Grepolis heroes are a law unto themselves. They do things only heroes can do, obviously. But for us mere mortal players, this can be a bit baffling. My post here is a heroic effort to make sense of the hero thing. I will try to explain why certain things are as they are in the hope to give you the tools to answer questions. These questions will arise sooner or later. Try to memorize the principle to give you an edge under pressure.
Every hero exists for everyone.
This is important. These heroes exist thousands of times in each world. There is no race to get a hero from the hero's listing. As every player gets Andromeda to start off with, this makes some Grepolis logic.
This is important. These heroes exist thousands of times in each world. There is no race to get a hero from the hero's listing. As every player gets Andromeda to start off with, this makes some Grepolis logic.
A hero doesn't use up population like your other units.
The hero is not recruited through barracks or harbor where you train your units coming from your farms. That is why he does not reduce your free population count when he comes into the city (when you assign him). He does not increase it either when he leaves the city (when you unassign him).
The hero is not recruited through barracks or harbor where you train your units coming from your farms. That is why he does not reduce your free population count when he comes into the city (when you assign him). He does not increase it either when he leaves the city (when you unassign him).
A hero doesn't take up space in a transport ship when going to another island.
This is the logical consequence of what I said about population. If the population count for the hero is 0 (I couldn't resist, sorry), then that applies everywhere.
This is the logical consequence of what I said about population. If the population count for the hero is 0 (I couldn't resist, sorry), then that applies everywhere.
A hero can walk, swim and fly.
This is the logical consequence from not getting into the transport ships (the probably stink anyhow). A hero can hang out with the harpies; he might slow them down, though.
This is the logical consequence from not getting into the transport ships (the probably stink anyhow). A hero can hang out with the harpies; he might slow them down, though.
A hero is immortal.
In battle, a hero can't get killed. It follows that the enemy doesn't get a battle point for eliminating him. This is another logical consequence of not using population. And it has a negative consequence for you, too. You can't kill off a hero you no longer want unlike units from the barracks and harbor. You are stuck with him.
In battle, a hero can't get killed. It follows that the enemy doesn't get a battle point for eliminating him. This is another logical consequence of not using population. And it has a negative consequence for you, too. You can't kill off a hero you no longer want unlike units from the barracks and harbor. You are stuck with him.
A hero can get wounded.
This quite logical: If you can't kill him to get him out of the battle, you wound him. When a hero is wounded he gets a red bar in the hero overview that informs you for how long he is out of action. While the timer in the red bar is running, the hero can't escort any units on attacks. Does that make sense to you, too?
This quite logical: If you can't kill him to get him out of the battle, you wound him. When a hero is wounded he gets a red bar in the hero overview that informs you for how long he is out of action. While the timer in the red bar is running, the hero can't escort any units on attacks. Does that make sense to you, too?
A wounded hero can be assigned to and unassigned from a city.
No rest for the wicked. Just because he's missing a leg and an arm, a hero can't just stay in bed.
No rest for the wicked. Just because he's missing a leg and an arm, a hero can't just stay in bed.
A hero can't be lost.
As everyone can get the same heroes, there is no point it conquering them with a city. When a city with a hero in residence is conquered, then the hero is thrown out (and tarred and feathered, I assume). The consequence is the same as if you had unassigned him. You can assign him to another city immediately.
As everyone can get the same heroes, there is no point it conquering them with a city. When a city with a hero in residence is conquered, then the hero is thrown out (and tarred and feathered, I assume). The consequence is the same as if you had unassigned him. You can assign him to another city immediately.
A hero is fast when leaving the city.
When you unassign a hero, he skips town immediately. You can assign him to another city immediately.
When you unassign a hero, he skips town immediately. You can assign him to another city immediately.
A hero is slow when coming into the city.
When you assign a hero to a city, then he takes his time finding lodgings (and the nearest pub) and unpacking his bags. The hero overview shows this waiting time in a timer bar. The hero only is really in the city when the bar has run its course.
When you assign a hero to a city, then he takes his time finding lodgings (and the nearest pub) and unpacking his bags. The hero overview shows this waiting time in a timer bar. The hero only is really in the city when the bar has run its course.
Some heroes carry a bonus into battle.
When escorting attacks, some war heroes (the ones with the sword in the hand) give a bonus to the escorted units. A hero can only escort units when he is healthy, i.e. not wounded.
When escorting attacks, some war heroes (the ones with the sword in the hand) give a bonus to the escorted units. A hero can only escort units when he is healthy, i.e. not wounded.
A hero is slow going out but fast coming back.
A hero escorting an attack moves as fast as the slowest unit in the attack when going out. Once the attack has happened, he magically reappears in the city the same instant.
This is important when you send out your units as an attack to dodge an attack on your city. Using recall, the units turn back and take as long back as they took going out. The hero jumps home immediately when recalled.
A hero escorting an attack moves as fast as the slowest unit in the attack when going out. Once the attack has happened, he magically reappears in the city the same instant.
This is important when you send out your units as an attack to dodge an attack on your city. Using recall, the units turn back and take as long back as they took going out. The hero jumps home immediately when recalled.
When escorting a colony ship, the hero returns home after the attack, even when the colony ship stays.
Almost all heroes bring a bonus into a city.
The exceptions are Atalanta, Helen, Heracles and Jason. The bonus is active in the city once the assign timer bar has run its course. The bonus stops as soon as the hero is unassigned.
A wounded hero applies his city bonus from his sickbed.
It's not as if the hero had to work for the bonus. The bonus is only dependent on him being assigned.
It's not as if the hero had to work for the bonus. The bonus is only dependent on him being assigned.
An attacking hero applies his city bonus from afar.
Even when escorting an attack and using his bonus there, he still keeps up the bonus in the city.
Heroes can be levelled up.
Heroes can be levelled up.
When going to the hero overview, you can see what experience level the hero has reached. The overview allows you to increase the level of experience by paying for the upgrade with coins of peace or war. Every level increases the hero's bonus (or boni if he has two) in equal steps. E.g. Andromeda has a level one bonus value of 16.5 %. The next level gives an increase of 1.5 % for 12 coins; the one after gives 1.5 % for 13 coins. Meaning the bonus increase is always the same from level to level, but the price keeps on going up and not in little steps. The next level costs 16 coins and it's just getting worse after that.
More reading about heroes:
Peace heroes
War heroes
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