All Skills and Talents Ranked
Aug 15, 2019 16:20:16 GMT
via mobile
Marshal Forwards, mrvije, and 4 more like this
Post by Friedrich “Fried Rice” Paulus on Aug 15, 2019 16:20:16 GMT
Hey guys, for fun I decided to rank all of the skills and talents in the game for fun honestly, to pick out your generals better. From using many cheap generals from treboniud to segestes, I have acquired quite a bit of insight. Here it goes. As always, I can always edit the post if there are any disagreements and even add colors to make it look pretty (don’t really know how to yet). Aight so here we go....
S Tier Skills: must have skills, unless you are doing a very weird build [ not necessarily a good thing : ) ]
1. Siege: Normally I would not put a fort cracking skill this high, but siege not only adds an enormous amount of damage compared to the other skill, 3x more than others, but it is almost necessary for conquest.
- On Cavalry, Infantry, and Navy: S Tier
- On Archers: A Tier
2. Archer/Navy/Infantry/Cavarly Commander: regardless of the unit, it is always beneficial to attack twice, unless against a really strong general but even then, it depends on the situation. Can make the difference between grabbing a city this round or the next. Fantastic skill!
3. March: this skill costs 45 medals per scroll. But, it is also worth it as it will give you + 2 hex movement in conquest and + 1 hex movement in campaign, which is very needed by archers especially
S Tier Talents
1. Inspire: Never being demoralized and always at high morale can make anyone a strong choice. This coupled with a crit item will lead to ridiculous amounts of strong critical hits.
2. Geography: a talent that will ensure very fast movement of troops when coupled with march and movement items. A great skill for conquest. Not quite as good as inspire, but it is superior to every other talent there is. Great when paired with siege and march.
3. Infantry/Navy/Cavarly/Archer Master: they don’t add as much damage as they used to anymore. They add, I believe 15% of the actual base unit strength (not what your general adds to the unit as damage), but it certainly doesn’t hurt. It is safe to assume its like adding another terrain bonus for free. Not as good as inspire, but still a great talent to possess.
A Tier Skills: must haves, after you put the ones mentioned above on your general.
1. Jungle Fighting: while many don’t prefer to put it on our generals, remember it is both the cheapest and the strongest terrain bonus out there. However, do not put this on a city grabber, as jungles are rarely found next to cities. This is best used on a stronger general meant to fight very strong units, such as Arminius or Vercingetorix, as jungles are found away from city environments. Can save many medals.
- On Non-City Crackers: S tier
- On City Crackers: B tier
2. Plain Fighting: this is the most preferred terrain bonus due to it being the dominant terrain bonus. But... it is also expensive and slightly nerfed in comparison to jungle. Only recommended for city crackers. Otherwise, you are better with either jungle or no terrain bonus at all.
3. Guerilla: as Cavarly units will attack all the time, sometimes up to 3 times in a turn, this skill is worth getting. A great skill, which is best used when up againsts strong units or attacking city garrisons.
A tier talents:
1. Rumour: an amazing skill that sees generals go into chaos very easily. But it has been nerfed by making it only have a 20% chance to trigger. A good team skill but doesn’t trigger enough consistently to be a must have.
2. Archer/Navy/Cavarly/Infantry Tactics: talents that are always active regardless of morale. Definitely can make a strong general even better by having it.
B Tier Skills: not the best skills to put on your general, but they will do in a pinch.
1. Charge/Intercept/Accuracy: decent skills that take advantage of adding damage against the unit type your general is good at killing. Free damage is always appreciated. What takes it down is that most of the time, you will end up against other units more frequently.
2. Roar/Advantage/Assualt/Sailor: many of you might ask why this skill isn’t higher? Well it only triggers when your general is at max morale. Otherwise it is inactive. Due to oration scrolls, we can more of less increase how often our general is at max morale, but only 3 generals can be at max morale every turn, which is pretty reasonable. Ideal on a general with high mobility, so you can give them a gold ring and be done with them.
3. Mountain fighting: there is absolutely no reason your general should have this over jungle fighting. But its not a bad skill either.
4. Urban fighting/Rain of Arrow: this one is a pretty decent as you will capture cities all the time with your generals. But it doesn’t aid in the capture of cities, which is what the majority of the game is made of. Not recommended, but not a terrible skill by any means. Rain of arrow is debatably better on an archer as if you have to use an archer to hold a city, it is better you will have to worry about defending more than attacking.
5. Shield Wall: 20% better than ambush as it works when attacking and defending and has a better chance to trigger. A good skill
6. Ambush: a good skill as well. Prevents your general from taking any damage whatsoever when attacking. I’ll let you decide on whether you prefer it to shield wall, or if you honestly don’t want it in general.
7. Counterattack: a pretty good skill on any unit that will be in effect all the time. Offense > Defense, but it is especially good on an intantry general as we all know from fighting Crassus.
- On Infantry: A Tier
8. Tunnel: a pretty decent skill that goes extremely well with siege, but it adds only 5 damage per level where siege 12. Only put this on if you are planning on copying crassus and giving your free commander the flag. I would put it at a, but it is completely overshadowed by siege.
B Tier Talents:
1. Scare: 20% critical rate is a massive amount overall. It also works regardless of the unit it is on. Best on cavalry, but not bad on navy or infantry.
- On Cavarly/Navy/Infantry: A Tier
- On Archers: C Tier
C tier skills: do not put these on your general. But they have some redeemable factors I guess.
1. Raid: a cavarly skill that only triggers when fighting against stronger enemies. Not a skill that will be frequently in use, but there have been a couple situations where you have to fight a unit that has more legions than you (not often, but will happen occassionally).
2. Besiege: do you want your archers to attack weaker units? Why? You literally take no retaliation, go attack Scipio or someone overpowered. Plus only 4 damage per level. A very overrated skill. Accuracy is way better. Would put it in “D” but it is decent with archer commander. Btw, imagine someone with raid fighting against someone with siege. Wouldn’t that be an interesting match?
3. Helmsmann: do you care if your vessel takes retaliation damage? I don’t. Actual navy battles where it is needed rarely occur. Most of the time, even your basic units on a good ship will get the job done.
4. Hide: I’d argue it is pretty decent at high levels on a cavarly unit. I remember talking crap about lepidus, than playing as cantabri and ignoring him. Than I see my archer do 27 damage towards him. Not a terrible skill, but not as good as the others.
C tier talents:
1. Fearless: I am still very confused as to what it does. I am gonna assume it memorizes the attack of the highest legion count your general has, and keeps it that as your general loses units. Not the best talent as the drop in damage between a tier 5 and a tier 4 isn’t that big of a deal. Better replacement by something in the above categories.
2. Scouting: gives an extra hex view ahead. Not the best talent, but is on here due to how awfully annoying fog of war can be.
3. Brave: the tactics talents are way better as they are 10% constant. Brave has a 15% modifier, but it will only be on like 10% of the time. It’s not worth it in general unless on an archer perhaps, but even then archer tactics is better.
4. Ace: gives your general 50% boosts in battle. I am very confused of what this means. Does this level your actual general in terms of capability points, or the unit that you use in a particular scenario. Regardless, both are pretty solid options. A good talent, but not enough for B tier.
5. Sentry: even though I have seen this trigger up to 3 times in a row. Adds 1 point of defense each time it triggers. Unless your general gets totally hammered in the beginning, lives and is healed, then attacks again, it will not be very useful.
It needs a bit more information. From what I have seen the effects are permanent, so it is especially good in conquest. The only information I need now is if it stacks.
D Tier Skills: any general that has these, I feel bad for you.
1. Breathrough, Marksman, Formation: useless skills as barriers are very rare to be found. I has murat at 100% in the last game, and it barely triggered. Same with this one.
2. Escort: only active when using naval units to attacking units on land. This will only be useful if you general is some kind of naval god comparable to poisedon himself to the point where he won’t need to leave the water. Even then, if your naval general isn’t that strong, wouldn’t siege or march be better skills to shove on him? Otherwise, on generals such as Pothinus or Sextus Pompey, it is extremely weak.
3. Torch: only useful on naval units. Even then, other skills are preferable.
4. Destroy: this one I debated upon putting higher, but I decided considering how the chance was to destroy an enemies war equipment, it isn’t worth it. Plus war equipment, although helpful, is not the turning point in a conflict. I have never had one of my generals lose his battering ram.
*i think that’s all the skills, let me know if I missed any*
D Tier Talents:
1. Garrison: I admit, I thought this was decent at first. It definitely is better than every other talent in this tier, but it still isn’t good enough for c tier. Plus it doesn’t work when defending. If it was maybe 10% when attacking or defending, then it would be c. But it isn’t, so its a d tier.
- On Cavarly/Infantry: C Tier
2. Repair: Bad. - 1 a talent. Sounds decent, but it really isn’t. Either your city is going to keep being attacked by enemy troops, or it will never be attacked again in conquest.
3. Veteran: just use a training scroll, is that so hard to do?
4. Fireproof: oh no, my generals on fire... what do I do? Plz help, I am so frustrated... sad no one ever. You shouldn’t ever have to micromanage whether your general is on fire or not, even if you are trying to set a record.
5. Trophy: you get this focus anyway through your tech. Plus I have never personally had it trigger that I noticed. Plus 10% is way too low
6. Navigation: basically an even worse version of geography. Gives you maybe an additional hex at best when sailing to land. Not useless, but it is going to make a difference on so rare occasion that it won’t matter.
Good Skill/Talent Combinations Rating:
1. March + Geography = S tier
2. Roar/Sailor/Assualt/Advantage + Inspire = S tier
3. Guerilla + Cavarly Commander = S tier
4. Infantry Commander + Shield Wall/Ambush = A tier
5. Plain Fighting + Siege = A tier
6. March + Shield Wall = A tier
7. Siege + Tunnel = A- tier
8. Jungle Fighting + Ambush/Guerilla + Charge/Intercept = A - tier
9. Urban Fighting + Counterattack = B+ tier
10. Plain Fighting + Urban Fighting + Flag = B+ tier
11. Urban Fighting + Plain Fighting + Counterattack = B tier
12. Infantry Commander + Shield Wall + Ambush = B tier
13. Besiege + Scare = C+
14. Hide + Counterattack = C tier
15. Brave + Raid = C- tier
16. Torch + Ignite = D+ tier
17. Torch + Destroy = F tier
*to all newcomers, use this chart to see how well skills work with each other, and to know which ones to put on your general. It took me a bunch of tries on my free commander to get it right 4 restarts. Trust me on this*
S Tier Skills: must have skills, unless you are doing a very weird build [ not necessarily a good thing : ) ]
1. Siege: Normally I would not put a fort cracking skill this high, but siege not only adds an enormous amount of damage compared to the other skill, 3x more than others, but it is almost necessary for conquest.
- On Cavalry, Infantry, and Navy: S Tier
- On Archers: A Tier
2. Archer/Navy/Infantry/Cavarly Commander: regardless of the unit, it is always beneficial to attack twice, unless against a really strong general but even then, it depends on the situation. Can make the difference between grabbing a city this round or the next. Fantastic skill!
3. March: this skill costs 45 medals per scroll. But, it is also worth it as it will give you + 2 hex movement in conquest and + 1 hex movement in campaign, which is very needed by archers especially
S Tier Talents
1. Inspire: Never being demoralized and always at high morale can make anyone a strong choice. This coupled with a crit item will lead to ridiculous amounts of strong critical hits.
2. Geography: a talent that will ensure very fast movement of troops when coupled with march and movement items. A great skill for conquest. Not quite as good as inspire, but it is superior to every other talent there is. Great when paired with siege and march.
3. Infantry/Navy/Cavarly/Archer Master: they don’t add as much damage as they used to anymore. They add, I believe 15% of the actual base unit strength (not what your general adds to the unit as damage), but it certainly doesn’t hurt. It is safe to assume its like adding another terrain bonus for free. Not as good as inspire, but still a great talent to possess.
A Tier Skills: must haves, after you put the ones mentioned above on your general.
1. Jungle Fighting: while many don’t prefer to put it on our generals, remember it is both the cheapest and the strongest terrain bonus out there. However, do not put this on a city grabber, as jungles are rarely found next to cities. This is best used on a stronger general meant to fight very strong units, such as Arminius or Vercingetorix, as jungles are found away from city environments. Can save many medals.
- On Non-City Crackers: S tier
- On City Crackers: B tier
2. Plain Fighting: this is the most preferred terrain bonus due to it being the dominant terrain bonus. But... it is also expensive and slightly nerfed in comparison to jungle. Only recommended for city crackers. Otherwise, you are better with either jungle or no terrain bonus at all.
3. Guerilla: as Cavarly units will attack all the time, sometimes up to 3 times in a turn, this skill is worth getting. A great skill, which is best used when up againsts strong units or attacking city garrisons.
A tier talents:
1. Rumour: an amazing skill that sees generals go into chaos very easily. But it has been nerfed by making it only have a 20% chance to trigger. A good team skill but doesn’t trigger enough consistently to be a must have.
2. Archer/Navy/Cavarly/Infantry Tactics: talents that are always active regardless of morale. Definitely can make a strong general even better by having it.
B Tier Skills: not the best skills to put on your general, but they will do in a pinch.
1. Charge/Intercept/Accuracy: decent skills that take advantage of adding damage against the unit type your general is good at killing. Free damage is always appreciated. What takes it down is that most of the time, you will end up against other units more frequently.
2. Roar/Advantage/Assualt/Sailor: many of you might ask why this skill isn’t higher? Well it only triggers when your general is at max morale. Otherwise it is inactive. Due to oration scrolls, we can more of less increase how often our general is at max morale, but only 3 generals can be at max morale every turn, which is pretty reasonable. Ideal on a general with high mobility, so you can give them a gold ring and be done with them.
3. Mountain fighting: there is absolutely no reason your general should have this over jungle fighting. But its not a bad skill either.
4. Urban fighting/Rain of Arrow: this one is a pretty decent as you will capture cities all the time with your generals. But it doesn’t aid in the capture of cities, which is what the majority of the game is made of. Not recommended, but not a terrible skill by any means. Rain of arrow is debatably better on an archer as if you have to use an archer to hold a city, it is better you will have to worry about defending more than attacking.
5. Shield Wall: 20% better than ambush as it works when attacking and defending and has a better chance to trigger. A good skill
6. Ambush: a good skill as well. Prevents your general from taking any damage whatsoever when attacking. I’ll let you decide on whether you prefer it to shield wall, or if you honestly don’t want it in general.
7. Counterattack: a pretty good skill on any unit that will be in effect all the time. Offense > Defense, but it is especially good on an intantry general as we all know from fighting Crassus.
- On Infantry: A Tier
8. Tunnel: a pretty decent skill that goes extremely well with siege, but it adds only 5 damage per level where siege 12. Only put this on if you are planning on copying crassus and giving your free commander the flag. I would put it at a, but it is completely overshadowed by siege.
B Tier Talents:
1. Scare: 20% critical rate is a massive amount overall. It also works regardless of the unit it is on. Best on cavalry, but not bad on navy or infantry.
- On Cavarly/Navy/Infantry: A Tier
- On Archers: C Tier
C tier skills: do not put these on your general. But they have some redeemable factors I guess.
1. Raid: a cavarly skill that only triggers when fighting against stronger enemies. Not a skill that will be frequently in use, but there have been a couple situations where you have to fight a unit that has more legions than you (not often, but will happen occassionally).
2. Besiege: do you want your archers to attack weaker units? Why? You literally take no retaliation, go attack Scipio or someone overpowered. Plus only 4 damage per level. A very overrated skill. Accuracy is way better. Would put it in “D” but it is decent with archer commander. Btw, imagine someone with raid fighting against someone with siege. Wouldn’t that be an interesting match?
3. Helmsmann: do you care if your vessel takes retaliation damage? I don’t. Actual navy battles where it is needed rarely occur. Most of the time, even your basic units on a good ship will get the job done.
4. Hide: I’d argue it is pretty decent at high levels on a cavarly unit. I remember talking crap about lepidus, than playing as cantabri and ignoring him. Than I see my archer do 27 damage towards him. Not a terrible skill, but not as good as the others.
C tier talents:
1. Fearless: I am still very confused as to what it does. I am gonna assume it memorizes the attack of the highest legion count your general has, and keeps it that as your general loses units. Not the best talent as the drop in damage between a tier 5 and a tier 4 isn’t that big of a deal. Better replacement by something in the above categories.
2. Scouting: gives an extra hex view ahead. Not the best talent, but is on here due to how awfully annoying fog of war can be.
3. Brave: the tactics talents are way better as they are 10% constant. Brave has a 15% modifier, but it will only be on like 10% of the time. It’s not worth it in general unless on an archer perhaps, but even then archer tactics is better.
4. Ace: gives your general 50% boosts in battle. I am very confused of what this means. Does this level your actual general in terms of capability points, or the unit that you use in a particular scenario. Regardless, both are pretty solid options. A good talent, but not enough for B tier.
5. Sentry: even though I have seen this trigger up to 3 times in a row. Adds 1 point of defense each time it triggers. Unless your general gets totally hammered in the beginning, lives and is healed, then attacks again, it will not be very useful.
It needs a bit more information. From what I have seen the effects are permanent, so it is especially good in conquest. The only information I need now is if it stacks.
D Tier Skills: any general that has these, I feel bad for you.
1. Breathrough, Marksman, Formation: useless skills as barriers are very rare to be found. I has murat at 100% in the last game, and it barely triggered. Same with this one.
2. Escort: only active when using naval units to attacking units on land. This will only be useful if you general is some kind of naval god comparable to poisedon himself to the point where he won’t need to leave the water. Even then, if your naval general isn’t that strong, wouldn’t siege or march be better skills to shove on him? Otherwise, on generals such as Pothinus or Sextus Pompey, it is extremely weak.
3. Torch: only useful on naval units. Even then, other skills are preferable.
4. Destroy: this one I debated upon putting higher, but I decided considering how the chance was to destroy an enemies war equipment, it isn’t worth it. Plus war equipment, although helpful, is not the turning point in a conflict. I have never had one of my generals lose his battering ram.
*i think that’s all the skills, let me know if I missed any*
D Tier Talents:
1. Garrison: I admit, I thought this was decent at first. It definitely is better than every other talent in this tier, but it still isn’t good enough for c tier. Plus it doesn’t work when defending. If it was maybe 10% when attacking or defending, then it would be c. But it isn’t, so its a d tier.
- On Cavarly/Infantry: C Tier
2. Repair: Bad. - 1 a talent. Sounds decent, but it really isn’t. Either your city is going to keep being attacked by enemy troops, or it will never be attacked again in conquest.
3. Veteran: just use a training scroll, is that so hard to do?
4. Fireproof: oh no, my generals on fire... what do I do? Plz help, I am so frustrated... sad no one ever. You shouldn’t ever have to micromanage whether your general is on fire or not, even if you are trying to set a record.
5. Trophy: you get this focus anyway through your tech. Plus I have never personally had it trigger that I noticed. Plus 10% is way too low
6. Navigation: basically an even worse version of geography. Gives you maybe an additional hex at best when sailing to land. Not useless, but it is going to make a difference on so rare occasion that it won’t matter.
Good Skill/Talent Combinations Rating:
1. March + Geography = S tier
2. Roar/Sailor/Assualt/Advantage + Inspire = S tier
3. Guerilla + Cavarly Commander = S tier
4. Infantry Commander + Shield Wall/Ambush = A tier
5. Plain Fighting + Siege = A tier
6. March + Shield Wall = A tier
7. Siege + Tunnel = A- tier
8. Jungle Fighting + Ambush/Guerilla + Charge/Intercept = A - tier
9. Urban Fighting + Counterattack = B+ tier
10. Plain Fighting + Urban Fighting + Flag = B+ tier
11. Urban Fighting + Plain Fighting + Counterattack = B tier
12. Infantry Commander + Shield Wall + Ambush = B tier
13. Besiege + Scare = C+
14. Hide + Counterattack = C tier
15. Brave + Raid = C- tier
16. Torch + Ignite = D+ tier
17. Torch + Destroy = F tier
*to all newcomers, use this chart to see how well skills work with each other, and to know which ones to put on your general. It took me a bunch of tries on my free commander to get it right 4 restarts. Trust me on this*