Units in Unicorn Overlord | Building for Success
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- Опубліковано 6 вер 2024
- Unicorn Overlord is a build focused game, requiring careful thought and planning when setting up your units for any given battle. In this video, I want to talk about the basic theory of unit builds and how to best optimize these builds for each and every battle. We'll even discuss a few builds that I've found to be effective in several different situations. What classes should be on the frontline, which should be in the back, which should be in support units, and what classes work best together? Let's talk about it!
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Thank you so much!
Good discussion. A couple of inputs from me:
1. I like the witch magick/ice conferral + brute wild swing combo. I didnt think of that. I guess that works as well with a L10 housecarl and gryphon knights.
2. never had problems with sellswords while tanking with travis. Did you use the silken scarf and lucky coin? My travis pretty much dodges everything, including magic and only struggles vs. Hunters or auto-hit attacks like galerius stuff. Reaching 90+ evasion wih that setup before L10.
3. Kind of pointless to put alain in the backline. Hes a tank. Not a striker. At least in the demo.
4. agreed on some units just being good for use as support teams like rolf/hunters.
5. Disagree on having to adjust builds for every fight. Or even team comps. IMO as long as your squad can handle everything (especially once you unlock 4 man teams), then you can just keep running that squad ad infinitum with the only challenge being bosses, being ganged up on by multiple supports and managing stamina.
I'll share my main team in a separate comment that one-shots most fights outside of the strongest bosses, and for the demo at least, handles everything.
I stuck with more three man teams than having a four man team which will of course change a lot of my ideas as the ones presented here were based on three man teams.
As far as Alain goes, he can do either line effectively, though he is more of a tank for sure. I had him in the back since I had Travis in the front. This typically avoided damage to the unit at all, unless the enemy had enough attacks to break through Travis's evasion.
As far as Travis's load out and really load outs in general, I haven't got to mess around with that a lot yet as my focus has been elsewhere. That's a good thing to look into for a future video though!
@@89Games lots of 3-man teams work well. I oersonally just found i needed 4 once gryphon knights started to appear so i had a unit that could address them. My 3 man team of travis, josef and aubin handled everything pretty much early game aside from thieves ( the baroque weapons helped).
I think having travis and alain in the same team is redundant. A well geared travis dodges everything. Alain wont do anything for him since he cant heal others.
One thing i noticed thats also a detriment to combining evade tanks with guard tanks is if something like luminous cover is activated, it automatically makes whatever attack that travis is supposed to evade, hits (and of course dmg is reduced). Tested both against magic and physical. Basically you're nullifying travis's evasion/evade by having alain defend him. This is why i think alain's pointless in the backline. He should just tank for another team travis isnt on. What travis could use on the backline is a healer to heal up the arrows that get through.
But yeah get travis to 90+ evade and he dodges almost all attacks (except true hits/arrows). IIRC travis already comes with the silken scarf. You just have to get the lucky coin. The evasion increase is exponential, meaning the higher your evasion is comparing to the enemy's accuracy, the chance to never being hit rises drastically. If that makes sense.
All comments and tests above btw were done in expert.
@@TheRobversion1 I think the Lapis Pendent helps Travis more personally and Ochlys stacks avo batter with her being flying also giving her more bonus avoid against melee attacks. Both make good frontliners though, but the easy 2 auto evades Travis has with lapis pendent and 3 after he steals 1 pp is great. If you want to you can add someone to guard him and set them to only guard him when he has 0 pp or when archers are present. Having a Fighter I think is nice for Arrow guard and at level 10 they can sometimes guard if you get unlucky. Travis being the sole front liner in his teams for now is best though, I agree there. Also agree with front line Alain being far better, his main advantage over others is his great all around bulk and self healing and defensive tools.
@@twigz3214 i sadly didnt get ochlys (or adel and melisandre) for that matter on my run as i got distracted by other acquisitions.
i'd disagree on the lapis pendant for travis. with the lucky coin, i have lots of instances where i end combat not using my PP on travis/evade doesnt trigger. this is because on 90+ evasion he dodges everything. evade has minimal chances of triggering. lapis pendant imo is better used on a unit who has dancer's bracelet or good, offensive passive skills.
i do setup josef to guard travis vs. archers as that's the only unit that actually hits him. everyone else outside of archers and galerius misses like 90% of the time.
i dont think highly of lex/fighters. worst unit in the game imo. arrow guard is very situational/a luxury.
yeah i consider alain the 2nd best tank in the game outside of super dodge travis or gryphon knights (who i also didnt get).
Rolf is the leader of 1 of my best units so it’s more about what you put him. The game and some rock ,paper, scissors aspects to it where is you check there info it tells you what they are best against. Infantry is your best archer counter so cavalry wouldn’t be a good pair with him. I personally put Bruno with him and he never left. Also your assist attacks are stronger with the more archers, sorcs etc I’m said unit so when you get the frontline archer that’s another good pair with Rolf
My main team which i use to "push" in maps. When i have excess stamina (more than 2), i start to bring out my support units (mage/archer teams).
1. travis- tank. With silken scarf and lucky coin + evade, dodges everything. Equiped with runic sword to go ahead of enemy armor to weaken it severely so the backline strikers can start killing the other units. Uses passive steal against everyone else thats unarmored.
Backline:
1. Aubin- striker/utility/debuffer. Good source of dmg. Main role however is to debuff the defense of an opposing tank before the other strikers get to attack just in case there are 2 or moee tanks. Of course a warrior like mordon can do this as well but the main reason why i use aubin/housecarl is the vitality valor skill. Since i typically push with this team solo most of the time, i need a way to constantly refresh stamina outside of smoked nuts/garrison.
Josef- this is the mvp of the team. Striker, healer, buffer. Slice is an excellent looping attack skill. Pursuit is an additional source of dmg that works best when Josef is surrounded by multiple high initiative units like travis and aubin. Other key equips here is azure crest shield for +1 PP, lapis pendant (to hit the cap of 4 PP) and dancer's bracelet. With 4 PP, dancers bracelet allows me to buff all the attackz of the 3 other members of the team. Remaining PP or PP earned from killing with slice is used for pursuit. If i have any spare AP at the end of battle, i use it to heal chip dmg (usually from assists or hunters) via heal. Josef leads my squad too for the increased mobility and magic assist protection.
4. Clive- striker. Assaulting lance is another excellent looping skill. Clive's main role is to switch weapons to handle blockers. Lots of armor tanks, he uses runic sword to help out travis remove the armor tank. Evade tanks like thieves/gryphons? Switch to unwavering spear. Uses crude tasset for more dmg to ensure he gets kills to loop assaulting lance or kills the annoying thieveS/gryphons. Adds to the team's mobility.
So yeah the team handles everything pretry well and is just limited by stamina. Handles physical and magical dmg well with josef leadership and travis tanking. Can heal chip dmg. Handles teams with healing due to high, buffed dmg with looping potential. Very mobile to be able to be able to go after high priority targets like watchtowers before enemy units engage them. Can handle armor via runic weapons. And usually can handle evade tanks via unwavering spear/baroque weapons as well.
I've been kind of playing it like pokémon combined with like RPGs my main squad I have tanks, DPS and healers squads and sweeper squads and defensive wall squads to protect the main base. The tank is the main character. The healer is Scarlett and the DPS is Clive the dude with a hammer and I like the thief as a utility character cuz he steals both action points and passive points. I have my flying squad which is pretty much my death squad get in there, blow people up with the two mages and the really hard to hit angel as the tank and DPS hybrid and then I have my infantry squad that's just like a self-sustaining squad that's meant to defend the primary base at all costs. They need to be able to sustain hits and do damage to large groups of enemies. And then I have my high mobility squad that is meant to pretty much have a tank which is Joseph a healer which is cleric. And then also I go for a DPS combo with a house Carl and a witch. The witch can infuse the house Carl's attack to do aoe freese pretty much. And those are the four teams I essentially just stick with. I put all of my honor into those four teams. At the moment I can't upgrade them to five units or promote them. So I'm just stockngg up on honors. I have like 400 honors. This has allowed me to pretty much blitz every mission I've been doing so far. It's been working for me on expert.
Thanks a lot for this video!! 🙏🏽 It is very useful! 😊
When in doubt - Rosalinde, Knight and a solder. No idea why she's so strong against pretty much everything.
I damn I need to re-watch and take notes.
It is hard to have a meaningful discussion about this right now, there were a ton of classes in the demo... but there are something like 60 in the end. There definitely is no "be all end all" unit, you have to use units based on what they are fighting. The best advice is just build with a plan. IE: I need a unit that kills cavalry units, who do I have that would be good at that? Also it is a good idea to always have "some" kind of tank.
I will say I get a strong feeling some classes long term wont hold up so hot. The farther I got in the demo the more multi attack enemies I started seeing, the more often Travis just didn't have enough in the tank to dodge everything anymore and needed say Alain giving him a block sometimes. Housecarls definitely seem a little so so compared to warriors, sell swords, griffon knights, plain old knights, etc. Fighters seem like a pretty mediocre tank unless you are specifically against archers (but the queen segment suggests they can be great support).
PS Josef is a early game crutch lol, if you actually want to get good at the game I suggest not using him until you have to fill a unit slot and got no one else.
It is a bit early true, but I hope this just gets everyone thinking about unit building now and to be prepared to make changes when needed. I think you're right too about some of the classes tapering off in power. I noticed the same thing, especially with Travis as you mentioned. Maybe they'll get new abilities that will help keep them relevant, but we'll have to see. And yes, Josef is OP at the start, which makes me think that we may lose him early on perhaps somehow. Although, I will say that I like that he is as powerful as he is for thematic reasons. He is a seasoned warrior and should be really tough. A lot of games will introduce the "experienced teacher" type, but then they are just as weak as everyone else, lol.
@@89Gamesyeah definitely makes sense that he is buff. It is interesting but if you hang out in the "queen" segment you can inspect all the units and see what's what. So I know for sure his class (Paladin) is not unique to him. I thought it might be an advanced knight of the rose but it doesn't line up as Paladin doesn't know "hache" for example.
Tactics is the place where I'll need to do some real research and trial. I understand some of the wording can be confusing.
I played on the second difficulty and I really have no problems. Should I play on the highest or becomes the difficult higher on normal?
It's definitely more challenging on Expert pretty much from the start, but considering the full game will probably be quite lengthy judging by the map size, I think the challenge will increase as we get deeper into the game even on the lower difficulties. I noticed a bit of a challenge increase even toward the end of the demo. Personally, I'll probably play through on the second difficulty (tactical) for the first time, and if I do a second playthrough do that one on the highest difficulty (expert). Also, if it helps, I think you can change the difficulty at anytime, so you could try it on expert and if it becomes too much turn it down. I'd double check this though as I'm not %100 sure.
@@89GamesHonestly this games "difficulty" is very misleading. For the most part the only difference I saw is on higher difficulties you had significantly less stamina on your units, and the enemy units tended to charge their map actions a little faster. AKA a archer unit may aoe you quicker, a enemy in a base might summon reinforcements or heal quicker, etc. The actual enemy "units" were the same, same skill set ups, same amount of them, same levels etc.
It wasn't like on "easy" the enemies were suddenly lower level or set up like trash. You just never had to rest.
@@DKarkarov I don't know. I felt like enemy units spawned faster which ate through stamina faster. I also thought my units took more damage and some of my units were less effective. But I haven't really done a test of any of this so I could be wrong. It might be a good idea to actually try testing this and publish what I find. I think the difficulty difference may increase and become more noticeable the farther into the game we get too. Thanks for your thoughts!
@@89GamesI tried all of them and other than significant stamina penalties, the only change was those active map skills. So yeah, enemies would send the reinforcement faster, or charge their skills quicker like aoe attacks, or get their heal tick quicker when garrisoned.
But the actual units / tactics they used didn't change. The stamina is by far the worst part since you are just a punching bag at 0.
@@DKarkarov so then the difficulty increase forces you to use units as efficiently as possible to reduce stamina drain, rather than make individual fights harder. I guess that makes some sense since we don't have direct control over combat.
So I’m at the end game in Albion. All but 2 of my squads are able to have 5 units. My problem is that my last 2 or 3 squads I’m really having trouble marking them good. I say I’m that they can only take on me Infantry, or flyers etc.
I can be hard to get 10, 100% solid squads especially since the best items in the game are limited and can only be used in a handful of squads. Personally, on my second playthrough I stuck to just 6 squads and did well, though only 3 of these were able to handle pretty much everything, the others were more specialized. So just get 2 or 3 squads to be your solid frontliners/pushers and specialize the others like one squad that is purely defensive, maybe one or two just for assists, one with flyers etc.
@@89Games well I’m about 70 hours in and I’m basically doing a 100% run as I play the game, so doing/ getting everything before the final boss. I’m roughly 30-40% thru Albion. More or less about 7 of my squads can fight and handle any situation but the last 2 or 3 are not very diverse I guess, they can only handle 1 unit type. Be it archers, infinity or whatever. The problem I’m having I guess is what I have to fill out my final 2/3 squads are healers and they don’t add the advantage of being best for archers, or cavalry or whatever
@@JohnnyJMurphy ah okay. You could try picking up a couple of mercs to make those healers more effective. A good heal squad that can hold it's own can come in handy.