Paladins - fighting clerics

The power of paladins - Holy vision - Healing - Exorcism - Orcish countermeasures - Other countermeasures

The power of paladins

Before the castle stage, knights are as strong as ogre mages without their spells. But then, the fat boys will rule the board for a while, and the paladins' spells just can't compensate the brute force of bloodlust. You'll need mages to beat ogre mages. However, paladins are necessary to protect mages physically and with their spells.

The paladin's spells:

Spell Gold Time to research Mana usage Duration Range Shortcut
Holy Vision 1000 * 250 * 70 1s (or less) whole map V
Healing 1000 200 6+ - 6 H
Exorcism 2000 200 4+ - 10 E

Holy vision Holy vision icon

This looks like the perfect scout spell. When you cast it, the target area and its surroundings are instantly revealed to you, no fog of war will cover it. However, the spell lasts only for an instant; afterwards, the fog of war will again cover the board. It is very hard to check the amount of gold in mines with that spell, but it's possible on low speed. You can easily check whether an expansion has been built at the target area or not and you can roughly estimate the amount of troops there. But alas, your opponent will hear and see the spell (a blue sparkling light) if his cursor is within the target area.

Holy vision is useful to check mines, islands and unexplored regions. It lets you see where you should send your flyers and improves your scouting a lot. However, if you want to guard a spot permanently, you should use flying machines. And keep in mind that your opponent will very likely know that his town has been discovered!

Healing Healing icon

Healing restores one life point per 6 mana uses. A paladin with full mana can heal up to 42 hit points. Thus you can heal a sapper with one paladin. Mages and rangers can usually also be healed with one paladin, but gryphons will need up to three paladins with full mana to be healed. Non-organic units such as ballistas and ships can't be healed. A paladin can't heal himself but can be healed by others.

You should not heal paladins unless you have may too much mana to spend. Paladins have the "cheapest" health points, i. e. they have most health for their cost. You had better use the mana for exorcism and holy vision then.

Don't heal in battle. The paladin will stop fighting to cast his spell, and very likely suffer more damage than the 42 healed hit points from a bloodlusted ogre. Of course, if you have to heal a mage who is casting a blizzard, the sacrifice of a paladin is well worth it. But even then, you should use a paladin that is not under attack to make sure he is still alive when the spell is being cast.

Heal your gryphons, sapper, mages, rangers! These units have few health point and cost relatively much. Gryphons are a waste of gold unless you can use them for "hit and run" attacks and heal them after the battle. Sappers will be able to get to the guard tower if you heal them once. The spell's range is equal to the range of the guard tower. You don't have to use heal against cannon tower since it will miss anyway. Mages and rangers are key units when you need them, so it is obvious that you should heal them.

Don't waste your time looking for a hurt guy. If you are under a dragon attack, choose the ranger that has just been injured for healing. You can't waste any mana with healing if the guy is at full health. So don't hesitate! After the battle, you can select the unit with the worst injuries quickly by clicking at its portrait within a selected group.

Healing vs bloodlust. This paragraph is for newbies. An ogre with bloodlust does three times the damage of a paladin, as you can see by appling the combat equation. So let's make an ogre mage with bloodlust fight against a paladin. Assume the paladin can heal himself without any delay (this is very much in favor of the paladin and simplifies the calculations). So after a paladin is theoretically dead (90 damage taken), he heals himself and is back to 42 health. The ogre does not care, he has still 60 health points left. The fight goes on, the paladin dies, and the ogre has still 60 - 42/3 = 46 hit points. So even with healing, on ogre mage kills two knights (unless both are attacking together and the unattacked knight heals his companion once). Healing has no chance against bloodlust if you use it this way.

Exorcism Exorcism icon

Dong! and the death knight has dissolved. Exorcism is a powerful against death knights (and skeletons - but who uses them?), and it's clearly the spell with the coolest sound effect :-)

Exorcism deals one point of damage to the targeted dk per 4 mana used. So you need 240 mana for 60 damage. If the death knight is killed, the spell randomly chooses another victim within a 5 x 5 target area. Unlike death coil, exorcism does not use up mana if it misses. You can also exorcise allied units, another difference to death coil.

A paladin with full mana can kill a death knight - this is an obvious advantage of mages over dks. Because paladin mana is easily available and mages should not have to waste their mana with polymorphing death knights, you should research this spell before healing if your opponent has death knights.

I'd rather not use polymorph on death knights unless they are protected by unholy armor. Then the death knights are immune to exorcism. Exorcism is also a good spell to use for suicide raids - since a death knight costs more resources, you win if you kill a death knight with exorcism, even if the paladin is killed afterwards. So cast invisibility on a paladin, sneak into your enemy's town and try to kill two dks (one with exorcism, the other with a normal attack)!

Orcish countermeasures

Exorcism can be really annoying for orc player who wants to use death knights. Origninally, the game creators at Blizzard thought that death knights were stronger than mages! That's why exorcism had been invented. So you have to

Other countermeasures

These tactics apply to both races

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