u/MsYawhawRiutzuki

Hero Tierlist - Age of Empires: Mythologies (DS)

Hero Tierlist - Age of Empires: Mythologies (DS)

Heroes are good against myth units, but are bad against human units and myth units that has an advantage unit type against that specific hero.

At other times, Heroes are for scouting, creeping, and picking up a relic that helps support your armies, depending on the buff it gives.

Also, fun fact: in skirmish, the AI usually trains 1 of every myth unit it has chosen (1 Centaur + 1 Cyclops). But in campaign and scenario (Excluding preplaced units), the AI can train more than 1.

 

Egyptian Heroes have the ability to build up to 5 obelisks that produce 3 favor each on any passable terrain that isn’t a resource tile. They can also build Mills, Farms, Mines, and Shafts, which is their best example of being the Economy Race. This function does not count in the ranking.

 

Greek Heroes can have a 2^(nd) Hero in Age 3 and are cheaper to train/revive. Allowing them to carry 2 relics. But this also does not count in the ranking.

 

A.I. somehow cheats using Heroes. They can use their ability first and move after in the same turn. Though if they use their ability, they won’t be able to attack in the same turn, and vice versa.

 

For ranking, Heroes of the same type have pretty close stats, so I’ll rate them mostly based on their abilities. I didn’t take techs into account because the impacts between different race heroes aren’t that big and can vary depending on who you worship. And unlike Myth Units, which you can train in quantities.

 

Ramesses – Range who only has a range of 3, but he does have better durability and more movement.

Ability: Light of Ra – Allows him to reflect a portion of damage from enemy attacks for 2 turns. Can be used every 6 turns.

While it’s decent for inflicting DPS during enemy turn attacks, like most range units, he doesn’t have that kind of durability against his weaknesses. You wouldn’t even want him to make close contact with melee enemies, though it is decent for doing extra damage against ranged enemies when they are hidden or out of range.

If the devs want him to have this ability, I’d say it should last for 3 turns for full effectiveness, in my opinion. Also, it’s best to use this ability if there aren’t any enemies in sight, but you expect that they are nearby his position. Because he can just attack to do more damage instead of spending a turn on activtating Light of Ra while in the middle of a fight.

Range: 3

ATK: 60

DEF: 30

HP: 135

Movement: 15

 

Hatshepsut – Range with the range of 4. Her stats aren’t that far off from Ramesses, and she is definitely better than him thanks to her 4-range and ability.

Ability: Blessing of Isis – Gives all Mills, Farms, and Mines 95% DEF until your next turn. It also temporarily boosts all current food and gold income by 50% at the start of the next turn for one time. Can be used every 6 turns.

This is a solid S-tier ability, especially when you want to get a big jump in economy. It’s best used when you have completed at least a Mill with farms and a Mine with Shafts. When you have the following, always use it whenever it’s ready for maximum usage. It can even stack with Ra’s Glorious Rain and Isis’ Prosperity and economy techs.

Since Egyptians starts with Slingers instead of Camelry in Age I, you can activate this while in the middle of the fight and Slingers can substitute for Hatsheptsut to attack in that same turn.

Range: 4

ATK: 55

DEF: 30

HP: 130

Movement: 13

 

Thutmose – Heavy Infantry with crazy high stats.

Ability: Horus’ Winds – Boosts the movement of all friendly units by 8, except himself. Can be used every 4 turns.

While Thutmose won’t get the effect or can't attack since he uses his turn to activate, this movement boost is a huge advantage. All of your units that hasn’t move in the same turn will have their movement temporarily increased by +8 until your turn ends. Allowing you to get more forces on the battlefield or rush the enemy base. Especially for slow-moving units like Siege and Airborne Units.

ATK: 80

DEF: 30

HP: 170

Movement: 13

 

Nakht – Light Infantry. He has a unique passive ability that heals any friendly unit adjacent or diagonal to him at the start of the player’s turn, so placing him around frontliners or behind is pretty good. Just pray that any ranged or heavy infantry unit nearby don’t hit him. This does not stack his own tiny auto-hero regeneration.

Ability: Bird Form – Transforms into an Airborne Raven, but does not have the ability to attack. When transforming, he won’t be able to move until the next turn, but you can still move him before activation. Can be used once every turn.

It’s not really that good unless you want to scout areas across impassable tiles. It’s not even good for escaping enemies unless you are cornered with an impassable tile and space next to him. You still have to waste a turn to transform and another turn to move; you might as well run away in normal form instead if it gets too dangerous.

ATK: 70 and 0 (air)

DEF: 30

HP: 165

Movement: 13 and 4 (air)

 

Setekh – Heavy Infantry who has more HP, but less damage than Thutmose.

Ability: Breath of Sand – Deals around 30 damage to enemy units without counter. It also decreases attack by 30% for those affected by it until your next turn It’s range targets a unit followed by the units on its left and right (1 x 3 with “2” being the target).. Can be used every 5 turns.

It’s an awesome damaging ability. Especially for weakening strong foes for 1 turn during enemy turns. Even though it’s not as great as Hatshepsut and Thutmose, Setekth himself is a tanky dude, so he’s still alright.

ATK: 70

DEF: 30

HP: 175

Movement: 13

 

Son of Osiris – Heavy Infantry. With Osiris’ god power, you can transform your hero into the strongest Hero in the game by stats for 10 turns. But you won’t be able to use Osiris in the same turn you transformed. So make sure you use your hero first before the transformation. If you don’t use your hero first, they will be available to use once Osiris deforms, but it’s still better to use them before the transformation.

If you transform Nakt, he still keeps his passive ability, making him a tanky moving medical station. However, Son of Osiris has NO ABILITY, but he himself is already strong and practically already has an ability if you transform Nakt. At least that makes Nakt better than Ramesses.

Funny enough, if you picked Ra, Osiris, and Thoth, you can use Thoth’s ability to transform an Osiris a 2^(nd) time. But the situation also depends since Hatshepsut and Thutmose’s abilities are highly relevant in any part of the game. Turning them into Osiris for 10 turns might give you negative benefits instead, since they cannot use their abilities, so make the best decisions and timings possible.

ATK: 100

DEF: 40

HP: 200

Movement: 15

 

Perseus – Heavy Infantry. Perseus is a pretty good hero, despite having lower stats than the other Heavy Infantry heroes.

Ability: Gaze of Medusa – Immobilizes an enemy unit for 3 turns. Allowing anyone to attack the petrified unit without getting counterattacked. This can also be used to stall a strong enemy unit while striking weaker ones. Can be used every 6 turns.

ATK: 75

DEF: 40

HP: 140

Movement: 13

 

Odysseus – Cavalry with the highest mobility among all heroes, especially with his ability. Odysseus’ damage is a little underwhelming because he is more of a scout and an immediate support hero.

Ability: Poseidon’s Blessing – Allows him to move a second time in the same turn. Can be used every 5 turns.

ATK: 65

DEF: 35

HP: 130

Movement: 15

 

Herakles – Light Infantry. Despite his lore of being buff and mighty, just like any other light infantry, he takes enormous damage from his weaknesses, and he inflicts underwhelming damage to non-cavalry foes. Even when having a lot of HP.

Ability: Strength of Atlas – Deals decent damage to an enemy without counters and knocks the target 3 tiles away. However, if there is something in the way, the target doesn’t go further. Can be used every 4 turns.

And when the target does not have enough HP to survive it, it dies in a funny glitching way for a few seconds. Especially when you win the game with it, the screen continues shaking until you press continue. It’s also good for clearing a path for your other units to attack certain enemies behind. But since Herakles is very vulnerable, you have to make sure he has frontline support to cover him.

ATK: 80

DEF: 30

HP: 155

Movement: 13

Hippolyta – Range. While having the lowest stats among range heroes, she still has a range of 4 and a power smash ability, still making her better than Ramesses.

Ability: Red Arrows of Ares – Temporarily boosts her damage while attacking during the same turn. Can be used every 5 turns.

This is a very buggy ability because it says that it’s supposed to temporarily increase range too, but this only applies to CPU and not players. I recall the CPU had a range of +8 when using this.

Another weird bug for this is detecting hidden enemies, whether they are in Fog of War or shadowed forests. The skill option appears whenever an enemy is in range; then again, the detection range would only be 4 instead of 8. While detecting, it will not activate until the enemy is revealed.

A disadvantage of this is the lack of suggestions from your Major God on whether the ability will:

·         Kill the enemy unit (Ex: “They don’t stand a chance”)

·         Inflict critical damage to enemy unit (Ex: “You have the advantage, the enemy shall suffer”)

·         Medium/Low damage with no counter (Ex: “Enemy cannot retaliate”)

·         High/Medium/Low damage with counters but both survive (Ex: “Both forces will survive”)

·         Friendly unit dies or takes critical damage (Ex: “Rethink this chance”)

This also applies to other damaging abilities without any warning. It’s just more annoying with Red Arrows of Ares because you’re expecting high damage alone, so you'll need player perception.

Range: 4

ATK: 50

DEF: 25

HP: 115

Movement: 13

 

Ladon The Lamia – Heavy Infantry. Less stats but more HP than Perseus. Yet, he is worse than Perseus because of his ability.

Ability: Fear – Scatters all enemy units adjacent or diagonal to him, scaring them away up to 4 tiles regardless of any movement inability except being frozen. Can be used every 5 turns.

This is a trash ability. You pushed enemies next to him a few tiles away, then what? Once it’s the enemies' turn, they’ll just go back and kill him. You'd rather have Landon attack than use this skill.

The only time this skill is useful is when it’s controlled by CPU who can push out cornering foes and move afterwards in the same turn. But a good usage for players is by scattering enemy frontlines to make way for your other units, similar to Strength of Atlas. Unlike Herakles, Landon has that durability, except it does no damage. So while the ability is trash, it’s kind of on par with Herakles’ ability.

ATK: 65

DEF: 30

HP: 165

Movement: 13

 

Siegfried – Light Infantry. He has better stats than Herakles.

Ability: Skin of Dragon’s Blood – Increases his defense to 95% for 2 turns. Can be used every 6 turns.

This means he has 95% DEF for 2 enemy turns, and 1 player turn where you can use him to attack. Against CPU, however, it makes him stop drawing hostility if he is with other friendly units. The CPU would rather target other units instead of him. So, if you’re going to use this ability for tanking, it’s a no-no. But if Siegfried is on the verge of death, you can use this ability to buy him time to escape or send a rescue team for him, such as healers.

Siegfried can also attack a human heavy infantry during the 95% DEF with no issue, as long as he has a way to escape them once it expires.

ATK: 85

DEF: 30

HP: 170

Movement: 13

 

Brunnhilde – Cavalry with great stats. She's pretty stronk.

Ability: Gungnir’s Fury – Shoots a piercing wind at foes in a straight line up to 3 tiles, dealing around 40 damage without counter. Can be used every 6 turns.

It’s a pretty good damaging ability. Especially in situations where there are multiple foes, the targets are human light infantry, use it as a ranged attack, and especially while sieging bases where you can instantly kill 3 training enemy units simultaneously.

ATK: 80

DEF: 40

HP: 140

Movement: 15

 

Gunarr –  Range. His ability is pretty versatile and tactical. Unlike Throwing Axemen, he has a range of 4, but does less damage. Even though he is accompanied by Throwing Axemen in combat animations, he does not have the ability to fight in close combat.

Ability: The Tarnhelm – Allows him to switch places with any friendly unit. This will only consume Gunarr’s turn, not the swapping unit. Can be used every 6 turns.

You can do a lot of funny cheese with this ability. You can move Gunarr to resource tiles far from your base and switch places with an idling Ox Cart, allowing you to get resources from it faster. Another is bringing a heavy hitter to the front lines or a heavy siege to the enemy base.

Paired with Loki’s Spy and Hel’s Nidhogg, plus swapping with a heavy hitter, you can rush the enemy if they were a player or the Norse dumb A.I. Speaking of Nidhogg, you can even swap places with that dragon if it needs to heal back to base or fool your enemies when Gunarr gets cornered and then swap with a monster like Nidhogg.

Range: 4

ATK: 55

DEF: 30

HP: 130

Movement: 13

 

Narfi – Heavy Infantry. His stats are pretty similar to Landon's but with more HP.

Ability: War Wolves - I’m just gonna put the description I made for War Wolves.

*War Wolves – Cavalry spawned by Narfi’s ability every 2 turns, up to 2 wolves on the field maximum. It's good for scouting early-game, immediate reinforcements, and as a sacrificial blockade, especially while still building an army. While it’s not good for damage and Light Infantry are often the early-game units, War Wolves only need to be summoned by Narfi while he isn’t attacking anything. The newly spawned War Wolf cannot be used until the next turn.

But the player must know that summoning a War Wolf can cause obstruction to a tile adjacent or diagonal to him if they want another unit to be there instead. From my experience, a War Wolf often spawns at the tile diagonally north of Narfi and will automatically pick a different tile if there is already an obstruction there (Oceans are glitch exceptions for some reason).

Another weird fact is that during late game, War Wolves take population space. If the population is at max capacity, Narfi can still summon War Wolves regardless. Example: 35/35 > 37/35.

  • Cost: ===
  • Attack: 20
  • Defense: 25
  • HP: 50
  • Movement: 15

 

ATK: 70

DEF: 30

HP: 165

Movement: 13

 

 

Atli – Cavalry with great stats also. He and Brunnhilde mock Odysseus for being a scout cavalry.

Ability: Ferocious Battlecry – Deals 15% damage to the enemy's max HP to adjacent and diagonal around him without counter. Can be used every 6 turns.

It’s like Fear but doesn’t scare enemies and does damage. It’s a pretty good damaging ability, especially since the 15% max HP damage on an 8-tile range is nice. Very effective against tanky dudes grouped up near each other.

The downside is it cannot kill training units since the default training HP starts at 25%. And since you need Atli to be next to enemy armies, his life would be at risk.

ATK: 75

DEF: 30

HP: 150

Movement: 15

 

NOTABLE REVIEWS:

Ramesses is pretty much just a hero chariot archer, with the most useless ability.

Herakles was expected to be higher, but because he is required in the front lines to use Strength of Atlas, he is an easy target if heavy infantry or ranged units are nearby.

Siegfried’s ability allows him to tank his own weaknesses and make the enemy attack others instead.

Nakt’s Bird Form sucks, but his ability to passively heal anyone nearby already makes him much better than the other two. Especially if you transform him into Son of Osiris.

Hatshepsut and Thutmose’s abilities are support on crack.

Gunarr may not seem like a strong hero, but as long as you know how to use his ability, he’s got the cheese.

u/MsYawhawRiutzuki — 8 days ago

Myth Unit Tier List - Age of Empires: Mythologies (DS)

This spin-off game is old, but it's a hidden gem that I've been playing a lot, and I can't find any subreddits for it. I always wanted to make a tier list of the units.

How I organized it: Starting with comparisons of units of the same type (Light/Heavy/Range/Sieg/Cav). Followed by all other types. It's based on stats, economy efficiency, and usefulness, such as scouting. Respective God Powers are excluded, but significant valid researches are recognized. Though I did add God Powers relativity on Battle Boars since their combo is just so broken.

Airborne Units - Flying units that ignore ground movement penalties and can move across impassable tiles like mountains. With the right stats, they can quickly fly into the fight, providing immediate reinforcements.

 

SCOUT UTILITY:

*Huginn & Muninn - 2 free Airborne Cavalry at the start of a game for worshippers of Odin. They don't attack, but they are good for early-game scouting. However, you cannot train any more of them.

  • Cost: ===
  • Attack: 0
  • Defense: 5%
  • HP: 10
  • Movement: 4 (Air)

 

*Pegasus - Airborne Cavalry that can be trained in Shrines or TCs after researching Gift of Flight from Poseidon + a free Pegasus on the next turn. Even when they can attack, they most likely won't do any significant damage and will get killed by enemy turn attacks. They are good for scouting and as sacrificial blockades to protect other units or reveal hidden foes like archers in the forest, especially given how cheap they are. You don't have to train another one if you are fine with Kataskopos.

  • Cost: 40 Food, 40 Gold, 5 Favor
  • Attack: 5
  • Defense: 5
  • HP: 40
  • Movement: 5 (Air)

 

*Shade - Airborne Light Infantry by Nyx. While cheap, they are certainly one of the worst myths from the Minor Gods, with tiny HP and no DEF. They are more like anti-cavalry assassins where you have to keep them hidden until the enemy target is weak enough for them to kill. Other uses are to stall enemies from advancing, especially if you have their strongest units target them instead of your own, basically a sacrificial blockade too.

If you research Nyx' Mother of Death, it causes friendly units to spawn a Shade when killed by enemy heroes, but not only that situation doesn't occur that often in skirmish; there are times you don't get to use the spawned Shade on your next turn, not to mention its HP is already at half, reducing the damage. You have to wait 2 turns to use those.

What makes them even worse is that Nyx does not have a research to improve Shade’s stats.

  • Cost: 60 Gold, 10 Favor
  • Attack: 50
  • Defense: 0
  • HP: 10
  • Movement: 4 (Air)

 

*Hyena of Set – Cavalry that can be trained in TCs after researching Animal Servants from Set. You get a free Hyena at the start of the game for worshipping Set. Good for scouting and as an assassin, just like the Shade. The reason why it’s better than the Shade is that you can train this in Age I + a free Hyena, with more sights and movement, while sharing identical stats.

  • Cost: 60 Gold, 5 Favor
  • Attack: 50
  • Defense: 0
  • HP: 10
  • Movement: 15

 

*Harpy – Airborne Light Infantry by Apollo. Much like the Shade, except with more durability while still at a low price. Allowing it to last a bit longer in open fights.

  • Cost: 90 Gold, 20 Favor
  • Attack: 45
  • Defense: 5
  • HP: 50
  • Movement: 4 (Air)

 

*Walking Woods - Siege Unit summoned by Njord’s God Power. Its damage is quite lacking for an average siege unit that its even weaker than human siege ones. While it can take out farms and shafts in one turn, it requires more turns for Mills, Mines, and other Buildings. However, its defense is quite impressive, tanking the toughest units. Concluding that, Walking Woods is an emergency tank unit summoned in the fields. As a summoned unit, however, it can only be spawned once, so you need healers to keep it alive.

  • Cost: ===
  • Attack: 58
  • Defense: 65
  • HP: 90
  • Movement: 13

 

*Anubite – Light Infantry by Anubis. Despite having better survivability than Harpy and Shade, its performance is still somewhat lacking because its DEF is still low, though it has the same damage and price as a Harpy.

Hera’s Monstrous Rage gives Greek Myth Units +10% attack, benefiting Harpy, but you need to play Zeus to get Hera and Apollo. While Blade of Anubis gives +10% Attack on Egyptian Light and Heavy Infantry from Anubis himself.

But the most important reason he is in bottom B Tier is that he gets overshadowed by Avenger from Horus, who is available in all 3 Major Egyptian Gods. Anubite was likely created as the tutorial Myth Unit in the Egyptian Campaign, which might explain their lack of stats and Avenger existing.

  • Cost: 90 Gold, 20 Favor
  • Attack: 50
  • Defense: 15
  • HP: 70
  • Movement: 15

 

 

*War Wolves – Cavalry spawned by Narfi’s ability every 2 turns, up to 2 wolves on the field maximum. It's good for scouting early-game, immediate reinforcements, and as a sacrificial blockade, especially while still building an army. While it’s not good for damage and Light Infantry are often the early-game units, War Wolves only need to be summoned by Narfi while he isn’t attacking anything. The newly spawned War Wolf cannot be used until the next turn.

But the player must know that summoning a War Wolf can cause obstruction to a tile adjacent or diagonal to him if they want another unit to be there instead. From my experience, a War Wolf often spawns at the tile diagonally north of Narfi and will automatically pick a different tile if there is already an obstruction there (Oceans are glitch exceptions for some reason).

Another weird fact is that during late game, War Wolves take population space. If the population is at max capacity, Narfi can still summon War Wolves regardless. Example: 35/35 > 37/35.

  • Cost: ===
  • Attack: 20
  • Defense: 25
  • HP: 50
  • Movement: 15

 

*Phoenix – Airborne Cavalry by Thoth. The most expensive myth unit that can only be trained once. When killed, it will automatically respawn on a shrine in the next turn. Phoenix can provide scouting, immediate support, and even serve as a sacrificial blockade you don’t have to worry about losing.

The only problem I have with Phoenix is that its stats don’t compensate enough for its single quantity and free respawns. It can easily get killed or severely damaged by almost any human unit of the same Age during the enemy’s turn. It does have decent damage, but it would need support units during the fight. I’m not saying it should be as strong as Nidhogg since a respawning Nidhogg would be the most broken thing in the game, but I just want Phoenix to be buffed more or maybe a passive ability that slightly hurts enemy units next to it since it’s a bird on fire.

The Phoenix will stop respawning if you lose all your shrines, as far as I remember, and including the TC too? So you have to pay for it again when you rebuild. Either way, that’s a different story since that’s the player losing the game at that point.

  • Cost: 200 Gold, 60 Favor
  • Attack: 50
  • Defense: 15
  • HP: 80
  • Movement: 6 (Air)

 

*Roc – Airborne Cavalry by Hathor. It has similar feats to Phoenix, except you can train more quantities but it does not automatically respawn. God Powers aside, it’s pretty obvious why Roc is better than Phoenix since you can train one of them as many as you want. It starts with a low cost, but training more Rocs becomes more expensive than 1 respawning Phoenix.

  • Cost: 80 Gold, 20 Favor
  • Attack: 50
  • Defense: 20
  • HP: 50
  • Movement: 5 (Air)

 

*Troll – Range by Baldr. Trolls have passive HP regeneration at the start of every turn of their owning player. The reason why he is the lowest among all the range myths while in B Tier is pretty simple: he is a good example of an average range myth unit, putting the passive aside. Trolls also have a pretty decent defense compared to human range units, allowing them to endure melee attacks better.

For the Norse race who only has 1 human range unit, he is 5 times better than Throwing Axemen; despite the Axemen’s ability to counter melee attacks, their 2-tile range and counter-attacking sucks anyway.

  • Cost: 110 Gold, 30 Favor
  • Range: 3
  • Attack: 45
  • Defense: 30
  • HP: 81
  • Movement: 13

 

*Centaur – Range by Hermes. Basically, Trolls on steroids, except no passive HP regen. While pretty impressive, they cost 15 more favor. Additional getting +10% attack from Hera’s Monstrous Rage and another +10% attack from Apollo’s Sun’s Ray. If you are also getting Hera, you'd rather stick with Medusas because of their 4-tile range.

  • Cost: 120 Gold, 45 Favor
  • Range: 3
  • Attack: 65
  • Defense: 30
  • HP: 100
  • Movement: 15

 

*Fenrir Wolves – Light Infantry by Tyr. This is probably the best example of an average myth light infantry. But not only it have greater stats than all the light infantry mentioned, IT ONLY COSTS 80 GOLD AND 20 FAVOR! So you can have a pack of wolves in the fields massacring cavalry and human light infantry.

Not only that, they can even 1-shot farms and shafts. But as a Myth Light Infantry, enemy range, heavy, and heroes can take them down easily, which is balanced.

  • Cost: 80 Gold, 20 Favor
  • Attack: 55
  • Defense: 25
  • HP: 65
  • Movement: 15

 

*Scarab – Siege by Sekhmet. Each race has its own Myth Siege Unit with unique advantages. While their specialty is to take out buildings in 1 shot, besides TCs, Scarabs have the least damage, especially going against most unit types.

But the great thing about these huge bugs is how tanky they are. With the most HP out of the 3, it can endure quite a lot, especially when accompanied by an army and healers. Additionally, Sekhmet’s Tide of War research allows Scarabs to regenerate 5% of their max HP at the start of the player’s turn.

At the cost of being a tanky myth siege unit, it has less movement speed. So make sure that the Scarab has a clear way to get to its target faster.

  • Cost: 180 Gold, 60 Favor
  • Attack: 120
  • Defense: 30
  • HP: 160
  • Movement: 11

 

*Cyclops – Siege by Hephaestus. While having the highest base damage and movement to reach its target faster among the 3, Cyclops also has some disadvantages.

The slight expensiveness isn’t really that much compared to Scarab’s, but it’s the researchables. Weirdly, instead of Cyclops’ main upgrades being one researchable, its damage and survivability tech is separated into 2. So you need 2 turns to get his main tech. That taken slot in Hephaestus’ research could have improved something else.

It also has the least HP among the 3. Other than that, Cyclops are pretty great as long it has armies and healers supporting them.

Unlike Scarabs, Cyclops also has notable bonuses from Hermes and Hera, which both increase movement by 2, making it 4 + Hera also reduces favor cost by 2%, which is pretty neat for Cyclops’ expensiveness.

  • Cost: 185 Gold, 65 Favor
  • Attack: 150
  • Defense: 40
  • HP: 144
  • Movement: 13

 

*Mountain Giant – Siege by Njord. Mountain Giant’s base stats are 2^(nd) among the 3. What makes Mountain Giants terrifying is when they are created under Loki and Hel, who have the most insane techs for any Myth Unit by Minor Gods eligible from Loki. I'm gonna mention all their tech at the end since there are other Myth Units applicable to this too.

Despite Mountain Giants being basically “Titans” in this game, they are only siege units, so damage to most unit types is expected to be underwhelming. But you can treat it the same way as a tanky Scarab that requires support.

And what makes them better than Cyclops, aside from Loki’s tech, is that you can train 2 at the same time since Max Favor is 100 and it costs 50. Not to mention, it has the cheapest cost among the 3. While Cyclops has more base movement, Hel can give Mountain Giants a bonus movement of 2.

  • Cost: 163 Gold, 50 Favor
  • Attack: 119
  • Defense: 40
  • HP: 144
  • Movement: 11

 

*Medusa – Range by Hera. While having the same techs as Centaurs, they have weaker stats. What makes them different is having a range of 4. They can snipe enemies from far away. Especially having them on forests, with an extra tile to reach enemies while hidden. They would also have a range of 5 on hills.

  • Cost: 120 Gold, 40 Favor
  • Range: 4
  • Attack: 55
  • Defense: 30
  • HP: 80
  • Movement: 13

 

*Minotaur – Heavy Infantry by Ares. Despite only having 10 base DEF, they have a base damage of 80 and lots of HP, making them striker assassins. Yet, they still need lots of support, as they become a great disadvantage during enemy turn attacks. This makes Minotaurs the least effective Heavy Infantry while in A Tier.

  • Cost: 120 Gold, 45 Favor
  • Attack: 80
  • Defense: 10
  • HP: 115
  • Movement: 13

 

*Mummy – Heavy Infantry by Osiris. Unlike the Minotaur, it is more balanced with good survivability. Not only its more cheaper than Minotaurs, but Osiris also has a bonus that reduces Myth Unit gold cost by -10%.

Researching Blade of Anubis gives +10% Attack to Heavy Infantry, and Anubis himself gives a +5% DEF bonus to units if chosen.

  • Cost: 110 Gold, 35 Favor
  • Attack: 70
  • Defense: 35
  • HP: 100
  • Movement: 13

 

*Valkyrie – Cavalry by Freyja. Valkyries are good for scouting, can fight well in combat, move fast, and have the ability to heal others. They’re basically battle medics who are cheaper and way better than priests since they don’t cost food. And you can already train them starting Age II by worshipping Freyja from Odin.

Accompany them with units good against Light Infantry and train tanky units to heal while pushing forward.

  • Cost: 140 Gold, 45 Favor
  • Attack: 45
  • Defense: 40
  • HP: 60
  • Movement: 15

 

*Petsuchos – Range by Sobek. Despite having low survivability and decent damage, what makes these laser crocodiles special is having a range of 4. Sniping further enemies and moving faster. While Centaurs have greater stats, having a range of 4 is a different story.

And not only is Sobek available in Isis, but Hathor is also there too. And Hathor has Blessing of Air, which increases all Range Units' range by +1. Meaning, Petsuchos has the potential to get a range of 5. Additionally, Blessing of the Stars gives +5% DEF to all Range Units to compensate for Petsuchos’ mediocre survivability.

Finally, Petsuchos are pretty cheap, and you can have dozens of them mid-game, dozens of laser crocodiles with the potential to have a range of 5! And of course, putting them on hills will grant them a range of 6! If you have that relic that gives +2 range to all Range Units, enjoy +8 Range. Imagine Sobek being available from Set; you can potentially reach +9 Range with his God Power, WHICH WOULD MAKE THEM INSANE BALLISTIC MISSILES!

  • Cost: 100 Gold, 35 Favor
  • Range: 4
  • Attack: 50
  • Defense: 25
  • HP: 60
  • Movement: 15

 

*Nemean Lion – Cavalry by Aphrodite. This lion offers pretty good damage even though it lacks tech. What makes it special is how tanky it is while moving fast. From my experience, they’re kinda like the lesser version of Battle Boars. Unfortunately, it costs 60 Favor, but I’d say it’s fair since it's so tanky for a myth cavalry.

  • Cost: 150 Gold, 60 Favor
  • Attack: 65
  • Defense: 50
  • HP: 120
  • Movement: 15

 

*Sphinx – Heavy Infantry by Bast. While it has one of the best raw damage values among its type and has fast movement, it’s still pretty much like Mummies but with better stats. Though they cost more resources. I also want to add Bast's God Power at the end since it has high significance.

  • Cost: 150 Gold, 40 Favor
  • Attack: 90
  • Defense: 35
  • HP: 90
  • Movement: 15

 

*Avenger – Light Infantry by Horus. The best Light Infantry Myth Unit with great stats, unlike most of the others. Trained at a medium to high cost. Applicable to Blade of Anubis +10% attack and Anubis’ +5% DEF bonus and Osiris 10% gold discount bonus. They have a better chance at one-shotting or severely damaging heavy cavalry and at surviving disadvantages better.

  • Cost: 150 Gold, 40 Favor
  • Attack: 85
  • Defense: 35
  • HP: 120
  • Movement: 13

 

*Frost Giants – Heavy Infantry by Skadi. While Minotaurs are striker assassins and Mummies are balanced, Frost Giants are also balanced, except they can have an absurd amount of HP. Not to mention the crazy techs from Loki and Hel. They can last way longer in the fight. Having hordes of them with healing support would be a nightmare, trained at an expensive cost, yet you can still train 2 at the same time.

  • Cost: 145 Gold, 50 Favor
  • Attack: 66
  • Defense: 30
  • HP: 112
  • Movement: 13

 

*Einherjar – Heavy Infantry by Heimdall. Much like the Frost Giants, except they have less HP but more damage and defense, and are cheaper to train. MAKING THEM EVEN CRAZIER THAN FROST GIANTS!

It doesn’t stop there. Heimdall also has Gate of Bifrost tech, which reduces Myth Unit favor cost by -10%. And Heimdall is available in all 3 Norse Gods!

  • Cost: 110 Gold, 30 Favor
  • Attack: 70
  • Defense: 45
  • HP: 100
  • Movement: 13

 

*Nidhogg – Airborne Heavy Infantry summoned by Hel’s God Power. This dragon has the highest damage and HP that you can get in the game. Nidhogg can destroy almost anything, even moderately armored units during enemy turns. If that isn’t enough, Loki and Hel’s techs will make it even stronger.

For the sake of balance, it only has a defense of 20% and can still be a disadvantage against heavy cavalry, heroes, and possibly other unit types during enemy turns. Nidhogg cannot be healed by healers, so it can only be healed on friendly buildings, including temples.

Since it’s a God Power just like Walking Woods, Nidhogg can only be summoned once. To keep it alive and useful, you resort to Hit-and-Run tactics while it is accompanied by armies and defensive support. If a settlement is present in the main battle, you can build a new TC to give Nidhogg a closer recovery station.

  • Cost: ===
  • Attack: 115
  • Defense: 20
  • HP: 180
  • Movement: 5 (Air)

 

*Chimera – Cavalry by Athena. Probably the best Greek Myth Unit you can train in the game. Unlike Nemean Lions with good damage and high defense, Chimeras are like the crack versions of them. They offer larger damage values while maintaining great survivability with similar movement. Adding Hera’s Monstrous Rage +10% attack and are cheaper than Nemean Lions.

Having hordes of these monsters with healing and range support makes them seemingly unstoppable. Heck, even anti-cavalry units struggle with this thing. Only Light Infantry Heroes, Cavalry Heroes, Avengers, or an army of ranged units in safe spots can pierce through its ridiculous durability without losing a lot of HP in the process.

  • Cost: 145 Gold, 55 Favor
  • Attack: 85
  • Defense: 35
  • HP: 140
  • Movement: 15

 

*Fire Giants – Range Unit by Hel. The greatest Range Unit in the game. So great that Range Heroes can’t even compete. These flaming giant skeletons can get an insane amount of sniping damage, especially with Loki and Hel’s techs. They can even move fast and have a range of 4.

While defense is not much, their HP is already freaking 100+ high the moment you can train them in Age II. So even if they are exposed in the open, they can endure a lot of melee attacks and can be terrifying for enemy Range Units attacking them unless hidden in forests.

You can not train any front liners and still easily win games by having a massive swarm of Fire Giants alone in fewer turns. Though they could still use those tanks and healing supports. All this power at a high cost.

  • Cost: 163 Gold, 49 Favor
  • Range: 4
  • Attack: 53
  • Defense: 20
  • HP: 105
  • Movement: 15

 

*Battle Boars – Cavalry Unit by Forseti. The most armored unit in the game. While damage is decent, Battle Boars’ specialty is becoming incredibly tanky. Starting at 65% base DEF. +5% DEF from Thurisaz Rune (Main Upgrade). And another 5% DEF from Baldr’s bonus if you picked him. Giving a total of 75% DEF. Putting them in a forest will jump to 95% DEF, mimicking Siegfried’s ability until the Battle Boar leaves the forest.

These boars are so durable, they can withstand almost anything. The only ones who can pierce through its armor are Light Infantry and Cavalry Heroes. It’s also possible for some strong units and light infantry if the Battle Boar stands on roads that reduce DEF by -10% while also not having the upgrades yet AND during enemy turns.

The reason why they are the highest in the list is that when you pair them with priests and Forseti’s healing fountain, plus a heavy human army and Trolls, their might seemingly becomes unstoppable.

And even though they don’t have Loki and Hel’s tech, Thor’s bonus effect grants human units to regenerate +10% HP of their Max HP at the start of the player’s turn. Battle Boars can buy time for injured strikers like Huskarls and Jarls to recover with defensive support.

And with Thor’s Dwarven Mine, the needed gold can be acquired faster to train more of them + a building you can place almost anywhere visible that can also act as a healing station on the battlefield.

  • Cost: 140 Gold, 40 Favor
  • Attack: 48
  • Defense: 65
  • HP: 52
  • Movement: 13

 

Loki’s Minor Gods and Upgrades:

·         Hel – Fire Giants

·         Skadi – Frost Giants

·         Njord – Mountain Giants

·         Tyr – Fenrir Wolves

·         Heimdall – Einherjar

(Bonus) – Myth Units -10% Favor.

Father of Beasts – Myth Units -10% Gold Cost.

Eyes of the Forest – All units have an extra vision tile in forests. It helps Fire Giants the most.

Trickster’s Touch – Myth Units +10 Attack.

 

Hel’s Upgrades:

(Bonus) – Myth Units +2 Movement.

Granite Blood – Myth Units + 15% HP.

Rampage – Myth Units + 15% Attack.

 

Heimdall Upgrades:

Gate of Bifrost – Myth Units -10% Favor.

 

Norse faction heavily focuses on Advancing and Myths, especially when worshipping Loki. That’s why a lot of them are up there. Most of the other units in this list still do great performance in certain situations. Like, even when the Minotaur is weak against enemy turn attacks, the Minotaur is like an Ultra Shade that does so much damage during player turns.

The same cannot be said for Anubites cause Avengers stole the aura farming. Still, it’s not bad to pick Anubis since he has Blade of Anubis +10% Attack and Swarm of Locusts that eradicates all farmlands + 0 Enemy Food Income for 2 turns.

Bast' God Power:

Her Eclipse makes your Egyptian Myth Units stronger for 4 turns. It also makes the whole map dark-looking, which is pretty cool. But the strangest gimmick is what happens after the Eclipse. For some reason, all the Myth Units you have already trained on the map during the Eclipse not only keep their damage after, but it also INCREASES! This happened when I was at Age 4; my Scarab's damage was like 120+ originally. Eclipse made it 160+. And after the Eclipse, the damage became 200+! But keep in mind this gimmick only affects the Myth Units you already have on the map, not the next ones you will train after Eclipse.

And to add it all up, Bast can be chosen from all 3 Egyptian Major Gods. So you can have Eclipse no matter which you pick among them.

Zeus Bonus:

Increases favor capacity to 120, allowing you to create more myths or research techs in the same turn, especially for Cyclops.

 

UNPLAYABLE UNITS:

I still wanted to add them to this list cause why not? Lamia Warrior is also playable on 1 Scenario.

*Nibelung Warrior – Basically Ulfsark as a Light Infantry Myth Unit.

  • Attack: 40
  • Defense: 20
  • HP: 60
  • Movement: 13

 

*Scorpion Man – Heavy Infantry. In the campaign, they were pretty cool enemies. GIVE THEM A MINOR GOD SO I CAN PLAY WITH THEM!

  • Attack: 60
  • Defense: 30
  • HP: 120
  • Movement: 13

 

*Lamia Warrior – Heavy Infantry. In the campaign, much like Scorpion Man, but traded his HP for damage and defense. LEMME TRAIN THEM TOO!

  • Attack: 70
  • Defense: 40
  • HP: 95
  • Movement: 13

 

I’m gonna go quick with the titans. Their damage type is just Myth that applies full damage against all Unit Types. All the titans take up a space of 2x2.

*Cerebus was a pretty great mini boss guarding the Underworld Gate; this was to prepare players against Typhoon.

  • Attack: 200 (Easy)/ 240 (Hard)
  • Defense: 40
  • HP: 562 (Easy)/ 674 (Hard)
  • Movement: None

 

*Typhoon was awesome too; especially if your units are far, he will rain down meteor flame showers.

  • Attack: 149 (Easy)/ 176 (Hard)
  • Defense: 20
  • HP: 1250 (Easy)/ 1500 (Hard)
  • Movement: None

 

*Fafnir was the peak of all of them. Fafnir can breathe out a flame thrower at your armies. He can move around by flying and, upon landing, does damage to nearby enemy units. And of course, he rains down meteor flame showers.

  • Attack: 85 (Easy)/ 102 (Hard)
  • Defense: 30
  • HP: 2000 (Easy)/ 2400 (Hard)
  • Movement: 257 (Uh... Basically Infinity)

I think I should do a God Powers and Human Units tier list too.

u/MsYawhawRiutzuki — 22 days ago