Posted July 26, 2019
I love this wonderful old game and would love to see more conversation around it. And what better way to generate conversation than through controversial lists? So here's my ranking of the lower-tier summons.
Note: I'm excluding combat summons because they're effectively combat spells and fill a different role than overland summons, so comparing them seems odd. I've also excluded Floating Island because, again, it is functionally a very different beast than other summons.
So here they are, ranked from best to worst, IMHO of course.
1. Hell Hounds.
Hell Hounds have three major advantages: They're fast, they hit hard, and they're amazingly inexpensive. It takes a little practice to learn how to use them properly (i.e. making sure they have the initiative as often as possible to take advantage of their breath attack), but not a lot of practice, and once you've got it down you can easily overrun your continent with these guys. One of the biggest perks of going Chaos is the excellent early game Hell Hounds give you.
2. Ghouls.
Ghouls lack the speed and cost efficiency of Hell Hounds and being unable to heal isn't great, but their special ability more than makes up for it. Being able to turn your enemies into undead minions is just so key and will give you such a huge edge early on. They won't be able to overrun the continent as quickly or effectively as Hell Hounds, but any city they do overrun will come pre-equipped with a garrison ready to go, making it easier to hold new territory - or even send them out. The downside is that Ghouls really need Darkness to shine. Make sure to combo these guys with Black Sleep to nab higher tier units than what they could normally take, though beware the prohibitive upkeep costs for fantastic creatures.
3. Magic Spirit.
The Magic Spirit is more than just a node melder. Magic Spirits are dirt cheap, available right from turn 1, and able to move quickly over land and sea. They aren't particularly impressive in combat, but their ability to scout, explore ruins (and loot ones with little to no defense), and snipe poorly defended cities (and enemy settlers!), even on other continents, is huge, and makes these units a must in almost every game. They're also surprisingly durable, making them extra effective for wizards who have the option of using spells to do the heavy lifting in combat (like Confusion).
4. Sprites.
Sprites are tough to evaluate. As fast, flying glass cannons they tend to be either amazing or atrocious, without much in between. Unfortunately, even at their best, a base cost of 100 mana and 3 upkeep/turn is simply too expensive for what you get. In theory, conjuring up a stack of these can let you run rampant over your entire plane fairly quickly. In practice, you'd better have a truckload of mana and pray that no one has bowmen or shamans guarding their cities.
5. War Bears.
Have you ever looked at Hell Hounds and thought "Man, I wish I had something with half the damage output for twice the cost?" If so, then congratulations! War Bears are for you. They aren't terrible in their own right, but they aren't particularly impressive, either. They'll take down Swordsmen, Spearmen, and Bowmen pretty easily but will struggle against anything stronger. They actually trade pretty favourably with Hell Hounds if you can deny them the initiative - but saying "Hey there are certain situations where this unit can give as good as it gets against another unit half its price" isn't really a strong point. If you have literally nothing better to do with your mana, you could do worse than War Bears. I guess.
6. Skeletons.
Skeletons are very niche units. They're arguably the weakest summon, but are inarguably the cheapest one. They are uniquely suited to take down two units: Bowmen and Phantom Warriors. Unfortunately neither of those units are much of a threat anyway. The Missile Immunity on paper would make them good against Slingers - but they actually generally lose to Slingers in close combat, even with Darkness. Skeletons mostly serve as either emergency last-ditch defense or a cheap way of busting early Sorcery Nodes.
7. Guardian Spirit.
The Guardian Spirit has one niche and one niche only, and that's 11 book Life rushes. There the Guardian Spirit truly shines, and if you're looking to win as quickly as possible, it's the best summon in the game. But assuming you aren't doing an 11 book rush, it doesn't have a lot to recommend it. Stat wise it's identical to a Magic Spirit aside from having twice as much attack - which would be a point in its favour if its base cost wasn't almost triple the Magic Spirit.
One unit with 10 attack, 4 def, and 10 HP simply isn't as good as two units with 5 attack, 4 def, and 10 HP each - let alone three. The Guardian Spirit's main ability, being able to swat down other Spirits that try to meld with its node, is also pretty lame. The AI will swarm your node with Spirits and will win through eventually, which means you need to put defenders on the node to keep that from happening - which makes the Guardian Spirit's ability redundant. The one thing the Guardian does bring to the table is its ability to provide a stack-wide Resistance bonus - something that can occasionally be nice, but is rarely essential.
8. Nagas.
Nagas are a unit that could be really cool but just doesn't work out. First Strike can be really strong, but like Fire Breath it requires initiative, and Nagas only have one movement, meaning that's not always easy to get. Poison 4 is also potentially really cool, but most units have too high resistance for it to make much difference. Still, those things together - the opportunity to sometimes do 4 attack and 4 poison per figure before the enemy can retaliate - seem pretty cool, right? Well here's the kicker: Nagas cost 100 mana and 2 upkeep. That's nearly as much as Sprites, and you're getting way less. Nagas only have one saving grace, and that's their ability to swim - but if you want to launch an intercontinental assault, the 3 Magic Spirits you could get for that price will almost always be better.
Personally I think that Nature ends up being the loser here: While Life and Sorcery have the clunkers, those schools aren't about summons, anyway.
I also didn't factor in price discounts from books or retorts when looking at cost, because IMHO it remains relatively constant. Sure, Sprites look a lot more appealing with 10 Nature + Conjurer, but they still aren't going to be as appealing as 10C Conjurer Hell Hounds, or 10D Conjurer Ghouls.
Note: I'm excluding combat summons because they're effectively combat spells and fill a different role than overland summons, so comparing them seems odd. I've also excluded Floating Island because, again, it is functionally a very different beast than other summons.
So here they are, ranked from best to worst, IMHO of course.
1. Hell Hounds.
Hell Hounds have three major advantages: They're fast, they hit hard, and they're amazingly inexpensive. It takes a little practice to learn how to use them properly (i.e. making sure they have the initiative as often as possible to take advantage of their breath attack), but not a lot of practice, and once you've got it down you can easily overrun your continent with these guys. One of the biggest perks of going Chaos is the excellent early game Hell Hounds give you.
2. Ghouls.
Ghouls lack the speed and cost efficiency of Hell Hounds and being unable to heal isn't great, but their special ability more than makes up for it. Being able to turn your enemies into undead minions is just so key and will give you such a huge edge early on. They won't be able to overrun the continent as quickly or effectively as Hell Hounds, but any city they do overrun will come pre-equipped with a garrison ready to go, making it easier to hold new territory - or even send them out. The downside is that Ghouls really need Darkness to shine. Make sure to combo these guys with Black Sleep to nab higher tier units than what they could normally take, though beware the prohibitive upkeep costs for fantastic creatures.
3. Magic Spirit.
The Magic Spirit is more than just a node melder. Magic Spirits are dirt cheap, available right from turn 1, and able to move quickly over land and sea. They aren't particularly impressive in combat, but their ability to scout, explore ruins (and loot ones with little to no defense), and snipe poorly defended cities (and enemy settlers!), even on other continents, is huge, and makes these units a must in almost every game. They're also surprisingly durable, making them extra effective for wizards who have the option of using spells to do the heavy lifting in combat (like Confusion).
4. Sprites.
Sprites are tough to evaluate. As fast, flying glass cannons they tend to be either amazing or atrocious, without much in between. Unfortunately, even at their best, a base cost of 100 mana and 3 upkeep/turn is simply too expensive for what you get. In theory, conjuring up a stack of these can let you run rampant over your entire plane fairly quickly. In practice, you'd better have a truckload of mana and pray that no one has bowmen or shamans guarding their cities.
5. War Bears.
Have you ever looked at Hell Hounds and thought "Man, I wish I had something with half the damage output for twice the cost?" If so, then congratulations! War Bears are for you. They aren't terrible in their own right, but they aren't particularly impressive, either. They'll take down Swordsmen, Spearmen, and Bowmen pretty easily but will struggle against anything stronger. They actually trade pretty favourably with Hell Hounds if you can deny them the initiative - but saying "Hey there are certain situations where this unit can give as good as it gets against another unit half its price" isn't really a strong point. If you have literally nothing better to do with your mana, you could do worse than War Bears. I guess.
6. Skeletons.
Skeletons are very niche units. They're arguably the weakest summon, but are inarguably the cheapest one. They are uniquely suited to take down two units: Bowmen and Phantom Warriors. Unfortunately neither of those units are much of a threat anyway. The Missile Immunity on paper would make them good against Slingers - but they actually generally lose to Slingers in close combat, even with Darkness. Skeletons mostly serve as either emergency last-ditch defense or a cheap way of busting early Sorcery Nodes.
7. Guardian Spirit.
The Guardian Spirit has one niche and one niche only, and that's 11 book Life rushes. There the Guardian Spirit truly shines, and if you're looking to win as quickly as possible, it's the best summon in the game. But assuming you aren't doing an 11 book rush, it doesn't have a lot to recommend it. Stat wise it's identical to a Magic Spirit aside from having twice as much attack - which would be a point in its favour if its base cost wasn't almost triple the Magic Spirit.
One unit with 10 attack, 4 def, and 10 HP simply isn't as good as two units with 5 attack, 4 def, and 10 HP each - let alone three. The Guardian Spirit's main ability, being able to swat down other Spirits that try to meld with its node, is also pretty lame. The AI will swarm your node with Spirits and will win through eventually, which means you need to put defenders on the node to keep that from happening - which makes the Guardian Spirit's ability redundant. The one thing the Guardian does bring to the table is its ability to provide a stack-wide Resistance bonus - something that can occasionally be nice, but is rarely essential.
8. Nagas.
Nagas are a unit that could be really cool but just doesn't work out. First Strike can be really strong, but like Fire Breath it requires initiative, and Nagas only have one movement, meaning that's not always easy to get. Poison 4 is also potentially really cool, but most units have too high resistance for it to make much difference. Still, those things together - the opportunity to sometimes do 4 attack and 4 poison per figure before the enemy can retaliate - seem pretty cool, right? Well here's the kicker: Nagas cost 100 mana and 2 upkeep. That's nearly as much as Sprites, and you're getting way less. Nagas only have one saving grace, and that's their ability to swim - but if you want to launch an intercontinental assault, the 3 Magic Spirits you could get for that price will almost always be better.
Personally I think that Nature ends up being the loser here: While Life and Sorcery have the clunkers, those schools aren't about summons, anyway.
I also didn't factor in price discounts from books or retorts when looking at cost, because IMHO it remains relatively constant. Sure, Sprites look a lot more appealing with 10 Nature + Conjurer, but they still aren't going to be as appealing as 10C Conjurer Hell Hounds, or 10D Conjurer Ghouls.
Post edited July 26, 2019 by KingCrimson250