The Cove has received a few significant unit role buffs as well as a handful of minor stat changes to almost all units. The highlight of new upgrades is the Tidecaller, a powerful Fangarm-raising unit that gives Cove the classic Inferno-style strategy of overwhelming an opponent with raised units.
Nereids are known to be kind and beautiful sea nymphs, thus they are a supportive and more defensive option than Oceanids. Their ability to cast Mirth on their allies can be especially useful for early- and mid-game fights before your heroes find ways to increase their Morale, but they lack the offensive capabilities that Oceanids possess in melee combat.
The Crew Mate line has received an incredibly useful buff in that these units now share some their ill-gotten plunder with their commanding hero every turn. They must be in a hero's army to gain this buff, as they would otherwise have no incentive to share what is "rightfully" theirs! Crew Mates need 22 days to see a full reimbursement of their hiring cost. Seamen have received a slight Speed buff to make them more viable in combat and have a 19 day return on investment, whereas Swashbucklers are more geared towards defenders that pay off their hiring costs within 10 days.
Pirates, Corsairs, and Sea Dogs are now true masters of the seven seas with their fantastic new buff to movement on water. Corsairs have gained 4 more Shots to ensure they are not so reliant on an Ammo Cart for an upgraded Level 4 unit, and Sea Dogs remain an upgraded version of Corsairs - they have NOT been moved to an alternate unit.
The Stormbird line has been healthily buffed to get them out of the classic trap of "mid-tier flier that is primarily used for scouting". Ayssids are now more comparable to Crusaders and are still a glass cannon unit, but a far more effective one, particularly when Blessed. Halcyons have more chance-based damage with their Lightning Strike ability, but have 50% more Health than either Stormbird or Ayssid, making them a decent brawler at the cost of consistent damage output.
The Sea Witch line is now similar to the Pit Fiend line, with one far cheaper base unit and two very powerful upgrade choices. The Sorceress has been significantly buffed all around and has been made more expensive to compensate. The Tidecaller is the Pit Lord equivalent, as they can raise Fangarms that remain in the army after a battle is won, just like the Horn of the Abyss itself. This presents a whole new way to play Cove, especially as Fangarms are now Cove units, so there will be no Morale negation or penalty applied to armies that decide to raise a legion of them.
The Nix Praetorian is the offensive counterpart to the Nix Warrior. They have a higher damage output and have a decent chance to Bind enemies in place, referencing (in tandem with their large trident) the gladiator Retiarius. They may have a higher Health pool, allowing them to fare better against spells, but they are not at all as sturdy in physical combat compared to their Warrior counterpart.
Abyss Serpents come from the depths of Davy Jones' locker, striking fear into the hearts of unfortunate sailors and cursing all who come into contact with them. They are not as strong offensively as the vicious Haspid, but they make up for their lower Attack, Health, and Speed with their effectiveness at crushing the enemy's chance to dish out damage in the first place.
Teleportation.
Immune to Ice Bolt, Frost Ring, and Freezing Shot.
Attack 5
Defense 2
Shots -
Damage 1–2
Health 4
Speed 6
Move Teleporting
Size 1
Growth 16
AI Val. 57
Fight Val. 52
Cost 35
Teleportation.
Immune to Ice Bolt, Frost Ring, and Freezing Shot.
Attack 6
Defense 2
Shots -
Damage 1–3
Health 4
Speed 8
Move Teleporting
Size 1
Growth 16
AI Val. 75
Fight Val. 60
Cost 45
Teleportation.
Immune to Ice Bolt, Frost Ring, and Freezing Shot.
Spellcaster: 2x Advanced Mirth (6 Power).
Attack 5
Defense 3
Shots -
Damage 1–2
Health 6
Speed 7
Move Teleporting
Size 1
Growth 16
AI Val. 75
Fight Val. 60
Cost 45
No balance changes were made.
Generates 5 Gold per unit per day while in a hero's army.
Attack 7
Defense 4
Shots -
Damage 2–4
Health 15
Speed 5
Move Ground
Size 1
Growth 9 (+4)
AI Val. 155
Fight Val. 155
Cost 110
Generates 8 Gold per unit per day while in a hero's army.
Attack 8
Defense 6
Shots -
Damage 3–4
Health 15
Speed 7
Move Ground
Size 1
Growth 9 (+4)
AI Val. 200
Fight Val. 200
Cost 150
Generates 15 Gold per unit per day while in a hero's army.
Attack 7
Defense 7
Shots -
Damage 2–4
Health 18
Speed 6
Move Ground
Size 1
Growth 9 (+4)
AI Val. 200
Fight Val. 200
Cost 150
Seaman:
Speed 6 → 7
AI Value 174 → 200
Fight Value 174 → 200
Cost 140 → 150
Attack 8
Defense 6
Shots 4
Damage 3–7
Health 15
Speed 6
Move Ground
Size 1
Growth 7
AI Val. 312
Fight Val. 208
Cost 225
Attack 10
Defense 8
Shots 8
Damage 3–7
Health 15
Speed 7
Move Ground
Size 1
Growth 7
AI Val. 407
Fight Val. 311
Cost 275
Attack 12
Defense 11
Shots 12
Damage 3–7
Health 15
Speed 8
Move Ground
Size 1
Growth 7
AI Val. 602
Fight Val. 376
Cost 375
Corsair:
Shots 4 → 8
Flies.
Attack 10
Defense 8
Shots -
Damage 6–10
Health 30
Speed 9
Move Flying
Size 2
Growth 4 (+3)
AI Val. 502
Fight Val. 386
Cost 275
Flies.
Attack 12
Defense 8
Shots -
Damage 6–12
Health 30
Speed 11
Move Flying
Size 2
Growth 4 (+3)
AI Val. 700
Fight Val. 500
Cost 350
Flies.
Lightning Strike (30%).
Attack 10
Defense 10
Shots -
Damage 6–10
Health 45
Speed 10
Move Flying
Size 2
Growth 4 (+3)
AI Val. 700
Fight Val. 500
Cost 350
Stormbird:
Damage 6–9 → 6–10
Ayssid:
Attack 11 → 12
Damage 6–10 → 6–12
AI Value 645 → 700
Fight Value 478 → 500
Cost 325 → 350
Shoots.
Spellcaster after shot (Basic): Weakness or Disrupting Ray.
Attack 12
Defense 7
Shots 12
Damage 10–14
Health 35
Speed 6
Move Ground
Size 1
Growth 3
AI Val. 790
Fight Val. 608
Cost 500
Shoots.
Spellcaster after shot (Advanced): Weakness or Disrupting Ray.
Attack 12
Defense 10
Shots 24
Damage 12–16
Health 45
Speed 7
Move Ground
Size 1
Growth 3
AI Val. 1100
Fight Val. 950
Cost 650
Shoots.
Spellcaster after shot (Basic): Weakness or Disrupting Ray.
Spellcaster: 1x Advanced Raise Fangarms (50% Power).
Attack 14
Defense 8
Shots 24
Damage 10–14
Health 35
Speed 6
Move Ground
Size 1
Growth 3
AI Val. 1100
Fight Val. 950
Cost 650
Sea Witch:
Cost 515 → 500
Sorceress:
Defense 9 → 10
Shots 12 → 24
Damage 10–14 → 12–16
Health 35 → 45
AI Value 852 → 1100
Fight Value 655 → 950
Cost 565 → 650
Ignores 30% of enemy Attack skill.
Attack 13
Defense 16
Shots -
Damage 18–22
Health 80
Speed 6
Move Ground
Size 1
Growth 2
AI Val. 1415
Fight Val. 1415
Cost 1000
Ignores 60% of enemy Attack skill.
Attack 14
Defense 18
Shots -
Damage 18–22
Health 90
Speed 7
Move Ground
Size 1
Growth 2
AI Val. 2150
Fight Val. 1775
Cost 1300
Attack 16
Defense 16
Shots -
Damage 20–24
Health 100
Speed 8
Move Ground
Size 2
Growth 2
AI Val. 2150
Fight Val. 1775
Cost 1300
Nix Warrior:
Defense 17 → 18
AI Value 2116 → 2150
Fight Value 1763 → 1775
Attack 22
Defense 16
Shots -
Damage 30–55
Health 180
Speed 9
Move Ground
Size 2
Growth 1
AI Val. 3953
Fight Val. 3162
Cost 2200 + 1S
Attack 30
Defense 20
Shots -
Damage 30–55
Health 300
Speed 13
Move Ground
Size 2
Growth 1
AI Val. 7300
Fight Val. 5600
Cost 4000 + 2S
Attack 25
Defense 25
Shots -
Damage 30–55
Health 250
Speed 12
Move Ground
Size 2
Growth 1
AI Val. 7300
Fight Val. 5600
Cost 4000 + 2S
Haspid:
Attack 29 → 30
Speed 12 → 13
AI Value 7220 → 7300
Fight Value 5554 → 5600