Renegade cultist warrior – Goodgame Empire

Renegade cultist warrior

Offensive Melee

A reliable melee infantry unit for the mid-game that can handle both attack and defense as long as you protect it from ranged units. For a cost of 198 and a consumption of 4, you get decent performance, but it is a specialist against swords, not a jack-of-all-trades. If you want a unit that pushes the army forward against infantry, go for it, just don't forget to add ranged support and don't overestimate that defensive number of 144.

124Attack
144Melee defense
55Ranged defense
25Speed
4Food upkeep

Quick overview

TypeOffensive, Melee
SourceBarracks level 5
Cost198
RecommendationRather yes

rating

Attack
Defensive
Cost
Speed

The Cultist Outcast is a melee infantry unit from the mid-game, which you produce in the Barracks from level 5. According to the data, it has an offensive focus, but paradoxically has higher melee defense (144) than attack (124), so it is actually more defensively oriented than it seems from the description. The stars confirm this: attack 4, defense 4, cost 3 out of 5. Its main weakness is immediately apparent, as its defense against ranged units is only 55. This is almost a threefold difference compared to 144 melee, so against archers and crossbowmen, these guys fall like flies.

How to use it

In practice, you deploy it as the front wave during an attack, where it absorbs the enemy's melee defense and opens the way. An attack of 124 is not record-breaking, but it is sufficient for weaker to medium targets in the mid-game. Thanks to its melee defense of 144, it is also suitable as a filler in castle or tower defense, where it holds up against sword-wielding attackers. Be cautious of its speed of 25, which is slower than regular infantry, so in a mixed wave, it will arrive at the target last and disrupt your timing. A consumption of 4 food per unit is reasonable, allowing you to sustain an army without major concerns.

What to combine it with

Always combine it with a solid shield of ranged units or defensive units, as it cannot withstand the drop in defense against ranged units on its own. When attacking, place these outcasts in front on slots against infantry and hide the ranged units on slots facing enemy bows. In defense, it works the same way; place them against melee attackers and supplement them with a unit that can withstand ranged fire. Don't catch them on siege equipment (siege machines), they should absorb the enemy's swords and axes, not towers.

Weaknesses and what to avoid

Do not send it alone against an army full of archers; a defense of 55 against ranged units means massacre and wasted coins. Also, do not send it against targets where you know the defense relies mainly on ranged units; they will shred it before it reaches the swords. And do not use it as a fast striking unit against distant enemies; with a speed of 25, it will only prolong your waiting time.

Pro player tipIt is worth producing it in larger batches only when you have the Barracks at level 5 and a stable coin income; the cost of 198 per piece adds up quickly with large armies. Experienced players consider it a cheap offensive and defensive base for melee and replace it with elite infantry only on slots where you really need higher numbers. Watch the defensive slots of the target before attacking; if you see an enemy infantry advantage, this is the right moment to deploy the outcast.
Common mistakeThe most common mistake is believing the defensive number of 144 and placing it in the first defensive line even where the attacker has ranged units. A defense of 55 against ranged units will bury it, and then you wonder why your army fell, even though it looked tough on paper. Another classic is sending a lone horde of outcasts to attack without ranged support and expecting a miracle; that drop in defense against ranged units will catch up with you every time.

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