Invaders of Meridell Guide by bladefist8

Species

Moehog- Great, with good defense without a helmet and unfortunately very, VERY low attack power. Its best quality is it’s 3-space move capability, which can be an excellent quality if you take my meaning, as it can attack up to three times or rush in to save that village, however it handicaps your other soldiers if used frivolously. I use a Moehog as a staller, as after he slaps on a helmet, he can rarely be hit.

Techo- Hmm… Half-decent I guess… stats are okay, can use Broadsword well, then Shield excellently in the very late game, but if you want a defender, I suggest Moehog. Kind of the average unit to compare others to, but I don’t like it.

Skeith- Slow move (1 space) and very annoying mono-attack, but is very strong and can teleport (with an item)! This however takes up its turn, but oh well- it’s much faster than moving, especially for a Skeith, and with a berserker battleaxe, a Skeith gets an extra move from teleporting! Of course using the Amulet limits +defense to 2 whereas a shield allows for 5… your choice.

Scorchio- User of bows. Great attacker IMO, doesn’t have to be adjacent once he has 9 saves… wow. Don’t let your starting Scorchio die and he’ll be your best friend for it. SERIOUSLY lacking attack power though, but not like Moehog.

Grundo- Not a terrible attacker, but after Skeiths wave 1, it becomes very powerful with that magic scroll and can also heal other party members-for a move point. Cooool.

Items

Mace – +1 attack power : Eew, kind of standard, but it’s a weapon I guess.

Broadsword – +1 attack power, +3 if equipped to a Techo : The weapon of choice for Techos for a while…

Magic Staff of Thunder – +1 defense power, +3 if equipped to a Grundo : Hmm, good for anyone at the start but especially Grundos. Grundos seem to get a lot of magic stuff.

Bow – +2 attack power, +4 (and ranged shot at Captain rank) if equipped to a Scorchio : Just a great weapon all around for its time, Scorchios should definitely go for (and keep) one.

Hammer – +2 attack power : No advantages over bows but if you failed to get a bow then by all means pick one up.

Amulet of Teleportation – +2 defense power, allows Skeiths to teleport : Just what a Skeith needs, he can go anywhere lower than the 3rd row in one move! Doesn’t boost for a Skeith’s defense, but that’s okay. Anyone other than a Grundo should use one of these while they’re needed.

Magic Force spell – +3 attack power, +5 and healing power for Grundos : Everyone except Scorchios and Skeiths (and maybe Techos if you want) should use this! Very powerful, and Grundos get an additional +2 and the power to heal others! Just use it, it’s good.

Berserker Battleaxe – +3 to attack power and allows a Skeith to attack after teleporting: Um, this is to Magic Force as Hammer is to Bow on anyone except Skeiths or Grundos, IF (and this is a big if) you have 14 base attack power. Otherwise, you can’t use it at all. It’s the same otherwise. Grundos-always Magic Force, Skeiths-always this. Meh, simple enough. Very good weapon, if you can use it.

Helmet – +3 defense power, +5 for Moehogs : Yeah! Everyone except Skeiths (and maybe Grundos if you want) should use this, until shields become available. Very powerful, and Moehogs get an additional +2 defense (and therefore don’t need a Shield)!

Shield – +5 defense power, +7 for Techos : Excellent item all around for any character except Skeith kind of, because of teleportation amulets. Moehogs don’t need one if they have a helmet.

Strategies

First, think of a well-balanced team that you would like to have. If it involves 1 or more Scorchios, try to get your first one at least 9 saves before the end of the first 3 waves so that he can use a bow. I recommend not taking 2+ Grundos because you’ll have trouble equipping them properly in the last wave.

Second, don’t use the first moehog you get right off the bat – you get more each time you beat another one, so after only 1 wave, you’ll have Moehogs with far better stats. The same should apply for Techos, but for Skeiths and up, it’s up to you.

Third, withdraw when you’re low on HP! DON’T LET GOOD STUFF GET TAKEN! For example, the Moehog you got way back in the beginning. If the enemy captures it, it loses all of its saves, and may not have those excellent stats you hand-picked. This is especially important for Scorchios whose 9 kills may not be do easy to re-achieve. If they do die, you may want to consider losing on purpose, or if you have a serious edge, changing your team.

Fourth, VERY IMPORTANT – save stuff one at a time. Protect villages but at the same time single out guys with less HP (and defense in the later levels, check this by clicking “Show/Hide Layer” up in the top-right corner) and pick them off. This gives you cannon fodder (or extra attackers, depending on how you see it) and they’ll be doing less damage to your guys. However, if you suspect that cannon fodder won’t be able to take another hit, move them away or heal them promptly, you don’t want the enemy to re-obtain them! If you find your villages being swarmed, send a Helmeted Moehog (or a Shielded Techo) to stand in the path of 2-3 enemies, and as long as they’re not adjacent to villages, they’ll attack that unit but miss mostly due to excellent defense. Don’t forget to heal the defender with a Grundo or something.

Fifth and last for now, getting those lost items may be tricky but will help you a lot. As soon as it’s easy (but not after they have only one guy left) give your guys a boost by sending over like a Moehog or something behind the enemy lines.

That sums up my knowledge on this game! It may still be updated so keep a lookout! Thanks for reading, and good luck! You can check out my current army at http://www.neopets.com/games/iom/i_of_m_start.phtml?troop_leader=oy2

Cya! – bladefist8

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