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Coyot's HOMM3 Guide

HOMM3 Guide - Troop Charts

Legend:
A: Attack
D: Defense
HP: Hit Points
Damage: Normal damage range of a unit
Avg: Average damage of a unit
Sp: Speed
$$: Cost without resources
AdjD: Damage caused against an enemy with Defense rating 10
L: Level of the creature (1 means 1stlevel creature, 41 means 4thlevel upgraded.) C: Castle number:
  1. Necropolis
  2. Stronghold
  3. Rampart
  4. Tower
  5. Fortress
  6. Castle
  7. Dungeon
  8. Inferno
  9. Conflux
Dm/g: AjdDam/$$*100 (Damage cost - i.e. how much damage can 100 gold worth of this army cause to enemies with Defense 10)


Gro: Growth rate with castle and growth increase structure present.
D/W: Damage dealt by one week worth' of this creature to an opponent with 10D. This is the field that tables are sorted by, so you can see the most damaging units at the bottom of each table.
This table compares damage potential of all armies. However, specials, speeds and ranged attacks cannot be reflected in these numbers.

Note:The columns in the .html source file are aligned all across the seven creature tables, so that you may save the source (File|Save As HTML) or save the rendered view (File|Save As Text) and then use any text editor that allows column blocks to be sorted (QuickEdit or other) or use a SpreadSheet such as Excel to import the data and perform your own calculations on them.
The best unit list after each table reflects those characteristics (and my opinions ;-)).
Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Gremlins 3 3 4 1__2 1.5 4 301.0 4 1.294.30 32 41
Master Gremlins 4 4 4 1__2 1.5 5 401.1 4 1.323.30 32 42
Imps 2 3 4 1__2 1.5 5 501.0 8 1.262.52 38 48
Pikemen 4 5 10 1__3 2 4 601.0 6 1.762.93 28 49
Goblins 4 2 5 1__2 1.5 5 401.0 2 1.323.30 38 50
Familiars 4 4 4 1__2 1.5 7 601.1 8 1.322.20 38 50
Hobgoblins 5 3 5 1__2 1.5 7 501.1 2 1.352.70 38 51
Skeletons 5 4 6 1__3 2 4 601.0 1 1.803.00 30 54
Skeleton warriors 6 6 6 1__3 2 5 701.1 1 1.842.63 30 55
Troglodytes 4 3 5 1__3 2 4 501.0 7 1.763.52 35 62
Pixies 2 2 3 1__2 1.5 7 251.0 9 1.265.04 50 63
Infernal trogs 5 4 6 1__3 2 5 651.1 7 1.802.77 35 63
Centaurs 5 3 8 2__3 2.5 6 701.0 3 2.253.21 28 63
Centaur captains 6 3 10 2__3 2.5 8 901.1 3 2.302.56 28 64
Halberdiers 6 5 10 2__3 2.5 5 751.1 6 2.303.07 28 64
Gnolls 3 5 6 2__3 2.5 4 501.0 5 2.154.30 30 65
Gnoll Marauders 4 6 6 2__3 2.5 5 701.1 5 2.203.14 30 66
Sprites 2 2 3 1__3 2 9 301.1 9 1.685.60 50 84

Best creatures:

  1. Halberdiers
  2. Centaur captains
  3. Master Gremlins

Sprites are far best in damage/gold rating, plus
While the 'cheapest' damage goes to gnolls and gremlins, halberdiers are 5th in that rating and 1st in absolute damage.
Centaur captains get the second place for the 1st (with halberdiers) absolute damage and the speed at which they deliver the damage. Note however, that the damage they cause is 3rd most expensive! (low dam/g rating).
Master gremlins are the only shooters and so they get the 3rd place, although their rating is average in numbers.
Special mention goes to Sprites, who produce by far the cheapest damage and without retaliation.

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Walking Dead 5 5 15 2__3 2.5 3 1002.0 1 2.252.25 16 36
Zombies 5 5 20 2__3 2.5 4 1252.1 1 2.251.80 16 36
Harpies 6 5 14 1__4 2.5 6 1302.0 7 2.301.77 16 37
Harpy Hags 6 6 14 1__4 2.5 9 1902.1 7 2.301.21 16 37
Lizardmen 5 6 14 2__3 2.5 4 1102.0 5 2.252.05 18 41
Archers 6 3 10 2__3 2.5 4 1002.0 6 2.302.30 18 41
Marksmen 6 3 10 2__3 2.5 6 1502.1 6 2.301.53 18 41
Gogs 6 4 13 2__4 3 4 1232.0 8 2.762.24 16 44
Magogs 7 4 13 2__4 3 6 1752.1 8 2.821.61 16 45
Stone Gargoyles 6 6 16 2__3 2.5 6 1302.0 4 2.301.77 22 51
Wolf riders 7 5 10 2__4 3 6 1002.0 2 2.822.82 18 51
Obsidian Garg, 7 7 16 2__3 2.5 9 1602.1 4 2.351.47 22 52
Dwarves 6 7 20 2__4 3 3 1202.0 3 2.762.30 20 55
Battle Dwarves 7 7 20 2__4 3 5 1502.1 3 2.821.88 20 56
Lizard Warriors 6 8 15 2__5 3.5 5 1402.1 5 3.222.30 18 58
Air elementals 9 9 25 2__8 5 7 2602.0 9 4.901.88 12 59
Storm elementals 9 9 25 2__8 5 8 2752.1 9 4.901.78 12 59
Wolf raiders 8 5 10 3__4 3.5 8 1402.1 2 3.362.40 18 60

Best creatures:

  1. Wolf raiders
  2. Magogs
  3. Harpy Hags

Wolf Raiders make far best absolute damage (and that figure doesn't include their second attack, so they're in fact almost TWICE that good!)
Magogs, although they generate a bit expensive damage, took 2nd place in absolute damage. Adding their area attack, they're far ahead other shooters.
Harpy Hags seem to be pretty bad (most expensive damage, absolute damage below average) but their special seems to me very worth it, considering also their high speed.
Storm elementals, although best in absolute damage, are a bit costly, and what's worse, less numerous. With their vulnerabiliry to Lightning, they can't get top place here.

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Orcs 8 4 15 2__5 3.5 4 1503.0 2 3.362.24 14 47
Orc chieftans 8 4 20 2__5 3.5 5 1653.1 2 3.362.04 14 47
Stone Golems 710 30 4__5 4.5 3 1503.0 4 4.232.82 12 51
Serpent Flies 6 8 20 2__5 3.5 9 2203.0 5 3.291.50 16 53
Wights 7 7 18 3__5 4 5 2003.0 1 3.761.88 14 53
Wraiths 7 7 18 3__5 4 7 2303.1 1 3.761.63 14 53
Iron Golems 910 35 4__5 4.5 5 2003.1 4 4.412.21 12 53
Dragon Flies 810 20 2__5 3.513 2403.1 5 3.361.40 16 54
Elves 9 5 15 3__5 4 6 2003.0 3 3.921.96 14 55
Beholders 9 7 22 3__5 4 5 2503.0 7 3.921.57 14 55
Grand Elves 9 9 15 3__5 4 7 2253.1 3 3.921.74 14 55
Evil Eyes 10 8 22 3__5 4 7 2803.1 7 4.001.43 14 56
Water elementals 810 30 3__7 5 5 3003.0 9 4.801.60 12 58
Ice elementals 810 30 3__7 5 6 3753.1 9 4.801.28 12 58
Cerberi 10 8 25 2__7 4.5 8 2503.1 8 4.501.80 13 59
Hell Hounds 10 6 25 2__7 4.5 7 2003.0 8 4.502.25 13 59
Griffins 8 8 25 3__6 4.5 6 2003.0 6 4.322.16 17 73
Royal Griffins 9 9 25 3__6 4.5 9 2403.1 6 4.411.84 17 75

Best creatures:

  1. Ice elementals
  2. Royal Griffins
  3. Evil Eyes

Not like storm elementals, thier ice friends grow fast enough to rank well in weekly damage rating, thus deserving first place... (yet I'm not sure, with their magic vulnerability)
Royal griffins are equal to golems in absolute damage, flying and retaliations make them far more useful in battles.
Evil Eyes and Grand Elves offer both a good performance, but in favor of Evil Eyes speaks their 'no melee penalty' special.
The golems deserve honorable mention for good damage dealing and their toughness, especially high number of hitpoints.
Hell Hounds deal the best absolute damage, but cerberi, who are theoretically able to deliver 3x3.5 points of damage. Of course, these cases are rare, but two targets can be hit much more often. Considering non-retaliated attack and high speed rating, they deserve the first place.

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Fire elementals 10 8 35 4__6 5 6 3504.0 9 5.001.43 10 50
Vampires 10 9 30 5__8 6.5 6 3604.0 1 6.501.81 8 52
Vampire Lords 1010 40 5__8 6.5 9 5004.1 1 6.501.30 8 52
Energy elementals 12 8 35 4__6 5 8 4004.1 9 5.501.38 10 55
Medusas 9 9 25 6__8 7 5 3004.0 7 6.862.29 8 55
Medusa Queens 1010 30 6__8 7 6 3304.1 7 7.002.12 8 56
Swordsmen 1012 35 6__9 7.5 5 3004.0 6 7.502.50 8 60
Demons 1010 35 7__9 8 5 2504.0 8 8.003.20 8 64
Horned Demons 1010 40 7__9 8 6 2704.1 8 8.002.96 8 64
Magi 11 8 25 7__9 8 5 3504.0 4 8.402.40 8 67
Basilisks 1111 35 6_10 8 5 3254.0 5 8.402.58 8 67
Pegasi 9 8 30 5__9 7 8 2504.0 3 6.862.74 10 69
Silver Pegasi 910 30 5__9 7 12 2754.1 3 6.862.49 10 69
Arch Magi 12 9 30 7__9 8 7 4504.1 4 8.801.96 8 70
Greater Basilisks 1212 40 6_10 8 7 4004.1 5 8.802.20 8 70
Crusaders 1212 35 7_10 8.5 6 4004.1 6 9.352.34 8 75
Ogres 13 7 40 6_12 9 4 3004.0 2 10.353.45 8 83
Ogre magi 13 7 60 6_12 9 5 4004.1 2 10.352.59 8 83

Best creatures:

  1. Crusaders
  2. Ogre Magi
  3. Arch Magi

Crusaders with their double blow (not included in the figures here) outperform anything else in this category.
While Ogres deliver the same damage for a lower cost, Ogre Magi are faster and their BloodLust special makes them useful even in first turn of battle. Their high HPs are also very important.
Arch Magi offer good damage at a bit too high price, but considering their specials, they pay back (no melee penalty, reduced spell costs).
Honorable mention goes to Silver Pegasi for their remarkable speed. Surprisingly low performace of Vampire Lords suggests that their numbers will have to be pretty high to make them worth the money.

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Earth elementals 1010 40 4__8 6 4 4005.0 9 6.001.50 8 48
Magma elementals 1111 40 6_10 8 6 5005.1 9 8.401.68 8 67
Monks 12 7 3010_1211 5 4005.0 6 12.103.03 6 73
Zealots 1210 3010_1211 7 4505.1 6 12.102.69 6 73
Liches 1310 3011_1312 6 5505.0 1 13.802.51 6 83
Gorgons 1014 7012_1614 5 5255.0 5 14.002.67 6 84
Mighty Gorgons 1116 7012_1614 6 6005.1 5 14.702.45 6 88
Rocs 1311 6011_1513 7 6005.0 2 14.952.49 6 90
Power Liches 1310 4011_1513 7 6005.1 1 14.952.49 6 90
Thunderbirds 1311 6011_1513 11 7005.1 2 14.952.14 6 90
Dendroid Guards 912 5510_1412 3 3505.0 3 11.763.36 8 94
Dendroid Soldiers 912 6510_1412 4 4255.1 3 11.762.77 8 94
Genies 1212 4013_1614.5 7 5505.0 4 15.952.90 6 96
Master Genies 1212 4013_1614.511 6005.1 4 15.952.66 6 96
Pit Fiends 1313 4513_1715 6 5005.0 8 17.253.45 6104
Pit Lords 1313 4513_1715 7 7005.1 8 17.252.46 6104
Minotaurs 1412 5012_2016 6 5005.0 7 19.203.84 6115
Minotaur Kings 1515 5012_2016 8 5755.1 7 20.003.48 6120

Best creatures:

  1. Minotaur Kings
  2. Power Liches
  3. Mighty Gorgons

Minos are superior in both absolute damage and low price of it.
Power Liches get the second place for their area attack special even though their damage ratings are average.
MGs have pushed out Dendroids. They're terribly sturdy with best defense and HPs among 5thlevel troops, with quite reliably working and very devastating special - the best 7thlevel killer around ;-)

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Psychic elementals1513 7510_2015 7 7506.0 9 18.752.50 4 75
Wyverns 1414 7014_1816 7 8006.0 5 19.202.40 4 77
Manticores 1513 8014_2017 7 8506.0 7 21.252.50 4 85
Scorpicores 1614 8014_2017 1110506.1 7 22.102.10 4 88
Cyclopes 1512 7016_2018 6 7506.0 2 22.503.00 4 90
Wyvern Monarchs 1414 7018_2220 1111006.1 5 24.002.18 4 96
Cyclops kings 1713 7016_2018 811006.1 2 24.302.21 4 97
Magic elementals 1513 8015_2520 9 8006.1 9 25.002.50 4100
Unicorns 1514 9018_2220 7 8506.0 3 25.002.94 4100
Cavaliers 151510015_2520 710006.0 6 25.002.50 4100
War Unicorns 151411018_2220 9 9506.1 3 25.002.63 4100
Nagas 161311020_2020 511006.0 4 26.002.36 4104
Efreet 1612 9016_2420 9 9006.0 8 26.002.89 4104
Efreet Sultans 1614 9016_2420 1311006.1 8 26.002.36 4104
Black knights 161612015_3022.5 712006.0 1 29.252.44 4117
Champions 161610020_2522.5 912006.1 6 29.252.44 4117
Dread knights 181812015_3022.5 915006.1 1 31.502.10 4126
Naga Queens 161311030_3030 716006.1 4 39.002.44 4156

Best creatures:

  1. Naga Queens
  2. Dread knights
  3. Cyclopes

Naga Queens stand above all others in raw damage. Considering average price for that damage and their great special of non-retaliated attack, they deserve the first place.
Cyclopes are the only non-upgraded unit that made it for an award - for the cheapest damage while having a good special.
Even without their special, dread knights look for the top... Yet they'll never outperform naga gueens...

Unit A D HPDmg AvgSp $$L C AdjDDm/ggroD/W
Hydras 161817525_4535 522007.0 5 45.502.07 2 91
Chaos Hydras 182025025_4535 735007.1 5 49.001.40 2 98
Bone dragons 171515025_5037.5 918007.0 1 50.632.81 2101
Devils 192116030_4035 1127007.0 8 50.751.88 2102
Behemoths 171716030_5040 615007.0 2 54.003.60 2108
Ghost dragons 191720025_5037.51430007.1 1 54.381.81 2109
Ancient Behemoths 191930030_5040 930007.1 2 58.001.93 2116
Green Dragons 181818040_5045 1024007.0 3 63.002.63 2126
Archdevils 262820030_4035 1745007.1 8 63.001.40 2126
Red Dragons 191918040_5045 1125007.0 7 65.252.61 2131
Giants 191615040_6050 1220007.0 4 72.503.63 2145
Angels 202020050_5050 1230007.0 6 75.002.50 2150
Black Dragons 252530040_5045 1540007.1 7 78.751.97 2158
Gold Dragons 272725040_5045 1640007.1 3 83.252.08 2167
Firebirds 181815020_4030 1515007.0 9 42.002.80 4168
Titans 242430040_6050 1250007.1 4 85.001.70 2170
Phoenixes 211820020_4030 2120007.1 9 46.502.33 7186
Archangels 303025050_5050 1850007.1 6100.002.00 2200

Best creatures:

  1. Archangels
  2. Titans
  3. Chaos hydras

Archangels are no doubt the strongest 7thlevel creature - in direct battle, they're capable of battling Titans (who are a bit tougher) due to the first strike advantage. Their resurrecting special is the one thing that puts them above titans.
Titans, delivering second best damage both hand-to-hand and in ranged attack, with their high HP rating cannot take any worse than second place.
Chaos hydras are usually able to strike at two or more targets. Even with only two enemies hit, their damage tops all others except Archangel.
Those weakly looking phoenixes (just like earth elementals) deserve to be mentioned, since with their growth rate they deal a lot of damage.

Castle comparation

Legend:
All growth benefits are assumed to be present along with the Castle structure.
HP6: Total HPs of one week town production without 7thlevel creature.
HP7: Total HPs of one week town production with 7thlevel creature.
c/HP6: Cost of one week of the above production.
c/HP7: Cost of one week of the above production.
A106: Last value without 7thlevel creatures.
A10: Average damage that the above production will cause to an enemy unit with defense 10.
D106: Adjusted hitpoint - how much damage would be needed to kill the above production with any unit that has 10 Attack.
D10: Last value without 7thlevel creatures.
g/HP6: Cost of one HP of the above production.
g/HP7: Cost of one HP of the above production.
dm/g6: Damage dealt per 100 gold invested (without 7thlevel creature) (a106 / c/hp6 * 100) dm/g7: Damage dealt per 100 gold invested (with7thlevel creature) (a10 / c/hp7 * 100) Bold: Best value.
Italic: Worst value.
Town HP6 HP7 c/HP6 c/HP7 A10-6 A10 D10-6 D10 g/hp6 g/hp7 dm/g6 dm/g7
Rampart 21502650 18620 26620 438 605 20752833 8.6610.052.352.27
Stronghold 1770 2370 1853024530 429 545 1583 2314 10.46 10.35 2.31 2.22
Fortress 1790 2290 19660 26660 432 530 1830 2455 10.98 11.64 2.20 1.99
Necropolis 1792 2192 20920 26920 412520 1757 2222 11.67 12.28 1.971.93
Conflux 1800 2600 20500 28500 423 609 1705 2658 11.39 10.96 2.06 2.14
Dungeon 1602 2202 19525 27525 420 578 1549 2407 12.18 12.50 2.15 2.10
Tower 1820 2420 2080030800469 639 1771 2506 11.42 12.72 2.25 2.07
Castle 1745 2245 19580 29580 445 645 1688 2522 11.22 13.17 2.27 2.18
Inferno 1635 2035 19090 28090 425 551 1571 2196 11.67 13.80 2.23 1.96

Commentary:

Increasing the A10 value:

  • Chaos Hydras +84 per head (1-8)
  • Cerberi +59 per head (1-3)
  • Power Liches +84 per hex (1-7)
  • Magogs +44 per hex (1-7)
  • Gold Dragons +128 per hex (1-2)
  • Black Dragons +128 per hex (1-2)
  • Marksmen +40 double attack
  • Grand Elves +55 double attack
  • Crusaders +75 double attack
  • Wolf Raiders +60 double attack

Other:

  • All ranged units were assumed as shooting in their effective range - no obstacle penalty, no range penalty, ranged attack.
  • No percentageous (or non-damaging) specials were considered (such as Poison, Aging, Lightning of Thunderbirds etc.)

Strategic resumee:

    Looking at the costs of dealt damage (the number represents average damage per 100 gold worth of troops), the most bang for your bucks you can get from Rampart, followed by Stronghold and Castle.
    Fortress, Inferno and Necropolis form the 'weak' group, but Fortress can get out of this group easily by attacking 2+ opponents with Hydras. (Same for necropolis and Liches, although evading hydras is much harder.)
  • Considering the increases to the A10 value, Fortress becomes very strong, especially when the Hydras are Hasted/Teleported, because it's virtually impossible for enemies to prevent them from multiple attacks. Also note that the special of Mighty Gorgons, when used against high-level units, will increase the total dealt damage VERY significantly... (it can be up to 200 HPs per week). Tower and Castle are the heaviest hitters. Also bear in mind that double attack (from Grand Elves, Marksmen, Crusaders and Wolf Raiders) makes another VERY important change, not reflected in the above table. If those units were assumed scoring double damage, their towns would get into vicinity of 2.70 damage per 100 gold invested, with castle's weekly damage bumped up to 761 - a hundred more than Rampart and then 50 more than other towns! Also the Castle can quite rely on those Crusaders - if they wait, retaliations can be soaked by pikemen, if they don't wait, both angels and cavalry may soak retaliations from some huge stacks that Crusaders will demolish.
  • Rampart is the toughest castle on defense... And since it's units are also the cheapest (in both damage delivered and damage dealt), it seems to be the best pick for might-oriented players...
  • Inferno is the weakest town in HPs with Defense ratings considered, followed by Necropolis. If we ignore 7thlevel creatures, Dungeon, Inferno and Stronghold form the weakest group. Of those, however, Dungeon benefits most from useful force combination.
  • Rampart has also the cheapest troops, with Stronghold taking second place. All others fall at least 15% behind those two, with outstanding Inferno, whose HPs cost 37% more than the Ramparts', while scoring 10% less damage.
    Without the 7thlevel troops, Rampart gets significantly cheaper, Inferno without those inferior devils gets back into the middle and suddenly Dungeon tops the bunch, being some 7% above the average, while the Rampart is 23% below it. I wonder why they gave Treasury to the town that needs it the least ;-)
    Fortress, Necropolis and Inferno are the low-end here in attack stats, although Fortress has the (above explained) easiest way up, while the Inferno will probably get stuck forever down there.
  • Without 7thlevel creatures, the situation doesn't differ much.

Shooter comparison
TownHitPointsCostBase damagedm/gg/HP
Necropolis2403600 902.5015.00
Stronghold56067101442.1511.98
Rampart 21031501101.7515.00
Tower 36848801132.3113.26
Fortress 2702520 582.30 9.33
Castle 36054001552.1115.00
Dungeon 54865601121.7111.97
Inferno 2082800 451.6113.46
Conflux 66078001191.5211.82
Explanation:
All values are per week, related to shooters only, in their upgraded versions.
All shooters are assumed shooting at 10hex range (no penalties).
Both Necropolis and Inferno do NOT include 'area' damage of their only shooter.
Both Rampart and Castle DO include two shots for Grand Elves and Marksmen.
[The reason is simple. While area damage can be avoided on enemy side, two shots can't.]
Titans are NOT included, they add 600 HPs, 10000 gold plus those gems and 170 damage.

So, the results:
The cheapest HPs come from Fortress. Liches, Elves and Castle shooters are the most expensive, while the remaining towns offer similar value.
Cheapest damage comes from liches (even without area attacks!!!), followed by Tower and Fortress (but Fortress doesn't count ;-)))
Obviously weak Fortress and Inferno are in contrast with obviously strong Castle and Stronghold, but Castle's shooters are very fragile and quite expensive.
Based on the total damage, the middle five offers two good picks, Dungeon and Conflux, whose shooters can absorb a lot of damage. Dungeon offers this performance at somewhat lower total price and much better specials.

Neutral armies:
Name Cost A D HPDmg SpSpecial:
Gold Golem 500 1112 50 8-10 5Resists 85% magical damage
Diamond Golem 750 1312 6010-14 5Resists 95% magical damage
Azure Dragon 30000+20m5050100070-8019Cause fear
Crystal Dragon15000+10c4040 80060-7516Walker
Faerie Dragon 3000 2020 50020-3015Cast offensive spells, magic mirrored
Rust Dragon 9000 3030 750 5017Can lower defense and cause extra damage.
Boar Rider 150 6 5 15 2-3 6 
Enchanter 750 1712 30 14 9Cast beneficial mass spell, shooter.
Halfling 40 4 2 4 1-3 5Shooter
Mummy 300 7 7 30 3-5 5Can Curse target
Nomad 200 9 8 30 2-6 7 
Peasant 10 1 1 1 1 3 
Rogue 100 8 3 10 2-4 6Enhances Thieves' Guild information
Sharpshooter 500 1210 15 8-10 9No range/castle wall penalty
Troll 500 14 7 1010-15 7Top unit heals each round.

Enchanters and Sharpshooters can be upgraded by Dracon and Gelu respectively from Zealots/Monks/Magi/Arch Magi and from Archers/Marksmen/Wood Elves/Grand Elves.