Vote for the Dungeon Line-Up! 10/31/2014 | 11215 comments




Welcome back councillors,

You have chosen to hear the stories of the Dark Elves, the Dungeon faction! Even if the followers of Malassa won't be direct allies of Ivan in the fights to come, they have a story to tell, some experiences to share that will help Ivan in his endeavour to retake the throne.

Now let's get to the part you are all waiting for! Our game designers offered us 3 line-ups for the Dungeon faction. Each of them is balanced and offer different strategies for the Dungeon Armies. As for the Sylvan Line-up, one is more focused on offense, another on defence and the last one is a mix.

However, the vote will function differently from the previous one. We will have a first vote with the three line-ups, during which you are voting for your favorite. This first vote will last one week. At the end of this vote, the line-up with the less votes will be removed and we'll start a new vote with the two remaining choices, once again during one week. At the end of those two weeks of census, we'll have decided on the Dungeon faction line-up!

Remember that you can switch your vote at any time, so don't hesitate to convince your fellow councillors to join your cause!

The names of the creatures presented in this list are still Work in Progress and can change before the release!

More information about those line-ups (including assets from other games or concepts that may not represent Heroes 7 version of those creatures) to come in the following days.

The Blade from the Shadows


This army is fit to apply Dungeon’s preferred strategy, a risky hit-and-run. The speed of Skirmishers, Nightmares and Faceless provide unrivalled initiative and attack speed, supported by ranged debuffs from the Lurkers. Assassins finish off wounded enemies with lethal backstabs. The range and power of the Black Dragons is enough to remove all remaining resistance before the relative weak defense of the troops becomes a problem.

Core creatures

Assassin/Shade: melee walker with backstab ability. Damage dealer.

Shadow Lurker/Shadow Watcher: ranged attack flier with debuff abilities. Saboteur.

Skirmisher/Darkblade: melee walker with strike and return ability and no retaliation. Damage dealer.

Elite creatures

Minotaur/Minotaur Guard: melee walker with preemptive strike and no retaliation. Damage dealer.

Shadow Unicorn/Nightmare: teleporter with debuff aura. Saboteur.

Faceless/Faceless Assassin: teleporter with strike and return ability. Damage dealer.

Champion creatures

Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.

Cave Hydra/Dark Hydra:
walker with no flanks and life drain ability. Tank.


Malassa's Thousand Faces


A balanced army that allows both the classic hit-and-run tactics of Dungeon while ensuring a possible long-term battle. Troglodytes and Striders bring their toughness to support their allies, while Stalkers and Medusas bring ranged fire power to the lineup. Black dragons can be replaced by Hydras for a bulkier frontline.

Core creatures

Assassin/Shade: melee walker with backstab ability. Damage dealer.

Troglodyte/Chthonian: Earth spirit, immune to blind and with burrowing movement ability. Tank.

Stalker/Tracker: walker with ranged attack and piercing shot ability. Damage dealer.

Elite creatures

Minotaur/Minotaur Guard: melee walker with preemptive strike and no retaliation. Damage dealer.

Strider/Soulless: walker, shadowsteel construct with debuff abilities. Saboteur.

Medusa/Medusa Sorceress: walker with ranged attack and mesmerizing ability. Saboteur.

Champion creatures

Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.

Cave Hydra/Dark Hydra:
walker with no flanks and life drain ability. Tank.


The Shield of Darkness

A defensive lineup with everything for Dungeon to rival usually tougher factions. Tanks and ranged attackers allow to take on enemies without using especially risky tactics. Troglodytes, Striders and Manticores are tough enough to go hands-on against anyone, while Stalkers and Lurkers provide ranged support. Hydras and Minotaurs provide additional muscle to the pack.

Core creatures

Shadow Lurker/Shadow Watcher: ranged attack flier with debuff abilities. Saboteur.

Troglodyte/Chthonian:
Earth spirit, immune to blind and with burrowing movement ability. Tank.

Stalker/Tracker:
walker with ranged attack and piercing shot ability. Damage dealer.

Elite creatures

Minotaur/Minotaur guard: melee walker with preemptive strike and no retaliation. Damage dealer.

Strider/Soulless:
walker, shadowsteel constructs with debuff abilities. Saboteur.

Manticore/Scorpicore:
flier with poison debuff. Saboteur.

Champion creatures

Shadow Dragon/Black Dragon: flier with area of damage and debuff abilities. Saboteur.

Cave Hydra/Dark Hydra:
walker with no flanks and life drain ability. Tank.

Vote for the Dungeon Line-Up! - Part 1

Status: Closed

you choose

THE BLADE FROM THE SHADOWS

36%

votes

you choose

THE SHIELD OF DARKNESS

33%

votes

you choose

MALASSA’S THOUSAND FACES

31%

votes

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