Council - How to Play - Hero Academy
As Hero Academy itself describes Council, they are a balanced team with a focus on revival - this is so because their potions (unlike that of all the other teams) actually revive fallen units and not just heal them.
Whilst playing Council, you will find using the following 5 tips very fruitful:
- Put Runemetal (the sword) on Archers or Wizards
- Abuse the Archer's 450 damage.
- Abuse the Wizards chain lightning.
- Use Inferno's to stomp
- Ninja Tactics
1. Runemetal on Archers or Wizards
- The Knight is simply not useful enough to warrant a damage upgrade, and the healers already have a better heal than any other in the game.
- This leaves only three units on which the Rune Metal must be used. Which unit you focus on however depends on which team you are playing.
- Briefly speaking the Archer is the natural bet against teams that heal quickly - like Dark Elves and especially The Tribe.
- This is because the Wizard would do terribly against these teams since they can heal faster than he can output damage - particularly The Tribe since Shamans do essentially the same attack but in reverse (healing HP instead of dealing damage).
- The Wizard however works very well against teams that cannot heal en masse, so it is a good choice against Council and Team Fortress opponents.
- Whether to upgrade Archers or Wizards against Dwarves depends on how many Paladins your opponent has left - if he only has one on the field, then choose the Wizard since the healing output will never catch up with his damage output.
- If there are two or more, then the Paladins can make a defensive wall and heal ridiculously quickly (because Paladins heal themselves whilst healing other units).
2. Abuse the Archer's 450 Damage
- Other than the Dwarven Super Unit 'Annihilator', the Archer is the only unit in Hero Academy that can deal 450 damage at a range of 3!
- This means that it can two-shot most units in the game (even if they have a 10% resistance to armor and 800hp)
- As well as a good base damage, using a Supercharge scroll on an Archer will also make it so you can one-shot almost every unit in the game.
- The Archer should therefore be considered more valuable than your other units (except Ninja and your last two Healers), meaning you should put Knights and Wizards in front of them in order to make sure they don't die.
Archer Damage - Crazy High
3. Chain Lightning
- Another big part of playing Council is using the Wizard's chain lightning ability to its full effect.
- Whilst his base damage is a mere 200, with 3 units joining each other within a 1 square radius, it rises to a powerful 600 damage, even higher than the damage output of an Archer with Runemetal.
- Of course, this is not as effective as an Archer because you will not likely actually KO anything.
- That is why a good tactic is to either use the Wizard's attack twice (dealing 400 damage to 2-3 units for picking off in later turns) and running back,
- Or, as one might call it "fry the enemy down" by using two wizard hits and then 2xInfernos (see thumbnail below).
Pictures Taken From a Match I Played - Challenge me In-Game @ PhilanthropyClick thumbnail to view full-size
4. Infernos to Stomp
- Infernos are also excellent ways of stomping units.
- In the above thumbnail, had my Wizard already had Runemetal attached to him, he would have been able to knock out the two units with just one Inferno, and then used the second to stomp them out of the game.
- This technique is invaluable to Council because if you manage to knock out 3 or even more units, you can prevent all of them from being revived the next turn.
5. Ninja Tactics
Of course, the Council would be nothing without its all powerful Ninja (super unit)!
Tactic #1 - Pair the Ninja with a Knight. Move the Knight out far into the enemy's base and leave him there - make sure that the enemy will not be able to knock out your Knight during his next turn.
- You can then use your remaining action points to upgrade and deploy more units.
- The next turn, you can teleport your Ninja onto the place of your wandering Knight, move 3 squares - two shot almost any unit (dealing 600 damage per melee attack with Runemetal), and then teleport back onto the Knight's position.
- This allows you to have the Knight take the brunt of the damage whilst dealing high damage with your Ninja.
- You can also use this tactic with less useful units in your army - for example, if you have decided that upgrading Archer's will pay off better than Wizards, you can use your remaining Wizards as a place-holder for your Ninjas.
Tactic #2 - Use a Knight to push units into your Ninja.
- If possible, use a Knight to knock back enemy units into the melee range of your NInja,
- This is good not because it gives you action points, since your Ninja could have switched with the Knight anyway, but because it pushes your enemy further away from being healed without losing any momentum for moving your Knight.
- The Council team is probably the most reactive team of all, meaning that you have to watch out for what your opponent is doing and try to combat at it as best as you can.
- It doesn't have particularly offensive or explosive tactics like the other teams but has its appeal in being well rounded in every aspect.
- Remember to decide where to put your Runemetal: on your Archers or your Wizards, as this will dictate your chances for the rest of the game.
- Similar thinking must be applied to which units you're going to sacrifice whilst using your Ninja.
As always, thanks for your time and feedback
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