| Assasin | Barrier | Cleric | Dragon | Enchanty | Frost | Knight | Lightning | Mud | Pyro | Rider | Scout | Stone | Witch | |
| Assasin | 16 | 18 | 18 | 15 | 18 | 18 | 14 | 15 | 18 | 18 | 15 | 17 | 13 | 18 |
| Dragon | 25 | 28 | 28 | 24 | 28 | 28 | 21 | 23 | 28 | 28 | 24 | 26 | 20 | 28 |
| Knight | 19 | 22 | 22 | 18 | 22 | 22 | 17 | 18 | 22 | 22 | 19 | 20 | 15 | 22 |
| Lightning | 26 | 30 | 30 | 25 | 30 | 30 | 23 | 25 | 30 | 30 | 26 | 28 | 21 | 30 |
| Mud | 18 | 20 | 20 | 17 | 20 | 20 | 15 | 16 | 20 | 20 | 17 | 18 | 14 | 20 |
| Pyro | 13 | 15 | 15 | 13 | 15 | 15 | 11 | 12 | 15 | 15 | 13 | 14 | 11 | 15 |
| Rider | 17 | 19 | 19 | 16 | 19 | 19 | 14 | 16 | 19 | 19 | 16 | 17 | 13 | 19 |
| Scout | 16 | 18 | 18 | 15 | 18 | 18 | 14 | 15 | 18 | 18 | 15 | 17 | 13 | 18 |
| Witch | 21 | 24 | 24 | 20 | 24 | 24 | 18 | 20 | 24 | 24 | 20 | 22 | 17 | 24 |
III)How to position and use your units stategically.
i)Scout:
move both your scouts to positions that can move to positions to hit your opponent's cleric and stoney, then stay there. Don't leave unlesss seriously wounded. If one of them wounded, retreat and use the other to attack. Even if all LOS is blocked by units or shrub, just by staying there is a great threat to your opponent.
here are elements that will make the position more favorable.
out of reach of your enemy's knight: very prefered.
out of reach of your enemy's dragon: prefered.
hard to shoot from side: prefered.
can be barriered: prefered.
ii)Beast Raider:
The beast raider is the surprise attack force of your army. It's more vulnerable than scout, since it has to melee attack. use it when your opponent is focusing on killing your scout and his force is very spread out. Don't get down the bottom line easily. Since versatile is its greatest asset. It will bring chaos to an already chaotic situation.
iii)mud golem:
The mud golem is the ultimate spell breaker, but it's extremely vunerable, with low regeneration. Often, it could be taken down by scouts before it's put to good use. The key to use it is to protect it. Have a dragon in front of it so that any scout who dare to come near will be retaliated. Don't come near to knights and don't shake if cleric can heal easily. It should be acompanied by other units, and do what scouts can't accomplish.
iv)knight:
The knight is too slow for an attack force. It's path can be easily blocked, so it can't be use to hit vunerable units. It's greatest strength lies on it's defense. a knight is hard to kill, so you hardly need to move it around. Place it around the middle of the board to stop golem and scouts.
v)Furgon:
with mud golem's new attack, not many people use Furgon any more. In fact, furgon is still pretty powerful. It will provide you the valuable time to regroup your force. If you know that you can't kill mud golem before it strike again, you can shrub your frosty and use use your frosty on the mud golem.
IV)The dynamic of war
How to balance your attack and defense is hard to describe here, and varies from battle to battle.
One general advise: never go all defensive unless your opponent has lost both cleric and focus of stoney
FORMATIONS:
~Grey~
Turtles:
Name: The run of the mill turtle
Strategy: Anyone can have this, that is why it is good. Take out the range units, and use the DMW for power but remember she is expendible, don't let your scout go too soon, although he is expendible too, use the Chanty guide on this site instruction page to help you learn how to use this formation to full potential.
Counter: Seriously, luck and skill are needed to master this as well as beat it, in the right hands, this is the best grey way to go, especially after a grey wipe. I never lost with this, so I don't know how to counter it, anyone want to show me how? My only advice, is keep your scout alive at all means, and use the knights to pawn out the chanty user so your scout can break teh focus adn those prisoners then become a huge threat, easy way to let your oppenet let your units walk in, and then laugh at him as he sacrifices his chanty before he finishes off your scout.
Name: Run of the mill + an extra Cleric
Strategy: Told you the DMW was expendable, and why not have an extra cleric, sure he is very willing to die, but at least your oppenet will waste a turn and most likely give you a free unit ie DMW to take down. And isn't that worth the cleric? Really your just taking out the range units anyway, so this makes it easier, and if he's stupid then, you can use that other cleric to impose terror of extra heals, and you can alwuz move the guy if worst comes to worst, just don't sacrfice the true strategy of the turtle for your extra chanty.
Counter: You have the easy way of blasting that cleric easy, but do you need to sacrifice the DMW? If you do then go right ahead, still one unit ahead might give you the edge, but i guess it is even after that, when the DMW is off your board.
Name: Dual Enchantress Turtle
Strategy: Take out those ranged units. Follow the strategic ways of diverting and luring the oppenet into your chanty field. Don't paralyze your own chanty tho. and try to keep your chanty jail a good distance. Really A good strategy is luring the oppenet to attacking one chanty and killing it, and then taking over with the other to capture the pieces almost saved, and the new one(s) that freed it. Use the scout to take out mages and the knights to kill that darn scout.
Counter and weaknesses: Don't lose your scout, its crucial to win if you want to win those chanty matches, also be aware of how many turns you have before it can refreeze and don't let yourself be lured. The other chanty can be a waste of space and means it will be harder killing your lone units ie. Knights But dont let them be easily captured.
Name: Dual Cleric and Barrier Ward Turtle

Strategy: Dual clerics and barrier wards were hard to get but they payed off. Your very hard to kill now. Use those knights and the scout to inflict mass chaos, but dont leave your clerics unguarded. Any lone knights want to rush your clerics, teach them a lesson with the ward and the chanty, but don't leave your chanty with a jail, dont be afraid to punish paralyzed units with this one. Use cleric to heal your units, and buy more chanty time, and if all else fails barrier, if that fails, barrier again, hehe evil.
Counter disadvantages: Notice there are only 4 attacking units, 3 mobile and 3 that heal/paralyze, so what does that mean, slaughter those knights and scouts and youve pretty much one, that will be hard, so try and let them attack and pick off the cleric not guarded by the LW when he is forced to move that knight. Thats right the only plausible effective way if your not like the best grey pro ever to beat this hard to get and hard to beat turtle is to, use a turtle lure. Even more evil is luring the knights, killing the scout and parlyzing the three buff soliders, then slaughtering that precious chanty, and the victory is yours. Key word to beating this, time, use it to your advantage, as it will be a long game beating this, unless your oppenet sucks. The chanty is pretty easy to pick off with a scout mage combo especially if your lined up, hit the chanty and hopefully he moves behind his wall, and hit his chanty with some magic for an easy kill, although this will leave your scout vulnerable, but you can rush the clerics with less threat after that now can't you? Probability of encountering this is like really low, so sleep easy tonight will you.
Here is a variation of the following line up except the chanty is useless, but at least its protected, so if you move it and waste some turns then i guess it'd be useful.
Name: Dual Barrier Ward Turtle (Under Construction)
Rushes:
Name: Dual Cleric Rush
Strategy: Don't be afraid to abuse the clerics, use the scout to take out any advancing DMW and the knights to crush the scout, after that blow away any opposition with the mages, and heal as often as you can when you feel a unit might be dead, two clerics heal 24 HP, but you need two turns to pull off the 24 HP heal so heal with strategy invloved. Don't try to leave you clerics un guarded though, use the assasin to sit back and protect them if needed to, she has a good movement range.
Counter and weaknesses: You can't just zap away at these, as the knights do a fair job of protecting them. Use your scouts to kill those DMW fast, lure one in, and kill it with knights, instead of zapping away. Use the LW as a diterent but don't be afraid to use it. This has no main defence, wait for the units to spread and kill those clerics fast!
Here is a varitaion of where the DMW's arn't protected but your oppenet can only get one in five turns with those pesky LW's so you can unload total chaos upon him. This is a rush more than a mage bomb, because you can rush in all your guys for a slaughtering fest of havok.
Counter to this: Sit back, pick them off one by one, you turtler you...
Name: Not defined-Under construction
Mage Bombs:
Name: Right hand Mage Bomb
Strategy: This is for those left corner turtlers, unload your magic upon his units, and those knights arn't there for damage, they're there to back up those DMW and mages as well as the scout. UNLOAD HAVOK! DO IT!
Counter: Mages are powerful, but the Pyro's spread damage, try to heal after he attacks, and try to pick off the mages one at a time, a LW is crucial for a scary deterent, and the right turtle placement will make it hard for your oppenet just to unload on you. Try to close in tight, and let him come close, then strike, but if your afraid of the damage, then go rush him, you never know, you could win, this was made for a turtle right? Why not rush him? He won't see it coming and will take forever, due to the long wait of mages to recoupe as you return the favor.
Name: Hell is let loose (Under construction)
~Gold~ Under Construction
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