Evil Celeste

From FaitH

== Overview ==

Evil Celeste refers to Celeste players who are able to train Giants, but not able to train the Knights of Nothingness, Mage of the Magic Dome, Valkrines, nor Angels. Celeste is able to train the Priests of Rift, which are a much cheaper and stronger variation of Karla's Priestess of Rift - so use them to your advantage.

Evil Celeste players tend to have a great start, as every unit is available by level 10 (other than the Defenders of the Queen - level 15). The greatness of Evil Celeste is overshadowed later in the game.

At level 4, Evil Celeste has a choice between Elven Archers and Fire Elves. The Elven Archers have superior stats (and lower cost per unit and building), but a player usually doesn't need the extra defense since Priests of Rift provide ample defense. It also depends on whether you use Defenders of the Queen since these also provide signficant attack. The building burning ability is interesting, but normally not very useful. Historically, Evil Celeste armies have wiped out entire corners of a map with fire elves and a three week destroy buildings strategy, but it's not very useful against an active defender who repairs buildings quickly.

Contents

Units

Starting Units

  Foot Soldier - 0 gold.
  Close Range: 1,  Long Range: 1, Defense: 1
  Unit Cost: 120,  Building Cost: 12000,  Unit per Building: 400
  Special Ability: Explores land
  Riftian Enchantress - 0 gold.
  Close Range: 3,  Long Range: 3, Defense: 12
  Unit Cost: 200,  Building Cost: 12000,  Unit per Building: 400
  Special Ability:  1% attack per 125 (Max 7% at 875 RE)
                    1% experience per 10 (Max 75% at 750 RE)

Level 3

  Catapult - 6000 gold.
  Close Range: 0,  Long Range: 1, Defense: 20
  Unit Cost: 1700,  Building Cost: 40000,  Unit per Building: 133
  Special Ability: Negates towers (2 for war tower, 1 for watch/magic tower)

Level 4

  Elven Archers - 7000 gold.
  Close Range: 0,  Long Range: 10, Defense: 18
  Unit Cost: 190,  Building Cost: 18000,  Unit per Building: 400
  Special Ability: N/A
  Fire Elves - 7000 gold.
  Close Range: 0,  Long Range: 18, Defense: 7
  Unit Cost: 200,  Building Cost: 22000,  Unit per Building: 400
  Special Ability: Extra damage to buildings

Level 8

  Giants - 50000 gold.
  Close Range: 20,  Long Range: 0, Defense: 7
  Unit Cost: 310,  Building Cost: 28000,  Unit per Building: 400
  Special Ability: Trampling

Level 10

  Priest of Rift - 60000 gold.
  Close Range: 4,  Long Range: 4, Defense: 15
  Unit Cost: 175,  Building Cost: 16000,  Unit per Building: 400
  Special Ability: Healing

Level 15

  Defender of the Queen - 20000 gold.
  Close Range: 13,  Long Range: 13, Defense: 19
  Unit Cost: 260,  Building Cost: 22000,  Unit per Building: 400
  Special Ability: Cannot fight in an offensive wars

Generals

Custom General

Special Ability: Either 10% healing or 10% trampling


Azrael Bloodfield

Special Ability: 10% Trampling.


Celeste

Special Ability: Goodhood II.

Start Up

Army Configurations

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