TIER SERIES – DOOM SAND

My rankings of the Doom Sand units!

Doom Sand is a faction based on unpredictability and the potential to change to course of the battle quickly. Doom Sand is among the best factions when it comes to spell power, specializing in multi-target arcane attacks. Spells are not the only way they can be victorious though. Doom Sand has some unique mechanics that highlight their criminal element, designed to disrupt and cause chaos. To top it off, Doom Sand boasts some high-level gigantic monsters to decimate enemies when needed. Doom Sand needs to take big risks and play aggressively to be successful!

Here is my Doom Sand tier list! (Tiermaker link here!)

  • Superb Tier: Genie Khan, Sabertooth Wyrum, Goldminer Contractor
  • A Tier: Doom Sand Outlaw, Tyrant Chieftain, Outlaw Mage, Assassin Mage, Anubite Battlemaster, Anubite Astromancer
  • B Tier: Rampaging Gorolox, Firesky Wyvern
  • C Tier: Battle Tembophant
  • D Tier: Sirocco Conjuror, Sunray Ukhozi, Doom Sand Archer

D TIER: Sirocco Conjuror, Sunray Ukhozi, Doom Sand Archer

Doom Sand’s lowest tier has a couple of units that I would consider among the “worst” for their value in the game. Sunray Ukhozi is sort of the de-facto vanguard resource center grabber, and while it is an aerial unit, it costs 3 gold and generates mana- not nearly as useful as other faction’s 1 cost gold generators. Sirocco Conjuror has an area-effect spell, but it’s not all that powerful and easily avoidable. Both the gold for the Sirocco Conjuror and the mana for Sandstorm are usually better spent elsewhere. Doom Sand Archer is a notch above these 2 units. However, for 4 gold they are still a little too expensive for me for what they bring to the battle.

C TIER: Battle Tembophant

Battle Tembophant is actually a critical unit for Doom Sand, because they’d otherwise have a big absence of affordable units with good defense. The 5 defense of the Battle Tembophant helps Doom Sand immensely as the Tembophant can actually take some damage. This is a good example of Faction fit vs overall unit.. While valuable to Doom Sand, the Battle Tembophant would be much less important or impactful for other factions as it’s attributes are quite average.

B TIER: Rampaging Gorolox, Firesky Wyvern

This tier features a couple of nice secondary attackers, one by land and one by air. Both of these units can excel at scoring some points to help take pressure or focus off of Doom Sand’s best units. Rampaging Gorolox is a strong offensive unit with really good movement. A lack of abilities keeps it in B Tier. Firesky Wyvern, equally fast, is also great offensively, and with Scorchblast can fry up a bigger enemy. It’s a little light on the defensive side, which can make it vulnerable.

A TIER: Doom Sand Outlaw, Tyrant Chieftain, Outlaw Mage, Assassin Mage, Anubite Battlemaster, Anubite Astromancer

While a lot of units fit into Doom Sand’s high tiers, it should be mentioned that not all of these units are going to be able to share the battleground, especially the spellcasters. This is because these units are each really good independently, but there is not all that much mana to go around! Despite having extraordinary spells at their disposal, Doom Sand is not all that adept at cultivating and stockpiling mana. That being said, Outlaw Mage, Assassin Mage, and Anubite Astromancer all have really strong, fun, potentially devastating spells. Outlaw Mage has Fireball, which is really nice because you get to determine how the damage is distributed. The range on it is average, but Fireball does big damage. Spell Ward and 4 rank make the Outlaw Mage slightly better than the average 1-trick pony (or 1-trick wizard). Anubite Astromancer also has Spell Ward, and Meteor Storm has the capability of obliterating camping enemies. The fact that you get to pick the terrain tile means everything is always in range. Meteor Storm’s extreme power (as well as that bonus ability of Spell Ward) does drive up the Astromancer’s price.. meaning a big gold/mana investment. That leads us to Assassin Mage, which is a 1-trick Wizard (albeit an incredible trick!) Assassin Mage is fragile but has the lethal combo of Teleport and Mystic Sliceblade. Mystic Sliceblade is powerful enough on its own with 5 unavoidable (can’t be Evaded) damage, but the combination of Teleport again means everything is in range. Unfortunately this particular combination costs 10 mana.. which mitigates the use of other spells. These 3 units (and Genie Khan) need a solid chunk of mana to really be effective, but that chunk usually isn’t big enough for 3+ spells.. so Doom Sand often has to be selective based on the situation. The non-spellcasters of the A Tier include both of Doom Sand’s kidnappers. Tyrant Chieftain is a great unit as a high rank Captain, and sneakily scores extra points with Dominion. Kidnap is a luxury with the Tyrant Chieftain, as they are usually away from the action commanding and possibly scoring with Dominion. Doom Sand Outlaw on the other hand is outstanding at isolating and using Kidnap to remove an enemy. 3 health and Evade 2 give them a little staying power… and for 3 gold it’s actually a lot of staying power. Doom Sand Outlaw probably the best overall 3 cost unit in the game. The only reason it is not in S-Tier is because sometimes you just need a good, old-fashioned melee attack, and that is something the Doom Sand Outlaw is not so good at. Anubite Battlemaster is another really good Captain, but also has a single use ranged attack that deals 4 damage. That is a really useful ability as it can hit from a bit of a distance and takes a lot of pressure off of Doom Sand’s spells.

S TIER: Genie Khan, Sabertooth Wyrum, Goldminer Contractor

Just like Farm Peasant and Manawing Aku, Goldminer Contractor is an essential unit. Doom Sand needs to be pushing the tempo of the battle or have enough gold on hand to recruit a big spellcaster when the opportunity to hit multiple units arises. Goldminer Contractor is crucial in making sure that happens. The aforementioned Genie Khan is one of the most versatile units in the game- they can be a solid Captain and have the attributes to be a formidable aerial melee fighter. Both of those decent uses pale in comparison to being a devastating spellcaster though. Wave of Blades shreds enemies and the 3 movement increases the availability of rows/columns to choose from. That’s not all though, Genie Khan has Teleport as well. With a lot of mana (which again can be a big issue for Doom Sand) that can seem downright unfair as the Genie Khan uses Teleport to go to the most target-rich spot to unleash Wave of Blades devastation. Don’t forget, the Genie Khan has 3 attack! It’s an overlooked but effective strategy to Teleport and just make a melee attack as well. Offensively, it’s hard to find too many units on the Genie’s level. The Genie Khan is a little vulnerable defensively, but because offensively there are not too many other units on its level it is an easy S-Tier inclusion. Melee combat would be an issue for Doom Sand, but instead of being a glaringly weak melee faction, they are at least an average one thanks entirely to Sabertooth Wyrum. The king of the Wyrums delivers massive attack and defense attributes and adds on a very underrated combination of Natural Toughness and Menace. This combination along with a great defense makes the Sabertooth Wyrum a beast at taking hits. It devours opposition and dominates the frontlines.

Let me know what you think! Remember that you can make your own Factions: Battlegrounds unit tiers here! We have reached our last Faction- Baazaria!

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