Thank you
@Gargon667
But why Frogs or Blossoms ?
So to take my ch11 city, i have Elder Treant which has 4X strength against both Light Melee and Heavy Ranged, whereas Frog 1 only have 3X strength against Light Melee and even with Heavy Ranged. Blossom 2 has nothing against Light Melee and only 2X strength against Heavy Ranged.
My ch15 city has Frog 2 and Blossom Princess, so the Frog 2 has 4X strength against Light Melee as Treants, but still only even against Heavy Ranged. Blossom Princess still has nothing to offer against Light Melee, and only 3X strength against Heavy Ranged.
I can only see the Elder Treant Heavy Melee as the choice here; What am i missing ?
Those stars do not say much.
You should delve into the units strenghts and weaknesses first including the enemy.
https://en.wiki.elvenar.com/index.php?title=Units
I assume you play on the app so you can get access to the following information with the above link to the wiki.
What those stars do not tell you is the powers, and the tactical advantage units have (or not have)
Being able to strike first is very important, because each unit that you kill cannot hit you back and this reduces losses dramatically.
It also works the other way around, each unit that strikes you first will reduce your ability to damage the enemy.
Ranged units have the advantage to be able to almost always strike first.
Range units also have attack boosters aviable like fire phoenix, some wonders and light range and light mage combat boosters from the academy.
This makes the first strike even more powerfull as you destroy even more of the enemy units.
Some units also have the range to stay out of harms way, this means they can first strike twice before the enemy gets close enough to strike back.
Last but not least units like blossom mage, priest (all versions), archer, pro ranger, frog prince(3* versions) have a special power then massively destroys the enemies defence, this means even if the first hit does not strike hard enough, the second strike will pretty much ignore any defence the enemy has agains your own units.
The treants enemies also have the ability to stay out of range of the treant, on certain maps this means they cannot win as the enemy will just pulverize you from a distance (the AI ain't alsways smart enough to deal with it and makes dumb choices)
Paladin / Valorrian guard often give more stable results as there 1 extra range allows the AI more flexibility and the ability to strike back.
Even if they have only half the HP of a treant the end result is often better.
So combat ain't as simple as comparing stars. there is more involved.
Also be aware that units from the player side and enemy side can be completely different even if the look the same
Example:
This unit has 3 bonus vs light melee, but when we look close it's only a 40% damage reduction vs light melee.
This ectually aint that great
But those 5 bonus vs light range is actually pretty good with 70% more damage and 80% less damage taken
When it comes to enemey units it's the other way around.
In fact is doesnt even have a defence vs light rage units.
This means that if my unit strikes first I would not mind opposing this unit with archers. as I most likely hit it so hard, especially if my archers are boosted that that 30% becomes +30% of a near dead unit. a little +30% is not that dangerous.
As you can see in this example those swords do not say that much, the first unit strikes first vs light melee and has some defence, while it ain't great it's not the worst.
The enemy unit on the other hand also has 3 swords vs light range. but it strikes last and has no defence so is crippled before it can lash back, that +30% is near useless.