Learn how to effectively use the Enchanter unit in Captain Blood, including its Convert ability, costs, and strategic advantages. Turn the tide of battle!
Alright, let's talk about the Enchanter. This unit is seriously one of the most game-changing ones you can get your hands on in Captain Blood, but it's not exactly cheap. Think of it as a high-risk, high-reward unit that can totally flip a battle if you use it right.
Stats & Costs:
- Unit: Enchanter
- Site: Temple
- Mana Cost: 60 (for Convert spell)
- Research Cost: 3000 experience
- Attack: 2
- Range: 1
- Defense: 1
- Movement: 3
- Hit Points: 20
The Star Ability: Convert
This is what makes the Enchanter so special. For 60 mana, the 'Convert' spell lets you turn an enemy unit to your side. The catch? They lose half their hit points when they switch over. It's an amazing way to boost your army and weaken the enemy at the same time.
Where and When You Can Use It:
- This unit is only available in the 'Harvest of Horrors' campaign and in random maps that use its settings.
- You need to control a cauldron to even have access to the Enchanter.
- Special note: Enchanters are immune to 'Convert', 'Fear', and 'Lure' spells themselves, so you don't have to worry about them being turned against you.
Strategic Breakdown:
Look, the Enchanter itself is a glass cannon, and not even a very strong one. Its combat stats are terrible, and it can be taken down easily. The real power is in that 'Convert' spell. Imagine turning one of their strongest units into yours – huge advantage!
Dealing with Enemy Enchanters:
If an enemy Enchanter is giving you grief, the best advice is to use your Furies. They're the safest and most reliable way to take them down without risking your own units getting converted. If you don't have Furies, you can try swarming them with cheap units like Warriors or Zombies. A player can usually only cast 'Convert' about five times in a row before running out of mana, even at full. This means even if they convert a bunch of your units, they're still spending a ton of mana and ending up with units that have half health. Zombies are a good choice for this swarm tactic because they can't be healed after losing health from conversion, so you're not dealing with a magically refilled enemy unit.
Key Takeaway: Use your Enchanter wisely. It's expensive and fragile, but its ability to steal enemy units can win you the game. Just make sure you've got a plan to protect it!
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