Warrior's abilities - p. 2 M&M: Heroes VI Guide
Last update: 11 May 2016
Warcries
Name | Reputation | Level | Effects | Description | Remarks | |
Evasive Maneuvers | Tears | 2 | Active (battle) | All units get 15% less damage during every 2 first turn of battles. | First turns are rather calm - not useful. | |
Intimidation | Tears | 3 | Active (battle) | Core units can't attack elite and champion, elite units can't attack champion. Lasts during 3 first turns of a battle. | Completely useless. | |
Stand Your Ground | Tears | 1 | Active (battle) | Increases unit's defence about 39%. Lasts 3 turns. | Somehow useful - we'll lose less units. | |
Mass Stand Your Ground | Tears | 2 | Active (battle) | Increases all units defence about 18% and gives an additional counterattack. Requires Stand Your Ground. | Defence bonus is small but another counterattack can make a difference. | |
Taunt | Tears | 3 | Active (battle) | Pointed enemy units will attack chosen troop from our army, causing 45% of normal damage. Then loses a turn. | Very helpful to eliminate annoying units. | |
Rush! | Neutral | 1 | Active (battle) | +19 to unit's initiative, and 1,5 times its movement points. | It lasts only one turn, so it's medium useful. | |
Warlord's Command | Neutral | 2 | Active (battle) | Chosen unit which hasn't move yet, can do it now. Requires Rush!. | Completely useless. | |
Heroism | Blood | 1 | Active (battle) | Increases unit's luck and morale about 14 and attack about 17%. Lasts 3 turns. | One of the best warrior's ability - it makes a difference on a battlefield. | |
Mass Heroism | Blood | 2 | Active (battle) | Increases morale and luck of all friendly unit about 5, also attack about 10%. Lasts 3 turns, requires Heroism. | It affects greatly all our unites - definitely worthy. | |
Flawless attack | Blood | 1 | Active (battle) | Chosen unit cause maximum damages during 3 turns. | Nice for weak units. | |
Heroic charge | Blood | 3 | Active (battle) | Chosen unit gains +2 to movement and +12% bonus to caused damages for every square it moves before attack. | You can choose better, but it isn't bad. | |
Pressed attack | Blood | 2 | Active (battle) | Every time when chosen unit attacks an enemy, hero make an additional strike (not during counterattack). Lasts 2 turns. | Short persist time makes it rather weak ability. |
Warfare
Name | Reputation | Level | Effects | Description | Remarks | |
Counterstrike I | Blood | 1 | Passive | +10% to damages during counterstrikes | Definitely worthy. | |
Counterstrike II | Tears | 2 | Passive | All units can do two counterstrikes during first four turns of battle. Requires Counterstrike I. | Perfect complement with I and III | |
Counterstrike | Blood | 3 | Passive | In first two turns units make a counterstrike, before an enemy's attack. | Remember, that our units will counterstrike twice. Worthy. | |
Parry | Tears | 1 | Passive | If units can't counterstrike, they get 10% less damage. | 10% makes a difference. | |
Resilience | Tears | 3 | Passive | If unit gets three hits in a row, it obtains +3 bonus to defence and +3% to maximum hit points (lasts to the end of a battle). | Bonuses are too small, and it requires hero at 15 level. | |
Toughness I | Tears | 1 | Passive | Increases units health about 2% | As a value of HP is rounded up, it's rather worthy choice. | |
Toughness II | Tears | 2 | Passive | Increases units health about 2%. Requires Toughness I. | Like above | |
Toughness III | Tears | 3 | Passive | Increases units health about 2%. Requires Toughness II. | There are better abilities on 15th level. | |
Rampage | Blood | 3 | Passive | If any of hero's unit attacks three times in a row, it gets +5 to the attack to the end of battle. | As we'll mainly attack, it's useful. | |
Archery I | Blood | 1 | Passive | Shooting units cause 6% more damages. | Difference is rather non-noticable. | |
Archery II | Neutral | 2 | Passive | Shooting units damages are bigger about 3% with every attack. But if troop get melee damages an effect is zeroed. Requires Archery I. | Like above | |
Archery III | Blood | 3 | Passive | Shooting penalty -50% | Little of units get any penalties - rather not useful. | |
Giant Slayer | Blood | 2 | Passive | All damages caused to big creatures increase about 5% | Bonus is low, but it's worthy. | |
Cleave | Blood | 3 | Passive | First unit in hero's army which killed and enemy's troop get bonuses: additional action, +16 to morale +5 to initiative for three turns. | Having such upgraded unit is cool. |