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A Look at Mini-Heroes

By Smeagolfan24.

Not much has been said here about the new mini-heroes, so I think we should have a guide on it. This is my take on these rejected additions to the game.

Mini-heroes are, as the name implies, basically units that are heroes. They have powers, can regenerate health, but have multiple units in them. Most are as expensive as heroes, so you'll have to choose if they're worth it, but we'll get to that eventually.

I'll look at each mini-hero, and then say what my strategy would be with them:

The Mini-heroes


Name: Knights of Dol Amroth


Faction: Men of the West


Cost: 1500


Command Points: 100


Required: Level 3 Stables


Strong vs.: All Normal Units except pikemen


Amount Allowed: 3 Units of Knights


Abilities:


  • Level 2: Inspiration --- Mounted units near Knights gain +50% Damage and Armor; Passive

  • Level 7: Charge of Glory --- Knights gain +50% Damage and Armor for a short time.


  • Name: Noldor Warriors


    Faction: Elves


    Cost: 1500


    Command Points: 96


    Required: Level 3 Barracks


    Strong vs.: All Normal Units


    Amount Allowed: 3 Units of Warriors


    Abilities:


  • Level 7: Weapon Song --- Warriors gain +50% Damage and Armor for a short time.

  • Note: The Noldor Warriors are fully upgraded, Silverthorn and all!



    Name: Dwarven Zealots


    Faction: Dwarves


    Cost: 1500


    Command Points: 120


    Required: Level 3 Hall of Warriors


    Strong vs.: All Normal Units


    Amount Allowed: 3 Units of Zealots


    Abilities:


  • Level 1: Axe Throw --- You all know what this is.

  • Level 7: Beserkergang --- Zealots gain +150% Damage and Attack Speed for a short time.


  • Name: Uruk Deathbringers


    Faction: Isengard


    Cost: 1000


    Command Points: 75


    Required: Level 3 Uruk Pit


    Strong vs.: All Normal Units


    Amount Allowed: 3 Units of Deathbringers


    Abilities:


  • Level 2: Stonewall --- Deathbringers become highly resistant to trample and knockback, and stop cavalry, but lose speed.

  • Level 7: Deathwish --- Deathbringers gain +250% Damage but lose 25% of health for 20 seconds.


  • Name: The Black Riders


    Faction: Mordor


    Cost: 2000


    Command Points: 150


    Required: Level 3 Siege Works


    Strong vs.: All Normal Units except pikemen


    Amount Allowed: 1 Unit of Riders


    Abilities:


  • Level 2: Dread Visage --- Significantly reduces nearby enemy Damage and Armor

  • Level 4: Morgul Blade --- Same as always

  • Level 10: Screech --- Inspires fear


  • Name: Fire Drake Brood


    Faction: Goblins


    Cost: 1500


    Command: 72


    Required: Level 3 Fissure


    Strong vs.: All Normal Units except pikemen and buildings


    Amount Allowed: 2 Broods


    Abilities:


  • Level 7: Inferno --- Brood breathes fire over chosen area.


  • The Best Mini-hero

    The Knights of Dol Amroth are the best choice in my opinion, although all the good factions got excellent heroes also. The best way to use the Knights is to join them with other units, have the others distact the enemy, and then take down their buildings one by one. They are very good at what they do, whether it be a charge w/ Theoden, or the above strategy.

    The Worst Mini-hero

    Fire Drake Broods are horrible. They will never last long enough to get to level 3, let alone level 7 for Inferno. I had one drake die in two seconds after charging into an army, with units to support it! do not use these!

    Strategy

    Mini-heroes can not survive on their own, as some of you have already said. There is a question as to whether they're worth the large amount of money. In my opinion, none of the Evil mini-heroes are worth it; they die too easily. Nazgul are way over-priced, so s tay away from them.

    The main strategy I've found mini-heroes to be strong in is raiding resource building. Really, they have no other use in your army of destruction.