Defense | Skills Heroes VII Guide
Last update: 11 May 2016
Only a small part of Might heroes can invest in Defense. However, it doesn't make this tree very good. People who prefer simple, direct battles without the use of many spells and special attacks should be interested in these abilities.
On first level, in addition to the mandatory Novice Defense, you should choose between Defensive Stance and Vitality. The decision should depend on how many melee units you will be using on the battlefield. If there will be more of them than ranged units, then you should select the Defensive Stance and use it actively. On the next, expert level, you should, in addition to the Expert Defense, select the Preemptive Strike which will work greatly together with Defensive Stance. If you don't have many spare skill points, you don't need to continue developing this tree further, unless you intend to focus on defense during the whole game and adjust your whole tactic and other skills to such fighting style.
Novice
Name | Description | |
Novice Defense | Increases hero Defense by 2. | |
Defensive Stance | If an allied creature haven't attacked or used any active skill, it receives +6 to Defense from the start of the next turn. | |
Town Protector | Governor: The number of basic creatures of the local guard in this city is increased to 60, and in case of elite creatures is increased by 20. | |
Vitality | +3 Health of all allied creatures. |
Expert
Name | Description | |
Expert Defense | Increases hero Defense by 2. | |
Preemptive Strike | Allied creature which used defend action will be performing a preemptive retaliation until the next turn starts. | |
Evasion | Allied units receive +6 to Defense from ranged attacks. |
Master
Name | Description | |
Master Defense | Increases hero Defense by 2. | |
Alertness | Enemy creatures' flanking and full flanking bonus is reduced by 25%. |
Grandmaster
Name | Description | |
Perfect Defense | Whenever allied creature is attacked, its Defense is increased to the level equal to enemy Attack. |