

Infernals are the most difficult unit here because it's spell immunity and large hit points pool. You should always purchase the mines, and probably better save them for the ultimate waves - the hell hounds, doom guards and infernals. The easiest way to accomplish this, is at Thrall's base thanks to the goblin mines. Hence if you can defeat one or two ultimate waves, the victory is yours. The ultimate wave of undead is launched roughly 15 minutes after you move to a new base. If you have extra APM, the hippogryph riders can be easily pulled out of combat to the fountain of life. And the undead army has much much more fire power to the ground army than that to the air.

The added hippogryph riders can boost the damage output quite a bit, especially with the true shot aura and focused fire. As of the damage output, the slow poison can greatly slow the entire process of combat, during which Furion's Tranquility spell can increase their survivability significantly. Huntresses are generally too fragile.ĭryads are perfect for the listed 2 waves because of its spell immunity.
