Castle | Units Heroes III HD Edition Guide
Last update: 11 May 2016
Pikeman / Halberdier
Attack: 4 Defense: 5 Ammo: - Damage: 1-3 Health: 10 Speed: 4 Cost: 60 Growth: 14 | Attack: 6 Defense: 5 Ammo: - Damage: 2-3 Health: 10 Speed: 5 Cost: 75 Growth: 14 |
Pikeman is the most durable 1-st level unit in the game - they have exceptionally high health, and their defense makes them perfectly fit to defend other units, especially shooters from the Castle. The only drawback of this unit is their spread between minimum and maximum damage, meaning that their damage dealt can fluctuate wildly, decreasing their overall effectiveness in combat, as well as their somehow low speed - this matter can be dealt with, however, by usage of spells such as Bless (to get rid of their spread in damage) or Haste.
The upgraded Halberdier eliminates all the drawbacks of the basic unit - lower difference between minimum and maximum damages, additional points to attack attribute, as well as increased speed. Unfortunately, those benefits come with an increase in recruitment costs, nonetheless it's one of the best upgrades for a unit of 1-st level.
There's also somehow hidden ability of Pikemen, as well as Halberdiers, which is the invulnerability to the Cavalier / Champion ability called "Jousting Bonus" (More on this can be found below), which certainly adds some value to those units, especially when you are dealing with other players using Castle army.
Archer / Marksman
Attack: 6 Defense: 3 Ammo: 12 Damage: 2-3 Health: 10 Speed: 4 Cost: 100 Growth: 9 | Attack: 6 Defense: 3 Ammo: 24 Damage: 2-3 Health: 10 Speed: 6 Cost: 150 Growth: 9 |
The Archer is a rather average unit in comparison with other 2-nd level creatures. Their primary stats aren't much better than those of a Pikeman, but their defense, as a 2-nd level unit, is their main weakness - that is why those units need the assistance of other, especially melee ones from the Castle.
The upgrade to Marksman is without a doubt one of the best in the game! It does not increase their stats - besides a double in the amount of ammo and a useful speed boost - but they are given an insanely powerful ability, called Double Shot. As the name implies, it allows them to shoot twice in the same turn, each one dealing the same damage - it can be compared to having at least twice the amount of Archers. Their only drawback is a huge increase in recruitment cost, which is especially felt at the beginning of the game, but this investment is certainly worth your time.
Griffin / Royal Griffin
Attack: 8 Defense: 8 Ammo: - Damage: 3-6 Health: 25 Speed: 6 Cost: 200 Growth: 7 | Attack: 9 Defense: 9 Ammo: - Damage: 3-6 Health: 25 Speed: 9 Cost: 240 Growth: 7 |
Griffins are one of the best 3-rd level units in the game. That is not because of the stats, which, truth be told, are rather average, but it is due to their counterattack ability, allowing them to retaliate three times (a "normal" creature can retaliate only once during a single turn), which makes them ideal to fight between a group of enemy units. They also have the ability to flight, allowing them to easily pass terrain obstacles, as well as fly through castle walls.
Royal Griffins are given everything that they might have hoped for - increased attack, defense, a huge improvement to speed and an upgraded counterattack ability. Now they can retaliate unlimited amount of times! It's unbelievably powerful in defense, as well as offense - all you need to do is to send this unit behind enemy lines and watch as the enemy numbers dwindle with their each and every move.
Both Griffins, as well as Royal Griffins benefit greatly from the Bless spell - they have a rather large spread between their minimum and maximum damage, which in turn decreases their overall efficiency. With the above mentioned spell you will no longer have to worry about it. Remember to always (and as fast as possible) build the Griffin Bastion, to increase their weekly growth.
Swordsman / Crusader
Attack: 10 Defense: 12 Ammo: - Damage: 6-9 Health: 35 Speed: 5 Cost: 300 Growth: 4 | Attack: 12 Defense: 12 Ammo: - Damage: 7-10 Health: 35 Speed: 6 Cost: 400 Growth: 4 |
Swordsmen, contrary to the first thought, have higher defense than attack, making them ideal to protect more vulnerable targets, like Archers and/or Monks - that doesn't mean that they can't be used in an offensive manner. Although lower, their attack is still one of the highest of all 4-th level creatures, which is further enhanced by their large health pool and good damage. Their only drawback is speed - it can take up to 3 turns to get to the enemy lines.
Upgrade to the Crusader is an ideal one - those units receive a buff to their attack, damage and speed, and, most importantly, a Double Attack ability (the same which Marksmen receive upon their upgrade). This makes Crusaders the strongest (offensive-wise) 4-th level unit in the game, especially if the enemy is unable to counter their attack and they can deliver 2 full-damage hits, without losing their numbers.
Given their extreme effectiveness, they are often targeted by enemy Blind, Slow or other debuffing spells - it's worth to hold on to your Dispel (and not waste the turn on any other spell) spell to be able to counter that tactic. Crusaders, as well as Swordsmen, greatly benefit from both Haste and Bless spells - both of those increase their effectiveness substantially and should be used whenever you have an opportunity to do so.
Monk / Zealot
Attack: 12 Defense: 7 Ammo: 12 Damage: 10-12 Health: 30 Speed: 5 Cost: 400 Growth: 3 | Attack: 12 Defense: 10 Ammo: 24 Damage: 10-12 Health: 30 Speed: 7 Cost: 450 Growth: 3 |
Monks are, aside from their high ranged damage, a relatively weak type of unit - they have a high attack attribute, but their defense, as well as health pool make them extremely susceptible to damage, both ranged and melee ones.
Zealot upgrade fixes all of the original unit shortcomings - they receive a huge boost to their defense, as well as speed, and the "no melee penalty" ability, allowing them to effectively counter any enemy wanting to fight them in close quarters. All those buffs are given for only 50 additional gold per unit! Without a doubt it's one of the most important upgrades in the Castle and should be done as soon as possible.
Cavalier / Champion
Attack: 15 Defense: 15 Ammo: - Damage: 15-25 Health: 100 Speed: 7 Cost: 1000 Growth: 2 | Attack: 16 Defense: 16 Ammo: - Damage: 20-25 Health: 100 Speed: 9 Cost: 1200 Growth: 2 |
Cavaliers are strong, but at the same time relatively weak, especially as a 6-th level unit. They have a good amount of defense and attack, coupled with a large health pool, but their biggest flaw is their gigantic spread between minimum and maximum damage - that is precisely why you should always cast Bless on them, which should give them a tremendous offensive boost.
Upon upgrade, practically all of their stats are enhanced - increased attack and defense, lower damage spread, and a good speed boost. The upgrade, both the building itself as well as the increase in recruitment costs isn't a big one, which is why you should invest it as soon as possible - this unit will greatly benefit from it.
Cavaliers, as well as Champions, have an additional ability, called "Jousting Bonus", which can be simply called "charge". For each square the unit travels before they attack the enemy, they will deal 5% bonus damage. It means, that if the Champion attacks a unit which is 9 squares ( the speed of the Champion) away from it, it will deal 45% more damage! As you can see this ability offers a huge power spike, which should always be abused - you can further increase its effectiveness by using the Prayer or Haste spells, which both increase the range a Cavalier / Champion can travel before attacking.
Angel / Archangel
Attack: 20 Defense: 20 Ammo: - Damage: 50 Health: 200 Speed: 12 Cost: 3000 + 1 gem Growth: 1 | Attack: 30 Defense: 30 Ammo: - Damage: 50 Health: 250 Speed: 18 Cost: 5000 + 3 gems Growth: 1 |
Angels are decisively the strongest 7-th level unit in the game. They have large amount of both attack and defense, a good health pool, and huge, fixed damage. Additionally, they have the ability to fly and one of the highest speeds in the game - there is only a small number of units which can move before them. Unfortunately, all of those awesome stats come with large recruitment costs.
Additionally, Angels give all your units (including themselves) +1 to morale, and thanks to their "Hate Devils" trait, they deal 150% damage to Devils and Archdevils.
Archangels are even more powerful - they are given a huge boost to their attack and defense attributes, a bigger health pool and a tremendous speed increase, thanks to which they are almost certain to be the first to move. All of the above mentioned makes this unit the best 7-th level creature in the game - if only they had any magic resistance or immunity, because they are often targeted by enemy Blind spell.
Archangels have the same additional abilities that their basic "form" have, except for one - the ability to resurrect (once during a single fight) any fallen group of units. The value of the Resurrect ability is 150 health points for each Archangel. The "one-time only" limit can be easily bypassed - all you have to do is to use the Clone spell on your Archangels, and the created copy can use the Resurrect ability, even if the original unit already did that. The whole process can be repeated an unlimited number of times - at least for as long as the player has a sufficient amount of mana.