Posted February 26, 2020
Note that this is for the base game, not CoM. Aside from a couple notable exceptions, Uncommon summons largely feel like a step back from their Common counterparts - the increase in casting cost and mana upkeep feels significantly higher than the increase in power. Note that this is one of many things that CoM fixes, and one of many reasons why I highly recommend playing with it.
Also note that other factors like enchantments are considered but not assumed - certain summons can be much improved with certain setups or combos, but you need to be in a position to pull that off first. Summons that are always good > summons that are good when paired with the right spells.
Finally note that like last time, combat summons aren't included because they're functionally very different from overland summons. They share a different purpose and as such aren't really competing (unless mana is very, very scarce).
1. Shadow Demons. No surprise here right? Flying, reasonable ranged damage output, and the ability to transfer planes at will would already make this one of the better summons, but regeneration is just ridiculous. The game is effectively over once you can start cranking these out.
2. Basilisk. Groundbound and fairly dependent on enemy RES means that the Basilisk isn't quite on the level of the Shadow Demons, but it's still an unbelievably powerful unit that can solo entire enemy armies. Walking is a pain but it's movement is good and if you can cast Basilisk then there's at least a reasonable chance of you having Water Walking. (Fun fact: Waterwalking, Pathfinding Basilisks is generally a stronger 11 Book Green rush than Gorgons).
3. Night Stalker. Powerful unit but easily hard-countered - will die very quickly to anything with Illusions and/or Death Immunity, so don't use this against other Black wizards. Generally overshadowed by Shadow Demons but if you don't roll that spell Stalkers are a really good consolation prize. Bonus points for being excellent at cheesing the AI, if that's your thing.
There's a big, big gap here. The above three summons are significantly better than anything else this level throws at you.
4. Fire Giant.An underwhelming unit but what it lacks in power it makes up for in price. It's the cheapest of all the Uncommons and combines two movement with decent if unremarkable ranged and melee damage. If you're up against low-tier normal units most Common summons will be more cost-effective but they trade fairly well against things like Dragon Turtles and Stag Beetles. Also comes with Mountaineering, which can be paired with Forestry for No-Name Brand Pathfinding.
5. Doom Bat. Horribly weak for the price, but flying at 4 movement gives it some value. Its inherent Immolation effect will annihilate Spearmen and Swordsmen but the unit doesn't do great against anything stronger. Useful for recon, sniping poorly defended cities, and/or if you plan to let your combat spells do most of the damage.
6. Unicorns. Teleport makes them excellent at ganking frail units like Magicians and low-level heroes, and the stack-wide Res buff can be nice. Unfortunately ganking frail units isn't really a winning strategy against the AI, meaning that their use in your armies is limited (while unfortunately still sometimes being frustrating to fight against).
7. Chimeras. The priciest summon on this list, Chimeras truly do not merit their price tag. They're reasonably powerful units (though nothing close to Shadow Demons and Basilisk, both of which are cheaper) but unless you're swimming in mana and have nothing better to cast they aren't worth it.
8. Giant Spiders. Pathetic combatants, Giant Spiders have one thing going for them and that's their Web ability. While this has some very limited potential, particularly because it bypasses Node dispelling, such cases are far too rare to justify the casting cost, even if you somehow don't have Web yourself. Moreover the Spiders themselves are so weak that once they've launched their single Web, they're effectively useless for the rest of the battle.
9. Gargoyles. Weird unit without any real role or niche. Stoning Immunity seems like it could be nice against Green wizards but even with Stoning out of the picture Gargs are still too weak to win against anything but Cockatrices. They're tanky-ish so ostensibly their purpose is to just survive while you pelt the enemy with damage spells? But at the time you get them your skill will be too low to really take advantage of that.
10. Cockatrices. Stoning is a really powerful ability, so it's a truly remarkable achievement that the Cockatrice manages to still be so weak. Because it's a touch attack, and because Cockatrices have such abysmal stats, while they have a decent chance of killing the enemy they're almost guaranteed to die in the process. This gives them a niche as suicide bombers that could be really interesting if they weren't so unbelievably pricey. As it stands you're dumping a lot of mana into a just okay-ish chance of killing a powerful unit. There are more reliable and cost-effective ways of killing that Very Rare unit.
I will say that a couple of these summons, Doom Bat and Unicorn, would be much better if MoM were a multiplayer game. Human players tend to leave Spearmen-only militia garrisons in cities that are far from the front lines - making Doom Bat backstabs a much more viable strategy - and tend to play more aggressively with their heroes - making Unicorn ganking similarly more viable. The fact that the AI tends to spam Halberds in every city and leave their heroes sitting in the Fortress the entire game reduces the potential of those units considerably.
Also note that other factors like enchantments are considered but not assumed - certain summons can be much improved with certain setups or combos, but you need to be in a position to pull that off first. Summons that are always good > summons that are good when paired with the right spells.
Finally note that like last time, combat summons aren't included because they're functionally very different from overland summons. They share a different purpose and as such aren't really competing (unless mana is very, very scarce).
1. Shadow Demons. No surprise here right? Flying, reasonable ranged damage output, and the ability to transfer planes at will would already make this one of the better summons, but regeneration is just ridiculous. The game is effectively over once you can start cranking these out.
2. Basilisk. Groundbound and fairly dependent on enemy RES means that the Basilisk isn't quite on the level of the Shadow Demons, but it's still an unbelievably powerful unit that can solo entire enemy armies. Walking is a pain but it's movement is good and if you can cast Basilisk then there's at least a reasonable chance of you having Water Walking. (Fun fact: Waterwalking, Pathfinding Basilisks is generally a stronger 11 Book Green rush than Gorgons).
3. Night Stalker. Powerful unit but easily hard-countered - will die very quickly to anything with Illusions and/or Death Immunity, so don't use this against other Black wizards. Generally overshadowed by Shadow Demons but if you don't roll that spell Stalkers are a really good consolation prize. Bonus points for being excellent at cheesing the AI, if that's your thing.
There's a big, big gap here. The above three summons are significantly better than anything else this level throws at you.
4. Fire Giant.An underwhelming unit but what it lacks in power it makes up for in price. It's the cheapest of all the Uncommons and combines two movement with decent if unremarkable ranged and melee damage. If you're up against low-tier normal units most Common summons will be more cost-effective but they trade fairly well against things like Dragon Turtles and Stag Beetles. Also comes with Mountaineering, which can be paired with Forestry for No-Name Brand Pathfinding.
5. Doom Bat. Horribly weak for the price, but flying at 4 movement gives it some value. Its inherent Immolation effect will annihilate Spearmen and Swordsmen but the unit doesn't do great against anything stronger. Useful for recon, sniping poorly defended cities, and/or if you plan to let your combat spells do most of the damage.
6. Unicorns. Teleport makes them excellent at ganking frail units like Magicians and low-level heroes, and the stack-wide Res buff can be nice. Unfortunately ganking frail units isn't really a winning strategy against the AI, meaning that their use in your armies is limited (while unfortunately still sometimes being frustrating to fight against).
7. Chimeras. The priciest summon on this list, Chimeras truly do not merit their price tag. They're reasonably powerful units (though nothing close to Shadow Demons and Basilisk, both of which are cheaper) but unless you're swimming in mana and have nothing better to cast they aren't worth it.
8. Giant Spiders. Pathetic combatants, Giant Spiders have one thing going for them and that's their Web ability. While this has some very limited potential, particularly because it bypasses Node dispelling, such cases are far too rare to justify the casting cost, even if you somehow don't have Web yourself. Moreover the Spiders themselves are so weak that once they've launched their single Web, they're effectively useless for the rest of the battle.
9. Gargoyles. Weird unit without any real role or niche. Stoning Immunity seems like it could be nice against Green wizards but even with Stoning out of the picture Gargs are still too weak to win against anything but Cockatrices. They're tanky-ish so ostensibly their purpose is to just survive while you pelt the enemy with damage spells? But at the time you get them your skill will be too low to really take advantage of that.
10. Cockatrices. Stoning is a really powerful ability, so it's a truly remarkable achievement that the Cockatrice manages to still be so weak. Because it's a touch attack, and because Cockatrices have such abysmal stats, while they have a decent chance of killing the enemy they're almost guaranteed to die in the process. This gives them a niche as suicide bombers that could be really interesting if they weren't so unbelievably pricey. As it stands you're dumping a lot of mana into a just okay-ish chance of killing a powerful unit. There are more reliable and cost-effective ways of killing that Very Rare unit.
I will say that a couple of these summons, Doom Bat and Unicorn, would be much better if MoM were a multiplayer game. Human players tend to leave Spearmen-only militia garrisons in cities that are far from the front lines - making Doom Bat backstabs a much more viable strategy - and tend to play more aggressively with their heroes - making Unicorn ganking similarly more viable. The fact that the AI tends to spam Halberds in every city and leave their heroes sitting in the Fortress the entire game reduces the potential of those units considerably.
Post edited February 26, 2020 by KingCrimson250