First turns are rather calm - not useful.

Intimidation

3

Core units can’t attack elite and champion, elite units can’t attack champion.

Lasts during 3 first turns of a battle.

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Stand Your Ground

1

Increases unit’s defence about 39%.

Somehow useful - we’ll lose less units.

Mass Stand Your Ground

Increases all units defence about 18% and gives an additional counterattack.

PC

Requires Stand Your Ground.

Defence bonus is small but another counterattack can make a difference.

Taunt

Pointed enemy units will attack chosen troop from our army, causing 45% of normal damage.

PC

Then loses a turn.

Very helpful to eliminate annoying units.

Neutral

+19 to unit’s initiative, and 1,5 times its movement points.

PC

It lasts only one turn, so it’s medium useful.

Warlord’s Command

Chosen unit which hasn’t move yet, can do it now.

Heroism

Blood

Increases unit’s luck and morale about 14 and attack about 17%.

PC

One of the best warrior’s ability - it makes a difference on a battlefield.

Mass Heroism

Increases morale and luck of all friendly unit about 5, also attack about 10%.

Lasts 3 turns, requires Heroism.

PC

It affects greatly all our unites - definitely worthy.

Flawless attack

Chosen unit cause maximum damages during 3 turns.

Nice for weak units.

Might & Magic: Heroes VI

you’ve got the option to choose better, but it isn’t bad.

Short persist time makes it rather weak ability.

Warfare

Counterstrike I

Passive

+10% to damages during counterstrikes

Definitely worthy.

Counterstrike II

All units can do two counterstrikes during first four turns of battle.

Remember, that our units will counterstrike twice.

Parry

If units can’t counterstrike, they get 10% less damage.

10% makes a difference.

Bonuses are too small, and it requires hero at 15 level.

Toughness II

Increases units health about 2%.

Like above

Toughness III

Increases units health about 2%.

There are better abilities on 15th level.

As we’ll mainly attack, it’s useful.

Archery I

Shooting units cause 6% more damages.

Difference is rather non-noticable.

Archery II

Shooting units damages are bigger about 3% with every attack.

But if troop get melee damages an effect is zeroed.

Requires Archery I.

Archery III

Shooting penalty -50%

Little of units get any penalties - rather not useful.

Having such upgraded unit is cool.

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