Goblin / Goblin Hunter
Unit |
Statistics |
Attributes |
Cost |
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Goblin
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Crippling Traps: creature sets a trap of one square size. If enemy stamps on it, he'll receive 2 damages (for every goblin in a troop) and four movement point to the end of a turn. Demonic Lineage: offensive light spells cause additional 10% damages, it has 10% resistance to the fire magic. Healing light spells can heal this unit (if your hero casts the spell) or hurt (if enemy casts the spell). Living creature: this unit can be healed and resurrected, insensible on necromancy effects. |
80 gold |
Unit |
Statistics |
Attributes |
Cost |
![]()
Goblin Hunter
|
![]() |
Crippling Traps: creature sets a trap of one square size. If enemy stamps on it, he'll receive 2 damages (for every goblin in a troop) and four movement point to the end of a turn. Demonic Lineage: offensive light spells cause additional 10% damages, it has 10% resistance to the fire magic. Healing light spells can heal this unit (if your hero casts the spell) or hurt (if enemy casts the spell). Living creature: this unit can be healed and resurrected, insensible on necromancy effects. Sneaky Strike: Goblin Hunter cause 1,5 times more damages to immobilized targets. |
115 gold |
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Goblins are one of the weakest units in the game. They have a little of HP, low armor and embarrassing attack. Their strength is quantity, not quality: only in huge hordes they determine a danger. Their big advantage is ability of setting traps, thanks which they can stop enemy's charge. Although traps cause small damages, you can't underestimate them if they are set well. |
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