GUIDE / BALANCE COMMENTARY
Since I do game analysis as a hobby, I've tried to roughly sort good and bad units for my entertainment, for the devs to maybe save some work balancing and for players to hopefully have an easier and better time. If anyone has to add or correct anything, please go ahead and comment for the benefit of everyone.
I have only sorted Tier 2 units (since having weak Tier 2's is what you die from and my unitpedia just got deleted) and I rank them in 3 categories:
- Weak - these units are way below the baseline, and I try to avoid them
- Okay - these units are still below the baseline, but playable
- Strong - these units are at or above the baseline
Drummer/Musician Baseline
These give 5+ stats per round if you use them right. While the amount is better than normal, the spread makes it a bit weaker.
Hoplite Baseline
This attacks 2 units, meaning it effectively doubles all buffs it receives. It also counters tanky frontliners, as it strikes behind them as well.
Javilener Strong
Range is still OP, and this is the only ranged unit to potentially get extra attacks in. It does get counted by very tanky frontliners, but it's still decent against them, as range is their counter.
Berserker Weak
A one-time buff of 8 damage. Other units outscale this in 1 or 2 turns. (Tip: make this unit's attack bonus temporarily grow every time it attacks)
Shield Knight Weak
To be better than the Berserker, this guy must be hit by 9 attacks. (Tip: make this unit invulnerable during the first round of combat)
Fire Mage Strong
Range is OP, giving this unit effectively the HP of the first slot unit, that alone makes it good. The random targeting and extra damage make it a powerhouse at cleaning up squishies.
Entropy Mage Strong
Range still OP. Additionally, the unique ability eventually outscales the Fire Mage.
Assassin Strong
Hitting 2 units doubles attack and attack buffs from other units. Hitting the backline is better than the frontline, but has the downside of doing nothing if it dies and they survive.
Poisoner Strong
Range is still OP. Deals an additional 8 damage. This is the Berserker, but good. Possibly too good, since the bonus damage oftentime cleans 1-2 backliners.
Blacksmith Strong
Grants an average of 6 stats per round, but on random targets, definitely hits the baseline
Weapon Smith Strong
Only grants 4 stats per round, but doesn't hit barracks units, making it very reliable
Longbowman Okay
Theoretically it gains the HP of every unit in front of it, but in practice it easily gets shut down by units that target the backline. It also barely got more "buddy" HP than a 3 range unit, due to getting nerfed to 1 attack in the frontline. (Tip: just remove the frontline nerf)
Crossbow Man Strong
Range is still OP, and it's the only unit with 3 range. In return, the 3 extra damage is weaker than the mages' version.
Healer Strong
This gives slightly below baseline stats to the unit that needs them the most.
Scholar Strong
Gives 50% more stats than the healer, but to random targets. However since it targets only the army, it's still fairly reliable. Did I mention it's ranged yet?
One Man Army Okay
Grants itself up to 8 stats, realistically the best is 6. However, it is also a bad target, due to lacking power amplifyers. The random stat distribution doesn't help. The saving grace is that you upgrade him a lot faster.
Round Warrior Okay
Same stats as the healer, but targets ONLY itself.
Banker Strong
The extra gold is 2 items/units every 3 rounds. In items, that's roughly 3-4 stats per round on the best targets. And units are even better.
Shopkeep Okay
You have to buy 3 items per round for this to gain more value than the banker. This can't be used on units. And unlike the banker, 2 of these don't stack either. (Tip: make this "one random item per round is free" or "the first two items you buy each round cost 2 less")
Hiker Weak
On average gains +3 permanent stats per round. However it's again a bad target for bonus stats. Its basline is a 6/6 (because of the +2+2 for one round item). That at least makes it okay in the first few rounds.
Hoarder Okay
He's the hardest to judge and explain, but overall he's weak before you have access to Tier 4 items. (Tip: make him "when you use an item on a unit, use it on me again", so you still get to target your items on the good units)