War and Magic is a game that has a lot of us head over heels with its strong similarities to one of the most classic games in the history of video games. If you’ve been around for a few years, then you’ll surely remember “Heroes of Might and Magic,” a game with similar dynamics that had you face dangerous monsters on a turn-based board while leading troops to victory and conquering lands. This title from GOAT Games takes the essence of that successful 90s game and brings it to the world of smartphones.
In addition, War and Magic also adds in some aspects that are reminiscent of management games like Empire Rising Civilizations and other similar titles that require players to build and expand their fortress.
Strategy isn’t everything in War and Magic
This title takes you to a medieval fantasy world where you’ll face all sorts of different creatures; you’ll come face to face with elves, knights, the undead, and all sorts of other types of imposing enemies. This means you’ll need to have a clear strategy when it comes to taking down the enemies you come across. However, you won’t only need a brilliant tactic—you’ll also need to make sure you have enough power to bend them to your will.
Therefore, in this guide, you’ll discover which enemies you’re going to come across, their strengths, weaknesses and the power required in order to take them down.
The enemies in War and Magic
The difficulty level of War and Magic is gradual. In order words, the enemies will progressively increase their level, generating greater difficulties in each combat. Consequently, the first confrontations are practically a tutorial that gives you the chance to learn the basics of the game in order to successfully face real challenges later on.
Enemies in levels 1-6
- Undeads: These are the enemies that you’ll find in the first fight of the game when you complete the tutorial. They’re virtually harmless and you won’t have any problem defeating them, since the game itself will guide you to victory. Since they are so slow, it’s simple to defeat them with ranged units (in these levels you’ll usually have crossbowmen) while using some melee units to serve as tanks. The power needed to beat them with ease is 2,184.
- Hill Dwarfs: This is the second group of enemies you’ll face on the map. They have a decent level of resistance and are able to avoid magic damage, given the game’s lore. At the beginning of the game, they’re not a big threat but combined with other units, they can be a nuisance. The key is, again, in their low mobility, so beating them with crossbowmen is the ideal option. The suggested power for this fight is 3,276.
- Demihumans: Now, this group of elves and dwarves will start to complicate things for you. They have ranged units, so they will cause irreparable damage to your units. The key is to take down the elven archer units as quickly as possible while using your crossbowmen and archers to beat the dwarves. The suggested power is 4,095.
- Vampyr: The vampires are the opposite of what you will have faced up to until this point. They’re fast and hit hard, so you’ll need to use units that absorb a lot of damage. There are two more or less reliable strategies: you can either use a large number of “guard” units to serve as cannon fodder, or opt for other more powerful units that can “tank” damage, like the dwarves. In any case, the necessary power is 6,197.
- Black Heart: These elven archers and skeleton warriors will make things difficult for you. They’re strong and do a lot of damage, so you’ll need plenty of ranged units to attack them before they get too close. You need a level of at least 8,190 to be able to skillfully defeat them.
- Stalkers: If the previous combination was already complex, this one gets even more complicated, since the skeletons are joined by vampires. So, on the one hand, you have speedy units that do a lot of damage, and on the other, skeletons that absorb damage like sponges. You’ll have to rely on your crossbowmen and priestesses to be able to deal with these creatures. The number starts to rise and you’ll need a power of 10,215.
The first high-level enemies: the real challenge in War and Magic
Up to this point, you’ve faced enemies that are “normal” size. They were opponents that entailed a certain difficulty, but that could be defeated by playing your cards right. Now comes the time to face the Treefolk. They will require a minimum power of 26,988 and are the real gateway to War and Magic. To defeat them, you’ll have to keep in mind the following tips:
- These are very powerful Ent herders and they cause a lot of damage. You’ll have to face them with the best you have.
- It’s best to choose the units in your arsenal that can do the most damage. At this stage of the game, it’s the knights.
- You have to be as aggressive as possible, pouncing on your enemy as fast as you can to start causing damage before they do.
After this enemy, you’ll experience another dramatic increase in the level of difficulty as you face Corruption, which will require a completely different strategy. This time, the enemy group is much more diverse and you’ll have to consider different tactics to defeat them. The suggested power is 43,498.
- The main enemy to beat are the griffins—mythological beasts, halfway between an eagle and a lion—which will make things very difficult for you to destroy them. The key is to defeat them from a distance using elven archers.
- They’ll be escorted by dwarves, which you already know are easy to take down with long-range weapons.
- There’ll also be vampires, so you’ll have to have infantry to serve as a “stopper.”
After this opponent, you’ll have a short break in terms of increasing difficulty, as you’ll face the Inquisitor. This is a much easier-to-beat enemy that will have an ice phoenix, infernal knights and skeleton warriors on its side. The recommended level is 58,708 and it shouldn’t be too challenging, especially if you were able to beat Corruption.
The reaper and the final enemies of the game
- Reaper: Here, you’ll meet the great mid-game enemy in War and Magic. It’s a group of mutated skeletons, elven archers and griffins. It’s a good idea to use strong units at the front and attack from behind with your best-ranged units. It’s one of the most demanding fights in the game and you’ll need a power of 104,278 to overcome it.
- Raid Party: If you found the reaper difficult to beat, this enemy is even more so. Prepare yourself to face very powerful enemies using units with great magical potential, like vampires. We’re talking about an enemy that requires 143,252 power points.
- Arcturus: With a power of 197,080, this opponent is once again another big level jump. You’ll have to “tank” it with the most resistant units you have and attack it from a distance until you destroy it.
- Deathpact: This is the same as the previous fight, but way more difficult. You’ll need a power of 271,173.
- Archmage: The name alone should give you an idea of where this one is going. Get ready to face the most powerful magical enemy you’ve come across so far. What you need to do is move quickly all around the battlefield in order to dodge them and hit them where it hurts. Yeah, that’s right. We’re talking about the griffins. The power required in this battle is almost twice as much as the previous one, at 416,546. It just might be one of the biggest level jumps in War and Magic.
- Predator: With a recommended power of 508,789, it’s not the most difficult opponent in the game, since it does have a significant weakness against magic. You’ll want to use sorcerers and everything else you have on hand to destroy these enemies.
- Desert Dead God: Once again, the best choice is to use units that can cause a lot of damage. Forget about tanks; the enemy will easily collapse without them. The level required is 586,540.
- Phoenix: Seeing as you’re used to exponentially increasing difficulty levels by now, this opponent should be a piece of cake for you to beat. You’ll have to use the same tactics as in the previous level and play as offensively as possible. Its power is 615,540.
- Mouth of the Abyss: It may seem a bit repetitive, but you should use the same strategy as in the two previous levels. The classic recommendation for this enemy is to use Ents and armored bears, a reliable duo in War and Magic. The required level is 661,920.
- Vengeance: Once again, you’re faced with a notable difficulty jump in War and Magic. Not because its mechanics are difficult, since you’ll simply have to cause abundant magic damage, but because the power required jumps up to 722,259 points.
- Infernals: You’ve dealt with enemies like these ones since the beginning of the game, so they will be no surprise to you. The suggested power is 789,900 and they’re so slow that long-distance damage is key.
- Curse of Troll: By the time you come face to face with these trolls, you’ll realize that the game is coming to an end, or at least you’ll be approaching the endgame. It isn’t the most difficult opponent, since you already know the mechanics, namely destroying them using massive magic damage. You’ll need a power of at least 869,400 points.
- Falconer: Now, this one is the kind of enemy that absorbs damage like a sponge. You’ll need to use your most resistant units to act as a stopper and dispatch them with elven archers. You’ll need to have a power of 959,419 points.
- Ghost Knight: You’re approaching the end with an enemy that hits a million power points, so you’ll have to have 1,046,871. Use the most damaging ranged units in your arsenal to defeat it.
- Grizzly: Ironically, the final opponent of the game isn’t particularly complex. You’ll need to use all your wizards to take him down and you’ll be able to finish the War and Magic opponent lineup. You’ll need a power of 1,147,714.