkka is one of those units that almost every army wants to just throw in. It has great stats and tribals, but more importantly, has the ability to crowd control, which is the key to winning late game engagements. On a comparative basis, kunkka is not as strong in the midgame since crowd control is less important than raw stats, but you need a very good reason not to buy kunkka when it’s offered.īeastmaster ($2): The best $2 unit on a stats/damage basis and an absolute early game monster, though its lack of useful tribals means you’re probably going to sell him sometime in the mid to late game. It’s worth noting that Timbersaw and Beastmaster are far better than every other $2 unit, and should be highly prioritized in the early game.ĭoom ($4): A vital part of any warrior team, doom is an excellent standalone unit as well. It’s both overstatted and has an extremely powerful ability, making it one of the best frontliners in the game. Doom’s ability is so strong that you should not feel like you need to choose between doom and a different demon, just run both if it seems reasonable. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |