Dark Side Unit Analysis Extra: Leadership to Health Ratios

Time for the final post about ratios!

This is probably the least useful/purposeful of these posts, honestly. Dark Side's returning units mostly are the same as both prior games, it has a very low number of fully-new units, and all this base ratio stuff is also a lot less worth caring about. Multiple Rage moves are substantially or exclusively percent damage, where eg Flames of Passion will rip off just as much of a stack's numbers regardless of whether their base ratio is 1.25 or 0.5, or otherwise make this topic less pertinent (eg Jealousy simply converting a stack wholesale), and Spells too have notably more access to options that can ignore the base ratios or make them a bit moot. It's only in the early portion of a run that this ratio stuff tends to be reasonably useful to know and plan around.

But for completeness' sake, I'm doing it anyway. Onward!

Positive ratios

Units whose Health is actually greater than their Leadership, making them reliably durable for their Leadership, particularly from the perspective of effects that ignore Attack/Defense modifiers. (ie Spells and Rage attacks, primarily)


Dryad/Dark Forest Dryad
1.25 (20 Leadership, 25 Health)
Summon Thorns: 0.3-0.66 per use (8-10 Leadership per use per Dryad)

Dryads are the queen of base ratios, as they always have been. Elemental Power being gone means they're on average a bit frailer compared to Warriors of the North, but not compared to the other earlier entries.

Zombie
1.2 (30 Leadership, 36 Health)
 2.4 (50% Poison resistance)
 1.08 (-10% Fire resistance)

Lost their Ice resistance, and lost access to all of Necro Energy's benefits. Still get to benefit from encouraging Zlogn generation, though.

Decaying Zombie
1.2 (40 Leadership, 48 Health)
 2.4 (50% Poison resistance)
 1.08 (-10% Fire resistance)

See Zombies. Again.


Peasant/Farmer
1.2 (6 Leadership, 5 Health)

They haven't changed, not in terms of ratios.

Skeleton
1.16 (12 Leadership, 14 Health)
 2.32 (50% Poison resistance)
 1.03 (-10% Fire resistance)
Bone: 3.86 (70% resistance to arrows)

Lost their Ice resistance. It is worth mentioning that Bone provides immunity to Bleeding now, and Bleeding can happen anytime you're attacked in Dark Side, so that's a low-key boost to their durability relative to other units. Not one you'll ever be able to be fully it confident applied at any given moment outside fighting Werewolf Elves in particular, but still.


Ancient Ent/Ancient Dark Forest Ent
1.16 (1200 Leadership, 1400 Health)
 1.28~ (10% Physical resistance)
 2.32 (50% Poison resistance)
 0.58 (-100% Fire resistance)

They've lost their Ice resistance, but Plant now provides a non-trivial amount of regeneration each turn. Too bad the player can't get them at low Leadership...


Lake Fairy/Dark Water Fairy
1.14 (7 Leadership, 8 Health)
 1.42 (25% Magic resistance)

No ratio changes, aside losing Elemental Power.

Griffin
1.12 (80 Leadership, 90 Health)
/1.23~ (10% Physical and Ice resistance)
 1.47~ (20% Magic resistance)
 1.01~ (-10% Fire resistance)

No change from Warriors of the North.

Thorn Warrior
1.12 (8 Leadership, 9 Health)
 2.24 (50% Poison resistance)
 0.56 (-100% Fire resistance)
Sowing: 0.1875 to 0.56 (2-4 Leadership of Thorn Warriors or Thorn Hunters. 0.56 is a high roll of Thorn Warriors, 0.1875 is a low roll of Thorn Hunters)

Strictly speaking they now have very slight regeneration, but you're not going to care. More relevant is that their immunity to Bleeding is more reliably relevant now that literally anything can cause Bleeding at any time.


Miner/Miner
1.1 (20 Leadership, 22 Health)

Like many Dwarves, their base ratio hasn't changed any, except actually they've lost Drunken access so they die a little more easily in reality.

Flame Elemental
1.07~ (15 Leadership, 16 Health)
 5.35~ (80% Fire resistance)
 0.8~ (-25% Ice resistance)

You'd think Flame Elementals would be decent units, just looking at these ratios...

Black Knight
1.06 (150 Leadership, 160 Health)
 1.51~ (30% Physical resistance)
 2.12 (50% Poison resistance)

Like so many Undead we'll be seeing, they've lost their Ice resistance and that's it for base ratio stuff.

Royal Snake
1.06 (60 Leadership, 64 Health)
 1.17~ (10% Physical resistance)
 5.3 (80% Poison resistance)
 0.85~ (-20% Ice resistance)

Lost Snake Agility, and their Ice weakness functions unlike in Ice and Fire. No other changes.

1-to-1 Ratio

Units whose Leadership is equal to their Leadership. I don't bother to list their base ratio, since it's implicit in the category.

Amazon
150 Health/Leadership
Retreat: 1.42 (30% chance to dodge melee attacks)
Connoisseur of Beauty: 1.25 (Leadership reduced to 120)
Connoisseur of Beauty+Retreat: 1.78~

Dark Side, why did you add in a pure ranged attacker and then give it a 1:1 ratio and a widely-applicable evasion effect and make it benefit from a guaranteed Leadership-reducing effect? This is nuts!


Swordsman/Sword Master
35 Health/Leadership
 1.25 (20% Physical resistance)
Prudence: 1.1-1.5 (10-34% chance to dodge, rising by 1% for every 4% casualties)

Prudence has been overhauled, so they're relatively more reliable about dodging because they can dodge without hitting a particular casualty breakpoint, to the point I felt it actually worth providing a ratio.

Knight/Dark Knight
160 Health/Leadership
/ 1.4~ (30% Physical and Fire resistance)

Ratios haven't changed from Warriors of the North.


Witch Hunter/Mage Killer
55 Health/Leadership
 2.0 (50% Magic resistance)

Noticeably better of a base ratio than Witch Hunters in Warriors of the North, albeit their per-head Health has halved.

Robber
20 Health/Leadership

Lost Light Steps.

Marauder
30 Health/Leadership

See Robber.

Furious Goblin
20 Health/Leadership

A better base ratio than in Warriors of the North, though in Warriors of the North Adrenaline would get them to a 1:1 ratio so that's kind of whatever.


Druid/Renegade Druid
100 Health/Leadership
 1.33 (25% Magic resistance)
Summon Bear: 0.20-0.25 per use (20-25 Health per 100 Leadership per use)

Summon Bear has dropped in efficiency to a modest extent, and they've lost Light Steps. Natural Healing has also been overhauled, though it's still not something I can meaningfully provide a single ratio number for.

Undead Spider
13 Health/Leadership
 2.0 (50% Poison resistance)
 0.9 (-10% Fire resistance)

Yet another Undead losing its Ice resistance but otherwise having its base ratios untouched.

Pirate
25 Health/Leadership
Nimble: 1.25 (20% unconditional evasion chance)

Hasn't been touched since Armored Princess.

Sea Dog
40 Health/Leadership
Nimble: 1.25 (20% unconditional evasion chance)

Same.


Ent/Dark Forest Ent
260 Health/Leadership
 1.11 (10% Physical resistance)
 2.0 (50% Poison resistance)
 0.5 (-100% Fire resistance)

As usual for Elves, ratios untouched. Though they do slightly benefit from the Plant-based regeneration, I guess.

Snake
30 Health/Leadership
 2.0 (50% Poison resistance)
 0.8 (-20% Ice resistance)

Lost their dodge, just like Royal Snakes, no other changes.

Swamp Snake
28 Health/Leadership
 5.0 (80% Poison resistance)
 0.8 (-20% Ice resistance)

See previous.

Cave Spider
14 Health/Leadership
 1.25 (20% Physical resistance)
 0.9 (-10% Fire resistance)

Still no change, making it the same as in Armored Princess...

Venomous Spider
12 Health/Leadership
 5.0 (80% Poison resistance)
 0.9 (-10% Fire resistance)

Same here.

Fire Spider
30 Health/Leadership
 2.0 (50% Poison resistance)
 1.33 (25% Fire resistance)
 0.8 (-20% Ice resistance)

Also unchanged from Warriors of the North.


Forest Fairy/Dark Forest Fairy
9 Health/Leadership
 1.25 (25% Magic resistance)
 0.66 (-50% Fire resistance)

Another Elf with unmodified ratios.

Cerberus
90 Health/Leadership
 2.0 (50% Fire resistance)
 0.75 (-25% Ice resistance)

Same as Warriors of the North, though Frenzy's mechanics mean they'll consistently last a little longer in unit-on-unit combat.

Lightly Negative Ratios

Units whose Health is below their Leadership, but is at worst 75% of their Leadership.


Guardsman/Guard
0.96 (60 Leadership, 58 Health)
1.2 (20% Physical resistance)
 1.06~ (10% Fire resistance)
Prudence: 1.2~ to 1.45~ (10-34% chance to dodge, rising by 1% for every 4% casualties)

Their base and Physical ratios are very slightly worse, but they've picked up Fire resistance.

Royal Thorn
0.94 (380 Leadership, 360 Health)
 1.88 (50% Poison resistance)
 0.47 (-100% Fire resistance)
Germinate: 0.29~ to 0.88~ (150 to 300 Leadership of Thorn Warriors or Thorn Hunters. 0.29~ is a low roll of Thorn Hunters, while 0.87~ is a high roll of Thorn Warriors)

The Plant-derived regeneration is... mildly relevant on them. Immunity to Bleeding being more relevant is also nice. Actual ratios haven't really changed, though.

Orc
0.93 (75 Leadership, 70 Health)
 1.03 (10% Physical resistance)

Same as Warriors of the North.


Unicorn/Black Unicorn
0.93 (150 Leadership, 140 Health)
 1.24 (25% Magic resistance)

Their ratios have very slightly improved. Very slightly. I'm talking a modification of 0.01 here.

Veteran Orc
0.92 (140 Leadership, 130 Health)
 1.02~ (10% Physical resistance)

They've lost the Health boost from raising Adrenaline Level. They've also had their evasion gimmick radically overhauled in a manner that makes it even more of a giant pain to try to calc a clean ratio.


Foreman/Chief Miner
0.92 (130 Leadership, 120 Health)
 0.83 (-10% Magic resistance)
 1.02~ (10% Fire resistance)

Dwarf usuals: same ratios, but no more Drunkenness so actually they're frailer.


Paladin/Dark Paladin
0.91 (220 Leadership, 200 Health)
/ 1.29~ (30% Physical and Magical resistance)
 1.0~  (10% Fire resistance)
Prayer: 0.11~ per affected friendly (24 Health per affected friendly per 220 Leadership)

Same ratios as Warriors of the North, except Prayer heals 33% more.

Werewolf Elf/Cannibal Werewolf
0.91 (60 Leadership, 55 Health)

The wolf form has lost its Ice resistance and Fire weakness, but their base ratio hasn't changed any.

Shaman
0.9 (200 Leadership, 180 Health)
Totem of Death: 0.05 (10 Health per 200 Leadership)
Totem of Life: 0.035 (7 Health per 200 Leadership)

They've lost their Magic and Astral resistance, as well as the Health bonus from raising their Adrenaline Level, making this their most fragile in the series, at least from a player perspective when you consider that the Archmage Skill was available to every class in The Legend.

Orc Scout
0.9 (200 Leadership, 180 Health)
Wolf Companion: 0.6 per summon (120 Health of Wolves per 200 Scout Leadership)

Surprisingly durable for a ranged unit, even ignoring their potential to spam summoned Wolves.. Too bad your stocks are so limited and they take so long to show up and all...

Hyena
0.9 (20 Leadership, 18 Health)
 0.81 (-10% Fire resistance)
 1.0 (10% Ice resistance)

Horde's been nerfed, but otherwise they're as tough as in Warriors of the North.


Dwarf/Zwerg
0.88 (85 Leadership, 75 Health)
 1.1 (20% Physical resistance)

Base ratio per se hasn't changed, though the loss of Drunken means in real terms they're a little frailer.

Vampire (Human form)
0.87 (80 Leadership, 70 health)
 1.74 (50% Poison resistance)
 0.78~ (-10% Fire resistance)

Lost their Ice resistance.

Ancient Bear
0.87 (80 Leadership, 70 Health)
 0.96 (10% Physical resistance)
 0.78 (-10% Fire resistance)
 0.96~ (10% Ice resistance)

Same as Warriors of the North.

Polar Bear
0.86 (150 Leadership, 130 Health)
 0.95 (10% Physical resistance)
 0.77 (-10% Fire resistance)
 1.01~ (20% Ice resistance)

Leadership has dropped noticeably from Warriors of the North, so they're back to being pretty straightforwardly the best bear option.

Berserker
0.86 (60 Leadership, 52 Health)
 0.95~ (10% Ice resistance)

No core ratio changes, but the Rune overhaul means all Viking units are functionally tougher in longer battles. And shorter battles, if you were personally prone to not using Defense Runes in Warriors of the North.

Scoffer Imp
0.86 (60 Leadership, 52 Health)
 1.72 (50% Fire resistance)
 0.64 (-25% Ice resistance)

Same ol' ratios.

Bear
0.85 (70 Leadership, 60 Health)
 0.77~ (-10% Fire resistance)
 0.94 (10% Ice resistance)

Same as Warriors of the North.

Barbarian
0.85 (35 Leadership, 30 Health)

Same as Armored Princess except minus cold resistance. So also same as The Legend but minus cold resistance.

Raging Barbarian
0.85 (35 Leadership, 30 Health)

See Barbarian.


Bowman/Bow Master
0.85 (40 Leadership, 34 Health)

Noticeably tougher than the prior two games, and in fact this is better than even their maxed Bowman Commander ratio in The Legend! It's too bad their offenses took a hit.

Guard Droid
0.83 (120 Leadership, 100 Health)
 1.04 (20% Physical resistance)
 0.55 (-50% Magic resistance)
 4.15 (80% Poison resistance)

Just as tough as in Warriors of the North, which is to say just as tough as in Armored Princess.

Devilfish
0.83 (12 Leadership, 10 Health)
 0.66~ (-20% Fire resistance)

Like so many other things in Dark Side, same as Warriors of the North's version.


Horseman/Horseman
0.83 (180 Leadership, 150 Health)
/ 1.03~ (20% Physical and Fire resistance)

Ratios are the same as in Warriors of the North.

Spy
0.81 (55 Leadership, 45 Health)
//// 0.9 (10% Physical/Magical/Poison/Fire/Ice resistance)

I mean, this is extremely misleading since you'll normally have them spending a lot of time in an invulnerable, un-targetable form, but hey, they're surprisingly durable when they are technically vulnerable.

Repair Droid
0.8 (80 Leadership, 64 Health)
 1.0 (20% Physical resistance)
 0.51~ (-50% Magic resistance)
 4.0 (80% Poison resistance)
Repair: 0.5 per use (40 Health per 80 Leadership per use)

You've lost the ability to bolster Repair's efficiency. That's okay, since if you're going to bother with them it's still ludicrously effective.

Demon
0.8 (300 Leadership, 240 Health)
 0.88 (10% Physical resistance)
 1.6 (50% Fire resistance)
 0.6 (-25% Ice resistance)
Summon Demons: 0.186 to 0.318 (90 Leadership of Demons-the-species: 0.186 is Demonesses, while 0.318 is Flame Elemental)

The primary difference to their effective ratio is their ability to summon allies is a reloading ability instead of having only a single charge. It technically has had its peak go up from Flame Elemental being added to the rotation while having a positive ratio, but this is very slight, and the overall horribleness of Flame Elementals makes their addition more a downgrade than improvement in practice.

Imp
0.8 (40 Leadership, 32 Health)
 1.6 (50% Fire resistance)
 0.6 (-25% Ice resistance)

The usual with Demons: same base ratios, but in unit combat they'll tough out more damage.

Wolf
0.8 (30 Leadership, 24 Health)
 0.72 (-10% Fire resistance)
 0.88 (10% Ice resistance)

Same as Warriors of the North... aside the minor qualifier that Horde has been nerfed, making them a little frailer in unit-on-unit combat.

Fire Dragonfly
0.8 (10 Leadership, 8 Health)
 1.14~ (30% Fire resistance)
 0.56 (-30% Ice resistance)

No ratio change from Warriors of the North.

Executioner
0.77 (360 Leadership, 280 Health)
 0.85~ (10% Physical resistance)
 1.54 (50% Fire resistance)
 0.58~ (-25% Ice resistance)

Same as Warriors of the North aside Frenzy giving them a small edge in unit-on-unit combat.

Ancient Vampire (Human form)
0.77 (180 Leadership, 140 Health)
 1.54 (50% Poison resistance)

Lost their Ice resistance.

Lake Dragonfly
0.77 (9 Leadership, 7 Health)
 1.1 (30% Magic resistance)

Untouched since Armored Princess, even.

Demonologist
0.76 (210 Leadership, 160 Health)
/ 1.01~ (25% resistance to Magic and Fire)
Demonic Beasts: 0.19-0.5 per use (52 to 105 Leadership of Demons, Executioners, or Cerberi per use)

Completely untouched compared to Warriors of the North.


Elf/Dark Elf
0.75 (80 Leadership, 60 Health)

They've lost Light Steps is all.

Jarl
0.75 (320 Leadership, 240 Health)
 1.0 (25% Physical resistance)
/ 0.83 (10% Fire and Ice resistances)

Viking usuals: no core changes, but Runes got overhauled.

Warrior Maiden
0.75 (200 Leadership, 150 Health)
/ 0.93~ (20% Physical and Magic resistance)
/ 0.83 (10% Fire and Ice resistance)

No ratio changes, just the Viking usuals.

Axe Thrower
0.75 (120 Leadership, 90 Health)
 0.83 (10% Ice resistance)
Nimble: 0.93~ (Unconditional 20% chance to dodge unit attacks)

See previous.

Viking
0.75 (40 Leadership, 30 Health)
 0.83 (10% Ice resistance)

See previous of the previous.

Thorn Hunters
0.75 (8 Leadership, 6 Health)
 1.5 (50% Poison resistance)
 0.37 (-100% Fire resistance)
Sowing: 0.1875 to 0.56 (2-4 Leadership of Thorn Warriors or Thorn Hunters. 0.56 is a high roll of Thorn Warriors, 0.1875 is a low roll of Thorn Hunters)

See other Thorns.

Moderately Negative Ratios

Units below 75%, but no lower than 50%.


Ranger/Hunter
0.73 (150 Leadership, 110 Health)

Like Elves-the-unit, they've lost Light Steps, and that's it for ratio changes.

Skeleton Archer
0.71 (14 Leadership, 10 Health)
 1.42 (50% Poison resistance)
 0.63~ (-10% Fire resistance)
Bone: 2.36~ (70% resistance to arrows)

No more Ice resistance, but hey they're immune to Bleeding now.

Royal Griffin
0.71~ (300 Leadership, 215 Health)
/ 0.78~ (10% Physical and Ice resistance)
 1.42~ (50% Magic resistance)
 0.64~ (-10% Fire resistance)
Heavenly Guard: 0.27~ (Summons 150 Leadership of Angelic Guard per Royal Griffin)

Untouched.

Troll
0.71 (1100 Leadership, 780 Health)
// 0.83~ (15% Physical, Fire, and Ice resistance)
// (Daylight): 1.01~ (30% Physical, Fire, and Ice resistance)

Untouched, surprisingly.

Ice Minion
0.7 (50 Leadership, 35 Health)
 0.93 (25% Physical resistance)
/ 3.5 (80% Magic and Ice resistance)
 1.4 (50% Poison resistance)
 0.35 (-100% Fire resistance)

They've lost Light Steps is all.


Inquisitor of Light/Heresiarch
0.7 (100 Leadership, 70 Health)
 0.77 (10% Magic resistance)
Resurrection: 0.05 (5 Healing per100 Leadership)

Resurrection is noticeably weaker, but otherwise their ratios are the same as Inquisitors in Warriors of the North. Though in practice Traitor Human support makes it really easy to get much better ratios, even on Resurrection.


Archmage/Wizard
0.7 (200 Leadership, 140 Health)
 1.4 (50% Magic resistance)

Ratios are untouched.

Necromancer
0.7 (200 Leadership, 140 Health)
 0.77~  (10% Magic resistance)
 1.4 (50% Poison resistance)

Yet another Undead losing its Ice resistance.

Ogre
0.68 (1000 Leadership, 680 Health)
//// 0.75~ (10% Physical/Magical/Poison/Fire/Ice resistance)

Their base ratios are unchanged, but their resistances can rise a little with their Adrenaline now. With Dark Side's Adrenaline mechanics, in practice this means that if they're not being hit purely by Astral damage they tend to be a little bit tougher than in Warriors of the North. If you insist on arranging for them to be perpetually at or above 50 Adrenaline, that gives them an effective ratio of 0.85, which is actually pretty solid for a Level 5 unit!

Blood Priestess
0.66 (100 Leadership, 66 Health)
 0.73 (10% Physical resistance)
 1.32 (50% Fire resistance)
 0.49 (-25% Ice resistance)
Connoisseur of Beauty: 0.82 (Leadership reduced to 80)
Connoisseur of Beauty+: 0.91
Connoisseur of Beauty+: 1.64
Connoisseur of Beauty+: 0.61

Blood Priestesses aren't so great in the early game, but really come into their own as you get ranks in Connoisseur of Beauty. They also get better in the midgame just because Leadership rises to the point that Sacrificing summons to bolster your forces is actually feasible to do, though that's not a direct that-battle ratio advantage. Additionally, I'm not listing Beauty, and humanoid males are a common foe throughout most of Dark Side, so that dodge chance will be a pretty regularly relevant thing.

Soothsayer
0.66 (240 Leadership, 160 Health)
 1.01~ (35% Magic resistance)
/ 0.73 (10% Fire and Ice resistance)
Arcane Healing: 0.07~ (16 Health per 240 Leadership)
Arcane Healing when resurrecting: 0.033 (8 Health per 240 Leadership)

No base ratio changes, though with Runes being overhauled Soothsayers have a very noticeable impact on the durability of Viking battlegroups if getting attacked twice in a turn is a regular feat, effectively extending Viking ratios under slightly-specific conditions.

Assassin
0.66 (150 Leadership, 100 Health)
 0.88 (25% Poison resistance) 

Literally never had their durability change.

Goblin
0.66 (15 Leadership, 10 Health)

A very slight increase in their base ratio over Warriors of the North.


Priest of Light/Novice/Heretic
0.64 (50 Leadership, 32 Health)
 0.7~ (10% Magic resistance)
Healing: 0.2 (10 Healing per 50 Leadership)

Ratios are unchanged compared to Priests in Warriors of the North. Though Heal can now be used as an attack, which is nice.


Cannoneer/Cannoneer
0.63 (220 Leadership, 140 Health)
 0.7~ (10% Fire resistance)

Unchanged ratios, aside losing Drunkenness.


Alchemist/Chemist
0.62~ (270 Leadership, 170 Health)
 0.82~ (25% Poison resistance)
Healing Mixture: 0.05~ per use (15 Health per 270 Leadership)

See previous, aside their healing being renamed. Though in practice they can heal more consistently, due to their ability to generate new potions no longer dealing with cooldowns, I suppose.

Skald
0.62 (35 Leadership, 22 Health)
// 0.68~ (10% Physical, Magical, and Ice resistance)

They've replaced Cautious with mild Physical and Magical resistance, making their durability  much less based on RNG. And as usual for Vikings, Runes got overhauled, which as a melee unit they particularly appreciate.

Demoness
0.62 (160 Leadership, 100 Health)
 1.24 (50% Fire resistance)
 0.45 (-25% Ice resistance)
Connoisseur of Beauty: 0.78~ (Leadership is reduced to 128)
Connoisseur of Beauty+: 1.56~
Connoisseur of Beauty+: 0.58~

Same base ratios as Warriors of the North, but now Connoisseur of Beauty means in the long haul they end up with notably better ratios, their best in the series in fact. Neoline-led Succubi in particular can b absolutely monstrous, appropriately.

Orc Chieftain
0.61 (1200 Leadership, 740 Health)
// 0.67 (10% Physical/Fire/Poison resistance)

Very slightly worse ratios from having lost 30 Health.

Goblin With Catapult
0.61 (130 Leadership, 80 Health)
 0.4~ (-50% Fire resistance)

They no longer ablate their Fire resistance by raising their Adrenaline. Same ratios otherwise.

Dragon Rider
0.6 (1500 Leadership, 900 Health)
 0.66 (10% Physical resistance
 1.2 (50% Magic resistance)
 3.0 (80% Fire resistance)
Summon Dragons: 1.24 to 1.62 (Summons 4860 Leadership of Red, Black, Emerald Green, or Ice Dragons, which range from 0.4 to 0.5 as a base ratio)
Connoisseur of Beauty: 0.75 (Leadership reduced to 1200)
Connoisseur of Beauty: 0.83
Connoisseur of Beauty: 1.5
Connoisseur of Beauty: 3.75
Connoisseur of Beauty+Summon Dragons: 1.65~ to 2.16

Yes, in spite of all dragons having extremely low base ratios, Dragon Riders reliably summon more than a 1:1 ratio of Health in dragons. Before Connoisseur of Beauty! And Dragon Riders are tied with Bone Dragons for 'good base ratio by dragon standards'! And they have the solid Red Dragon resistance suite!

They're ridiculous!

Bone Dragon
0.6 (1300 Leadership, 790 Health)
 0.66 (10% Physical resistance)
 1.2 (50% Poison resistance)
Bone: 2.0 (70% resistance to arrows)

Lost their Ice resistance, though Bone providing immunity to Bleeding is nice.

Metamorph
0.6 (50 Leadership, 30 Health)
//// 0.66 (10% Physical/Magical/Poison/Fire/Ice resistance)
Nimble: 0.75 (Flat 20% chance to dodge attacks)

The Metamorph's ratios are functionally surprisingly decent, particularly when it comes to unit-on-unit combat.

Not that this matters much if you're using them the way they're intended to be used...


Engineer/Mechanic
0.6 (100 Leadership, 60 Health)
 0.7 (15% Fire resistance)
Create-A-Droid:  (26-32 Leadership of Droids per 100 Leadership)
Repair: 0.23 twice (23 Health per 100 Leadership, twice)

Unlike other Dwarves, their ratios have significantly changed. While their per-head durability is down, they've had their base ratio go up by 33%, and even their Droid creation and repair abilities are more efficient... well, if we ignore the lack of an equivalent to the Neatness/Artifactor boost from prior games.

Too bad their Gold cost is so painful...

Beholder
0.57 (140 Leadership, 80 Health)

Still hasn't changed since Armored Princess.


Giant/Giant
0.56 (1600 Leadership, 900 Health)
 0.62 (10% Physical resistance)

Their Ice resistance is gone, and with Drunkenness gone they've not only lost its mild-but-universal damage resistance but also lost their admittedly highly variable regeneration. So Giants are, in real terms, notably frailer than in Warriors of the North.

Evil Beholder
0.55 (180 Leadership, 100 Health)

Like Beholders, continuing to be untouched.

Slinger
0.54 (22 Leadership, 12 Health)
 0.6 (10% Ice resistance)

Viking usuals: just Runes being overhauled.

Angelic Guard
0.55 (60 Leadership, 33 Health)
 1.1 (50% Physical resistance)
 0.73~ (25% Magic resistance)

Another untouched.

Ancient Vampire (Bat form)
0.55 (180 Leadership, 100 Health)
 1.1 (50% Poison resistance)

Undead keep on losing their Ice resistance.

Jotun
0.53~ (1350 Leadership, 720 Health)
 0.81~ (35% Ice resistance)

Untouched in direct terms, though the overhaul to Runes means that in practice they tend to be a bit tougher than in Warriors of the North. If you manage to consistently arrange for them to be hit only once per turn, that works out to a base ratio of roughly 0.62, which is almost okay for a melee unit, and it stacks favorably with healing and all. Still not great, but better.

Not that you're liable to use them, and you'll barely fight them, but hey.

Ice Dragon
0.5 (2200 Leadership, 1100 Health)
 0.66 (25% Physical resistance)
/ 2.5 (80% Magic and Ice resistance)
 1.0 (50% Poison resistance)
 0.25 (-100% Fire resistance)
Call Henchmen: 0.27~ per use (Summons 860 Leadership of Ice Minions per use, which have a 0.7 ratio of durability)

Call Henchmen is a little weaker, but that's it.

Spirit Talker
0.5 (50 Leadership, 25 Health)
 0.55 (10% Magic resistance)
 0.58~ (15% Astral resistance)

Ouch. To be fair, they can make enemies have a decent chance to miss, and can ensure damage transferring happens with Thread of Life, so they're okay at extending the durability of other units, but Spirit Talkers are very frail, and Dark Side is a lot more prone to ranged-heavy enemy armies than all three prior games, so ranged attackers being frail is much more consistently a problem for player units than in prior entries.

They basically don't exist as enemies, so... you might go an entire run never using them or fighting them, making their existence basically a technicality.

Ghost
0.5 (80 Leadership, 40 Health)
/ 1.0 (50% Physical/Poison resistance)

Lost their Ice resistance. With that happening so widely, Ghosts are actually a bit better off, since they still do Ice damage, and more damage means more leeching. A lot of Ice resistances vanishing is on units they can't leech from, mind, but you don't fight Undead much in Dark Side, so I stand by my statement.

Pirate Ghost
0.5 (50 Leadership, 25 Health)
/ 1.0 (50% Physical/Poison resistance)
Nimble: 0.6 (Flat 20% chance to dodge)

Now instead of having a better base ratio than Ghosts but having a couple of weaknesses, they're basically just Ghosts, but they dodge instead of leeching. It... honestly makes them a lot harder to justify using...

Vampire (Bat form)
0.5 (80 Leadership, 40 Health)
 1.0 (50% Poison resistance)
 0.45 (-10% Fire resistance)

Usual Ice resistance loss.

Ice Spider
0.5 (120 Leadership, 60 Health)
 0.66 (25% Physical resistance)
/ 2.5 (80% Magic and Ice resistance)
 1.0 (50% Poison resistance)
 0.25 (-100% Fire resistance)

Untouched.

Severely Negative Ratios

Anything below 50%. Units down here die horrifically quickly to Rage and Spells unless resistances save them.

Cursed Ghosts
0.46 (130 Health, 60 Health)
/ 0.92 (50% Physical/Poison resistance)

See my Ghost commentary.

Cyclops
0.46 (1400 Leadership, 650 Health)
/ 0.65~ (30% Physical and Fire resistance)
 1.15 (60% Poison resistance)

Ice resistance gone. Ice damage isn't very common in Dark Side, so this doesn't hurt them too badly, but I am a bit annoyed at it happening, so Magic is no longer the primary counter.

Red Dragon
0.42 (2000 Leadership, 870 Health)
 0.49~ (15% Physical resistance)
 0.6 (30% Magic resistance) 
 2.1 (80% Fire resistance)

Yet another untouched unit.

Emerald Green Dragons
0.42 (1900 Leadership, 800 Health)
 0.46~ (10% Physical resistance)
 0.6 (30% Magic resistance) 
 0.84 (50% Fire resistance)

Another unit not changed since Armored Princess.

Archdemon
0.41 (1600 Leadership, 666 Health)
 0.51 (20% Physical resistance)
 0.82  (50% Magical resistance)
 2.05 (80% Fire resistance)
 0.3 (-25% Ice resistance)

Back to their old, awful base ratio, but their Magic resistance has spiked. Furthermore, they now have three reloading Talents for contributing without getting hit back; I said Warriors of the North was arguably their peak for Spell-supporting, and the 'arguably' is because Dark Side is a strong contender.

Female Vampire
0.41 (180 Leadership, 75 Health)
 0.82 (50% Poison resistance)
Connoisseur of Beauty: 0.52 (Leadership reduced to 144)
Connoisseur of Beauty+ 1.04

I'm not listing their cloud form, given that it's invincible as far as I'm aware and so its ratios shouldn't matter.

Regardless, yes, Female Vampires are one of the frailest units in the entire series. They do have Regeneration and Death's Deception, benefit from Zlogn, and ultimately get Connoisseur of Beauty bringing them up to a less sad ratio, but even with Connoisseur of Beauty maxed their effective ratio is noticeably worse than Ancient Vampires -in fact, it's slightly worse than Ancient Vampire Bats. Admittedly they have No Retaliation and Long Attack, but yikes, you have to be careful with Female Vampires or else they're going to die in droves. And unlike Ancient Vampires, they can't leech back casualties!

Black Dragon
0.4 (2500 Leadership, 1000 Health)
 0.5 (20% Physical resistance)
/ 2.0 (80% Magic and Fire resistance)

No more Ice resistance. Ice damage is much rarer in Dark Side than in Warriors of the North, so this is much less of an issue than you might expect, but still.


Faun/Satyr
0.38 (60 Leadership, 23 Health)
 0.42 (10% Magic resistance)
 0.34~ (-10% Fire resistance)
Forest Magic: 0.16 twice (10 Health per 60 Leadership, twice)

Their ability to heal Plants has been weakened a bit, but their internal ratios are untouched.

So they're still painfully sucky. Alas.

--------------------------------------------------

And now we're done with the entire King's Bounty series! Again! Probably for real this time!

I'll probably do something for King's Bounty II, mind, but I... barely count it as part of this series, and I probably won't do one of these long-form series for it, as it's simply not well-suited to such being interesting. (And frankly, I've not been impressed by the game so far)

So yeah, this series is finished.

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