Dominions 5 best summons9/17/2023 Vine ogres: first good nature line holders, don't forget to make a vine crown first Also an S3 Mage that can't be magic fueled.Įther gate(death cross): fantastic spell for increasing magic diversity, most notably getting something higher then D1 with a D1 Mage Watchers(earth cross): great patrollers for when some asshat sends a harpy with a bane venom charm to your capital and your armies are busy elsewhere. You need plenty of little AD mages and access to earth magic to forge lightning rods(also don't forget to forge storms pools too) so only a few nations can make good use of this one Eagles are better but higher researchĬorpse man construction(death cross): great way to mass chaff for holding the line or breaching fortress walls. Gryphons & Great Eagles: very good flying units for building raiding forces or reinforcing fortress wall repair. Hidden under sand(death cross path): like hidden under snow but for earth Troll king's court: access to an E3 Mage with lots of hp and a bunch of strong regen troops Gargoyles(air cross): like statues but they fly but are a little less beefy Particularly useful against niefle Giants since hey are hard hitting and cold resistantĮnliven statues: late game line holders laugh if almost anything besides lightning damage Ogres: good early game line holders and fantastic unit to summon when under siege to keep walls up. Sea king's court: a bunch of beefy high strength regeneraters and a beefy w3 MageĬlaymen(earth cross): regenerating line holders immune to poison and mindless Hidden under snow(death cross): Magic diversity and a bunch of good really strong chaff. Streams from hades(death cross path): used by water nations to get a solid death magic caster Naiad(nature cross): summoned stay at home Mage summoned to increase your potential max nature/water for forging or rituals if you lack recruit able N3s or W3s. Naiad warriors(nature cross): solid soldiers mostly a fallback when you need UW capable units fast or want to dump water gems into soldiers without access to any more interesting cross paths Cold resistant so good against cold heavy enemies. Yetis(Air cross path): good ranged attackers with a solid chassis and cold aura. Basically has acid bolts as a default attack Manifest vitriol(fire cross path): slow summoning(one at a time), but very good. Great early game summons even if undisciplined.Ĭave cows/grubs(earth cross path, need cave): strong for sieges and against enemies with corridable armpitĬave crab(water cross & cave): high protection and good damage They are ethereal so great in siege battles and are much stronger in hot scales.įire ants(nature cross paths): hit hard, high protection, and stealthy to boot. Summer lions(nature cross path): great late game way to burn fire gems faster. Terra cotta army(earth cross path)- good line holders especially if you are using fire evocation to safeguard against friendly fire since fire resistant(also great choice vs abysians/fiends for same reason)įire snakes and drakes: both put the hurt on things so long as you can prevent them from being focused I'll assume you only mean general non nation specific summons since the question becomes much more complex and would require a long exhaustive post otherwise. It really depends on what you are looking to do. For cracking a castle Pack of Wolves, Animal Horde or Summon Great Eagles are good. If you want to defend a castle or patrol, Pack of Wolves or Call of the Winds are very efficient. Ioticus list is pretty solid for general combat use. Elemental Royalty are usually worth it as their very high paths can unlock useful Globals and battlefield spells like Fire Storm and Living Earth. I've used Storm Demons to great effect in several games. For this reason the "best" summon spells are often those that give the most reasonable return for the level they are at.īlood summons are very nice because of the ease of forcing more Slaves out of your lands compared to gems. However, a bird in the hand is worth two in the bush and all that - Legion of Wights isn't much good to you when an enemy attacks you at Conjuration 3. However, at Conjuration 9 you can get 20 Wights for 30 gems, or 1.5 gems each - a much more favourable return. For example, at Conjuration 3 you can get 4 Wights for 20 gems, which is a little expensive at 5 gems each but Wights are pretty powerful. Generally spells get more powerful as you go up research levels, therefore the "best" spells are the highest level ones.
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