The Stronghold has received a healthy balance of stat reworks and buffs to prevent the faction from functioning as a town full of one-note beatsticks. Each creature upgrade provides players with greater ways to diversify their strategies and approach town building differently.
Hobgoblins have a decent chance to double their Attack with Bloodlust before every attack, allowing them to be doubly as effective in the early-game and keeping them from irrelevance in the mid-game onwards. Goblin Trappers are fantastic in large numbers and multiple stacks as their Land Mine scaling is quite low, but once those number are accrued, fights against neutral melee creatures and lower-powered enemy heroes become far more navigable.
Wolf Raiders have received a very minor Defense buff, but Boar Riders have had a complete unit overhaul. No longer are Boars a below-average Level 2 unit, for now they have been significantly buffed all around to make them on par with their wolf-riding counterpart. Their higher survivability and potential Damage output makes them formidable when fighting multiple stacks of enemies.
The Orc line has received a slight Speed buff to prevent them from slowing heroes' armies down too much. Orc Chieftains' mediocrity has been combatted by doubling their Damage output in ranged combat, becoming far more viable than ever before. Orc Berserkers have the potential to enrage their enemy before retreating to safety, making them decent disruptors in mid-range combat.
The Ogre line has received a minor set of buffs to allow for more room to manoeuvre stats around. The Ogre Brute has the potential to dish out proportionally higher Damage if it Frenzies itself before attacking, but it is less consistent than the Ogre Mage and its 3 guaranteed casts of Bloodlust.
The Roc line has seen minor stat shifts and a few buffs to ensure that upgrading Rocs provides more than extra Speed an an ability. Rocs have had their lower Damage range and Health nerfed in exchange for being cheaper to purchase, while Thunderbirds have received a nice Damage buff at no additional cost. Shahrokhs are Ferocious, meaning their double attack will almost always activate unless facing stronger targets with fewer Shahrokhs, giving them a more consistent Damage output at the cost of their lower Health and Speed.
Cyclops Kings have been made cheaper to compensate their lack of stats gained after upgrading and their situational siege ability. Blood-Eyed Cyclops are a dedicated long-range shooter that trade their signature siege capabilities for a higher and more consistent Damage output that bypasses the need for siege wall destruction.
Ancient Behemoths have received a very minor Attack and Defense buff at the cost of 1 more Crystal per unit. Ghost Behemoths are the middle-ground between their base unit and alternate unit in terms of enemy Defense ignored and Health, with their focus being on Speed and infiltration more than outright brawling other melee units.
Attack 4
Defense 2
Shots -
Damage 1–2
Health 5
Speed 5
Move Ground
Size 1
Growth 15 (+8)
AI Val. 60
Fight Val. 60
Cost 40
Spellcaster before attack: Advanced Bloodlust (30%, 1 Power).
Attack 5
Defense 3
Shots -
Damage 1–2
Health 5
Speed 7
Move Ground
Size 1
Growth 15 (+8)
AI Val. 85
Fight Val. 85
Cost 60
Spellcaster: 1x Basic Land Mine (5% Power).
Attack 4
Defense 4
Shots -
Damage 1–2
Health 5
Speed 7
Move Ground
Size 1
Growth 15 (+8)
AI Val. 85
Fight Val. 85
Cost 60
Hobgoblin:
AI Value 68 → 85
Fight Value 65 → 85
Cost 50 → 60
Attack 7
Defense 5
Shots -
Damage 2–4
Health 10
Speed 6
Move Ground
Size 2
Growth 9
AI Val. 130
Fight Val. 130
Cost 100
Attack 8
Defense 6
Shots -
Damage 3–4 (x2)
Health 10
Speed 8
Move Ground
Size 2
Growth 9
AI Val. 210
Fight Val. 180
Cost 140
Jousting bonus (3%).
Attack 9
Defense 5
Shots -
Damage 3–5
Health 15
Speed 7
Move Ground
Size 2
Growth 9
AI Val. 210
Fight Val. 180
Cost 140
Wolf Raider:
Defense 5 → 6
AI Value 203 → 210
Fight Value 174 → 180
Boar:
Name "Boar" → "Boar Rider"
Faction Neutral → Stronghold
Attack 6 → 9
Damage 2–3 → 3–4
Speed 6 → 7
AI Value 145 → 210
Fight Value 145 → 180
Shoots.
Attack 8
Defense 4
Shots 12
Damage 2–5
Health 15
Speed 5
Move Ground
Size 1
Growth 7
AI Val. 200
Fight Val. 180
Cost 150
Attack 8
Defense 4
Shots 24
Damage 2–5 (x2)
Health 20
Speed 6
Move Ground
Size 1
Growth 7
AI Val. 300
Fight Val. 250
Cost 180
Strike and return.
Spellcaster after attack: Basic Berserk (20%, 3 Power).
Attack 8
Defense 8
Shots -
Damage 2–5
Health 20
Speed 7
Move Ground
Size 1
Growth 7
AI Val. 300
Fight Val. 250
Cost 180
Orc:
Speed 4 → 5
AI Value 192 → 200
Fight Value 175 → 180
Orc Chieftain:
Speed 5 → 6
AI Value 367 → 300
Fight Value 245 → 250
Cost 165 → 180
Attack 13
Defense 8
Shots -
Damage 6–12
Health 40
Speed 4
Move Ground
Size 1
Growth 4
AI Val. 416
Fight Val. 520
Cost 300
Spellcaster: 3x Advanced Bloodlust (3 Power).
Attack 13
Defense 10
Shots -
Damage 6–12
Health 60
Speed 6
Move Ground
Size 1
Growth 4
AI Val. 700
Fight Val. 700
Cost 400
Spellcaster before attack: Advanced Frenzy (20%, 1 Power).
Attack 15
Defense 8
Shots -
Damage 6–12
Health 50
Speed 7
Move Ground
Size 1
Growth 4
AI Val. 700
Fight Val. 700
Cost 400
Ogre:
Defense 7 → 8
Ogre Mage:
Defense 7 → 10
Speed 5 → 6
AI Value 672 → 700
Fight Value 672 → 700
Flies.
Attack 14
Defense 10
Shots -
Damage 10–15
Health 50
Speed 8
Move Flying
Size 2
Growth 3
AI Val. 920
Fight Val. 700
Cost 500
Flies.
Lightning Strike (30%).
Attack 14
Defense 10
Shots -
Damage 12–16
Health 60
Speed 11
Move Flying
Size 2
Growth 3
AI Val. 1150
Fight Val. 900
Cost 700
Flies.
Attack 16
Defense 10
Shots -
Damage 10–15
Health 50
Speed 10
Move Flying
Size 2
Growth 3
AI Val. 1150
Fight Val. 900
Cost 700
Roc:
Attack 13 → 14
Defense 11 → 10
Damage 11–15 → 10–15
Health 60 → 50
Speed 7 → 8
AI Value 1027 → 920
Fight Value 790 → 720
Cost 600 → 500
Thunderbird:
Attack 13 → 14
Defense 11 → 10
Damage 11–15 → 12–16
AI Value 1106 → 1150
Fight Value 869 → 900
Lightning Strike 20% → 30%
Attack 15
Defense 12
Shots 16
Damage 16–20
Health 70
Speed 6
Move Ground
Size 1
Growth 2
AI Val. 1266
Fight Val. 1055
Cost 750
Attack 18
Defense 12
Shots 24
Damage 16–20
Health 70
Speed 8
Move Ground
Size 1
Growth 2
AI Val. 1544
Fight Val. 1110
Cost 1000
Attack 16
Defense 14
Shots 24
Damage 16–20
Health 70
Speed 7
Move Ground
Size 1
Growth 2
AI Val. 1544
Fight Val. 1110
Cost 1000
Cyclops King:
Attack 17 → 18
Defense 13 → 12
Cost 1100 → 1000
Ignores 40% of enemy Defense skill.
Attack 17
Defense 17
Shots -
Damage 30–50
Health 160
Speed 6
Move Ground
Size 2
Growth 1
AI Val. 3162
Fight Val. 3162
Cost 1500
Ignores 80% of enemy Defense skill.
Attack 20
Defense 20
Shots -
Damage 30–50
Health 300
Speed 9
Move Ground
Size 2
Growth 1
AI Val. 6250
Fight Val. 5450
Cost 3000 + 2C
Ignores 60% of enemy Defense skill.
Attack 22
Defense 18
Shots -
Damage 30–50
Health 240
Speed 11
Move Flying
Size 2
Growth 1
AI Val. 6250
Fight Val. 5450
Cost 3000 + 2C
Ancient Behemoth:
Attack 19 → 20
Defense 19 → 20
AI Value 6168 → 6250
Fight Value 5397 → 5450
Cost 3000 + 1C → 3000 + 2C