The Tribe - How to Play - Hero Academy
Recap of Units
Firstly, here's a quick recap of the units The Tribe has and their functions.
Warrior - Melee - KO's a unit with less than 50% health (25% for crystals).
Witch - Spellcaster (range 3) - explodes corpses from afar dealing AoE damage.
Shaman - Healer (range 2) - uses a heal spell that bounces to up to two other units (giving it a range of 6) but healing less each time the spell bounces.
Axe Thrower - Ranged Attacker (range 2) - deals 200 extra damage to units with more than 50% health (400 standard).
Chieftan (Super Unit) - Melee Tank - high health (1000) with a charge attack displacing him 3 tiles horizontally (not vertically) and an AoE attack that hits surrounding units. His attack pulls surrounding units towards him.
Racial Passive - BloodRage - when an enemy stomps (destroys) one of your knocked out units, the next attack by any one of your playable units will do 50% extra damage (so a base attack of 200 will do 300).
For full stats and pictures see: http://wyattcheng.blogspot.com/2012/04/detailed-stats-on-tribe.html
The Mechanics & Tactics of 'The Tribe' in Hero Academy
The Tribe has arguably the most different mechanics of all the teams (except maybe Team Fortress) but luckily they are fairly simple. For best results you should use the following four tactics:
- Abuse Chieftan mechanics
- Abuse Shaman's bouncing heal range
- Abuse Witch Range + Rune Metal (sword)
- Pair Axe Thrower with Warrior abilities
1. The Tribe Super Unit - Chieftan - Mechanics
- The Tribe is unique in the fact that you get 2x your Super Unit (Chieftan) instead of just one.
- This means that you actually get 14 units instead of 13 like the other teams.
- As a result of this, you should freely swap your Super Unit for any of the other Super Units in the game if you get the chance.
- Failing that, you can sacrifice one Chieftan to kill 2+ enemies - you can do this quite easily thanks to his AoE damage and ability to launch himself across the field into enemy territory.
- Launching the Chieftan so that he lands on an extra damage tile is also a nice move.
- Putting your enemy behind 2 units (13 of yours to only 11 of his) or leaving him with no Super Unit will mean that the further the game progresses, the better your chances will be. Try to take your opponent into the late game by not doing risky moves (aim for a 1:1 trade with his units).
- Tip: Since you get 3 Typhoons you can always use a Typhoon to bring the enemies to your Chieftan. Pushing half of the enemy's army forward and the other half backwards will give you a momentum advantage too (it'll take your opponent forever to bring his units back in good placement.
Screenshots from a match I played versus CouncilClick thumbnail to view full-size
2. Abuse Shaman Bouncing Heal
The Healer is probably the most important unit for The Tribe and so it's important that you try not to lose them for less valuable units (like a Knight or Warrior) and pay attention to their positioning.
- The Healer has a range of 6 so you can position your Healers at the back of your army and reach right up to the front of it to revive fallen units.
- Alternatively, place it on the extra damage tile as this increases the amount your healer can heal to a maximum of 600 on the initial heal (before bouncing) and then 50% extra on each bounce.
- You can use a well positioned healer in order to gain momentum (using more stuff than your challenger) on your opponent.
- Click through the thumbnails on the right to see an example!
Screenshots from another match against CouncilClick thumbnail to view full-size
2. Double Shaman to Nullify Splash Damage
As well as the long range of the Shaman's heal bounce you can also abuse the power of the fact it heals 3 units per action point.
- After splash damage is done e.g. from Council's Inferno, Dwarves' Drill or Dark Elve's Inferno you can use two well placed Shamans to completely heal yourself as if it never happened.
- The importance of having two Shamans on the field is that A) Shamans can't heal themselves so if they take damage they need another to heal them and B) You can maximise the amount healed by healing different units first each time so that the second and third unit healed gets more health healed.
- Click through the thumbnails on the right to see 2x Shaman heal in action!
3. Using Witch's Explode Ability + Rune Metal
- Rune Metal (the sword that gives 50% extra damage) give the Shaman a total of 300 damage - enough to KO most units in three shots.
- This leaves 2 action points - 1 to run to a unit and get in range to fire at it, and another to explode the KO'd corpse and take it out of the game.
- This clever mechanic means that you can get away with disposing of enemy units without losing anything of your own.
- Tip #1: as always, standing on the damage square is a good idea since this will bring the damage of the Witch to a whopping 450 (killing most units in two shots).
- Tip #2: giving the Witch some Haunched Meat will raise its attack so that it can kill most things in one or two shots. This is particularly useful if the Witch is already damaged (as Meat heals) or when it means it will one-shot an enemy unit.
- Tip #3: the Witch only has 800 health and so it is too vulnerable to leave in the open. Try to always keep it behind another unit - preferably a Warrior who has 20% resistance against melee attacks or a Chieftain (who has 1000 HP).
3.5 Witch + Rune Metal + Typhoon
- The Witch-Rune Metal-Typhoon mix is a very strong setup to have as Tribe because of the Witch's ability to destroy corpses.
- This is because you can effectively hit 5 spaces away without moving from a safe location -keeping in the protection of a Warrior of Chieftain, for example, so you don't lose the Witch next turn.
- You can destroy anything with 900hp or lower in this way and actually make use of Tornado's (many players find they are pretty useless).
- Look through the thumbnails below for the visual representation.
4. Axe Thrower and Warrior Pairing - Tribe Tactics
- Pair the Axe Thrower's ability to first deal +200 damage (potentially 500 damage with Rune Metal) against an enemy and then the Warrior's ability to KO any unit with less than 50% HP in order to maximise damage output.
- With this tactic, you can kill many opponents in just 3 hits = 1 to fire with the Axe Thrower, 1 to KO with the warrior and 1 to Stomp.
- Of course, this is only in a perfect situation where there is a unit right in front of your Warrior and your Axe Thrower is conveniently placed behind him.
- In actual games, you will most likely be using the Axe Thrower to deal serious damage one turn, and then run in with a Warrior to finish it at a later turn.
- This tactic punishes any opponent who does not fully heal all of his units back to health every time they take damage (which is just impossible most of the time).
So there you have it, four essential tips that should bring you great success in Hero Academy when you play as the Tribe. The Tribe is actually my second favourite to play right after Dark Elves and I think it's the easiest to have a lot of fun with!
Of course, there are many other things to talk about such as which units should you sacrifice for your opponent's (like always trading your Warrior for literally anything else) or the specificities and gameplay of the other maps (some maps you should literally just try and kill the Crystals) and those things I will cover in later hubs!
Any reader is welcome to follow me on HubPages for more gaming analysis and also to post your ideas and suggestions at the bottom of the page!
Lastly and as always,
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