Dark Elves - How to Play - Hero Academy
How to Play as Dark Elves
Dark Elves are my favourite team in Hero Academy because when you play them well you do brilliantly, and when you don't you fail miserably (this sort of high gain-high loss appeals to me!).
Key Tactics to Win as Dark Elves:
- Play the long game, don't rush for a win.
- Abusing Necromancer range and Phantom production.
- Exploiting the Wraith's abilities (Super Unit).
- Exploiting the Pull ability on the Impaler.
- Upgrade and use your Void Monk!
- Extra: Priestess damage reduction.
Casting Life Leech - Click to see other ScreenshotsClick thumbnail to view full-size
1. Play the Long Game with Dark Elves
- All teams must take a couple of turns to deploy what they can and position their units but it is Dark Elves in particular that must prepare the longest before launching any sort of offensive on his opponent.
- The natural game mechanic of Dark Elves implore them to be conservative: don't lose upgrade items or units at the start of the game because you're going to need a large collection of them later on.
- Because of the ability to gain +50 hp (health points) from using a healing potion and even more from Life Leech, the more turns that pass as Dark Elves the better their chances are.
- Having a fully upgraded Void Monk (shield, helmet, potion and life leech) will give it at least 1,000 health!
- This is a huge deal because that extra 200hp from its original 800 means being able to charge into your enemy more without dying. This in turn means that you can attack again and gain a lot of hp from life-leeching (team passive bonus). Rinse. Repeat!
- Extra Tip: you should also try to wait a while for a good opportunity to use your Life Leech. Try to use it on as many enemy units (you get a 3x3 area of effect so a maximum of 9) in order to maximise how much extra life your units will receive.
Screenshots from a Real Game (the poor opponent) - Three Phantoms!Click thumbnail to view full-size
- Necromancer's are like a much better version of The Tribe's Witches because instead of just exploding a body and causing a small amount of AoE, it creates a Phantom out of it!
- This Phantom then becomes an annoying pest for your opponent because he has to spend at least one action point to get rid of it.
- It can also be used to stand on Crystal Tiles which it can reach quite easily with a movement range of three tiles.
Defend Your Necromancers!
- Just like every other long range-high damage attackers (Archer's, Witches, Grenadiers...) the Necromancer needs a strong tank in front of it to soak up damage.
- With a tank defending it, you can place it in an otherwise dangerous location and create Phantoms where otherwise you could not!
- Upgraded Void Monks are the best option to tank your Necromancer simply because all the other choices don't have that much hp (until late game at least).
- As is usually the case with Dark Elves, the Necromancers power only really comes to light in the mid and late game stages where there is enough health to defend them.
- For example, a Wraith, Impaler and even Void Monk can easily be killed in two shots by many of the other team's units (Archer, other Impaler's, Annihilators, Shaolin combos)
- The Wraith is the epitome of Dark Elf play - it grows into something powerful with time. Never endanger your Wraith until it is fully developed! It starts with less damage (200) and hp than most units but through eating KO'd units it will grow into arguably the most powerful unit in the game
- Make sure to plan your game around getting fresh corpses for your hungry Wraith - it is even okay to sacrifice some of your units in order to get food for your growing Super Unit.
- Once it is fully grown, you can throw it into the enemy territory with the knowledge that almost nothing will be able to fully finish it off.
- Then, the next turn, you can start attacking anything you can and regain your health through leeching life! Easy!
- The Impaler is the only unit in the game with the ability to actually pull units closer.
- A common tactic is to pull a unit so it is within range of another unit.
- You can even pull a unit so that its corpse lands right next to your Wraith so that you don't waste an action point moving it - extremely clever stuff!
- With 5 action points, an Impaler can move three times and attack twice, meaning that it can pull a unit back as much as two squares in just one turn!
- Bear in mind though that you have to be very careful where you leave your impaler. With 950hp when it is fully upgraded, the Impaler is vulnerable notably from the Council's Archers and the Dwarves Annihilator.
- Both of these units are capable of dealing 450 damage per hit and can two shot an Impaler using a Supercharge (see thumbnail).
Upgraded Void Monks
- After the Wraith, the Void Monk is the best unit to put your shield and helmet on for extra resistance and health points.
- It is also a good choice for using your potions (as these add +50hp after use) and candidates for receiving Soul Harvest bonus hp.
- This is because although the end hp of a fully upgraded Void Monk is nothing spectacular, its ability to do area of effect (AoE) damage coupled with the Dark Elf ability of Life Leech (gaining life back for every bit of damage you do) makes it almost impossible to stomp.
- This means you can send it into you enemy's base, let it take huge amounts of damage, and then regain all of the HP it lost through dealing large AoE damage to multiple units!
- It should also be noted that the Void Monk has an impressive 20% resistance to both physical and magical attacks - the most base defense of all units in the game. If you like, you can consider this as having 20% more hp than it seems.
- With the helmet, then, a Void Monk will have a very formidable 40% resistance to magical attacks (perfect for soaking up huge damage from Annihilators and Shaolin Combos).
Extra Tip: Priestess Damage Reduction
- A little used ability is that of the damage-reduce that the Dark Elf Priestess has.
- After attacking a unit with a Priestess, that unit's next attack will only do 50% of what it normally would.
- This may seem like a minor ability but in close games it can be the deciding factor!
- In essence you can add the -50% attack to the 200 base damage that the priestess does. For example, if she attacks an Annihilator (which deals 300 base damage) she effectively robs it off 150 damage in the future.
- Looking at the net effect then, the Priestess deals 350 damage to the field - not 350 damage but influences an effect of 350 on the field.
- This fact can be used to gain a small edge on an opponent, and as is the case with a small advantage - it could be the deciding factor in your game!