Post by Mizuki on Aug 11, 2011 18:40:25 GMT 8
NOTE: The contents of this thread is from the following link:
forums.zynga.com/showthread.php?t=1013698
Credit goes to the original author, Chanco.
Decaying Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Death Aura, Trample
Attack: 2
Health: 8
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
Flaming Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Flaming, Trample
Attack: 2
Health: 8
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
* temporary pic-my uploaded pic got bugged
Frozen Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Ice Armor, Trample
Attack: 2
Health: 6
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
The behemoths are three reasons why people keep on replaying premium campaigns. They all possess massive health points coupled with anti-archer ability, and appreciably decent ready time. These are tanks that have few to no ways of being brought down in one turn, unless they cross paths with a Norag Hunter.
There’s no question about their impact in the game: if you play demons, and you happen to have one, you USE it. For me, the main source of the behemoths’ appeal can be attributed to 3 factors: 1) 8 ready time for a 2/8 body (or 2/6 but with ice armor; 2) beast type units cannot be double damaged; and 3) they are the only trampling demons available.
Now to the question: which behemoth is the best? We will have a cross-comparison to have a clear and concise answer.
Flaming Behemoth vs. Decaying Behemoth
- Flaming is such an annoying ability that it continues to linger until the unit dies. It is a way to counter flying units, and a way to accelerate an opposing unit’s death. Death Aura is a sound ability, as it can save you from attacks that might kill your units or hit your morale. The problem with Death Aura is that although it impedes the physical attack of the enemy unit, special abilities still activate. Another issue with Death Aura is that the effect has 50% chance of failing. That means on the average, the enemy only loses an attack every other turn, unlike flaming that will always activate at the end of a unit’s action.
Decaying Behemoth vs. Frozen Behemoth
- Ice Armor and Death Aura are both defensive abilities that somewhat have the same objective, which is to increase survivability. I have discussed previously the unreliability of Death Aura, and as I have mentioned earlier, inconsistency is a big con. Ice Armor on the other hand works turn after turn, until it dies. Its main weakness is against indirect damage such as blast, ice bolt, retaliate, etc. But if you look at it keenly, all three behemoths are susceptible to indirect damage. Ice Armor is such an annoying ability that 2 health points were cut from Frozen Behemoth.
Flaming Behemoth vs. Frozen Behemoth
- Offense versus defense. In a game where field advantage an important aspect of the game, we know for a fact that units with Ice Armor are tougher to kill, especially when it is backed up by healing units, or when an SoA is attached to it. In a meta full of Silvintri Longbows, Frozen Behemoth can hold itself longer in battles. A unit with SL needs to have 6 good shots on Frozen to kill it, while it will only take 2-3 shots to take down a Flaming/Decaying Behemoth.
In conclusion, we can say that Frozen > Flaming > Decaying Behemoth. So does this mean that you have to pitch out the other 2 behemoths as trade baits? Do not trade them off (unless you really need something else more important than them). The demon faction has a shortage of good ground units that have big health points. Aside from that, they are extremely fast for the attributes they possess.
Just in case you are appalled with your Behemoths, you can give them to me (just kidding!). If you have one, keep it, play it, and win games with it.
Ratings:
Decaying Behemoth
Speed:
8 be careful, it might run you down
Utility: 6
it may not be the best ability out there, but it still is a nice ability
Versatility: 8 it can be used in 1/2/3/4s battles…it’s that good
Flaming Behemoth
Speed: 8
fast burner? Yes please
Utility: 7
flaming is also a good counter against Theo spam
Versatility: 9
flaming + speed is such a good combo and is playable in any number of squads
Frozen Behemoth
Speed: 8
when the time this hits the field, a CH or SoA will be there to support it
Utility: 9
wall plus trample? This one is hard to ignore
Versatility:
8 not the best pick in 1s battles, but if you are running a demon-elf 2s, 2 to 4 of these and a bunch of Corrupted Healers will be almost invincible, except against Cataclysm
forums.zynga.com/showthread.php?t=1013698
Credit goes to the original author, Chanco.
Decaying Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Death Aura, Trample
Attack: 2
Health: 8
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
Flaming Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Flaming, Trample
Attack: 2
Health: 8
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
* temporary pic-my uploaded pic got bugged
Frozen Behemoth
Stats
Faction: Demon
Type: Beast
Abilities: Ice Armor, Trample
Attack: 2
Health: 6
Ready Time: 10 (T4) / 8 (T7)
Set: Goody Bag
The behemoths are three reasons why people keep on replaying premium campaigns. They all possess massive health points coupled with anti-archer ability, and appreciably decent ready time. These are tanks that have few to no ways of being brought down in one turn, unless they cross paths with a Norag Hunter.
There’s no question about their impact in the game: if you play demons, and you happen to have one, you USE it. For me, the main source of the behemoths’ appeal can be attributed to 3 factors: 1) 8 ready time for a 2/8 body (or 2/6 but with ice armor; 2) beast type units cannot be double damaged; and 3) they are the only trampling demons available.
Now to the question: which behemoth is the best? We will have a cross-comparison to have a clear and concise answer.
Flaming Behemoth vs. Decaying Behemoth
- Flaming is such an annoying ability that it continues to linger until the unit dies. It is a way to counter flying units, and a way to accelerate an opposing unit’s death. Death Aura is a sound ability, as it can save you from attacks that might kill your units or hit your morale. The problem with Death Aura is that although it impedes the physical attack of the enemy unit, special abilities still activate. Another issue with Death Aura is that the effect has 50% chance of failing. That means on the average, the enemy only loses an attack every other turn, unlike flaming that will always activate at the end of a unit’s action.
Decaying Behemoth vs. Frozen Behemoth
- Ice Armor and Death Aura are both defensive abilities that somewhat have the same objective, which is to increase survivability. I have discussed previously the unreliability of Death Aura, and as I have mentioned earlier, inconsistency is a big con. Ice Armor on the other hand works turn after turn, until it dies. Its main weakness is against indirect damage such as blast, ice bolt, retaliate, etc. But if you look at it keenly, all three behemoths are susceptible to indirect damage. Ice Armor is such an annoying ability that 2 health points were cut from Frozen Behemoth.
Flaming Behemoth vs. Frozen Behemoth
- Offense versus defense. In a game where field advantage an important aspect of the game, we know for a fact that units with Ice Armor are tougher to kill, especially when it is backed up by healing units, or when an SoA is attached to it. In a meta full of Silvintri Longbows, Frozen Behemoth can hold itself longer in battles. A unit with SL needs to have 6 good shots on Frozen to kill it, while it will only take 2-3 shots to take down a Flaming/Decaying Behemoth.
In conclusion, we can say that Frozen > Flaming > Decaying Behemoth. So does this mean that you have to pitch out the other 2 behemoths as trade baits? Do not trade them off (unless you really need something else more important than them). The demon faction has a shortage of good ground units that have big health points. Aside from that, they are extremely fast for the attributes they possess.
Just in case you are appalled with your Behemoths, you can give them to me (just kidding!). If you have one, keep it, play it, and win games with it.
Ratings:
Decaying Behemoth
Speed:
8 be careful, it might run you down
Utility: 6
it may not be the best ability out there, but it still is a nice ability
Versatility: 8 it can be used in 1/2/3/4s battles…it’s that good
Flaming Behemoth
Speed: 8
fast burner? Yes please
Utility: 7
flaming is also a good counter against Theo spam
Versatility: 9
flaming + speed is such a good combo and is playable in any number of squads
Frozen Behemoth
Speed: 8
when the time this hits the field, a CH or SoA will be there to support it
Utility: 9
wall plus trample? This one is hard to ignore
Versatility:
8 not the best pick in 1s battles, but if you are running a demon-elf 2s, 2 to 4 of these and a bunch of Corrupted Healers will be almost invincible, except against Cataclysm