Health Points: 125
Damage Per Second: 3
Raw Attack Damage: 3
Melee Recharge Time: 1.0
Walking Speed: 2.2
Running Speed: 2.2
Max Stun Duration: 0
Level 8: Teleport
Payday: -
Research Rate: -
Workshop Rate: -
Mana from Prayer: -
Training Rate: 17 EXP (from working tasks)
Combat Rate: 30 EXP
Attraction: -
Description:
Aww, look at the cute little Imps. Aren't they just priceless? It's wonderful to keep a number of these little critters running around in the dungeon. Just remember to backhand them every now and then to remind them of their place beneath you. Don't want them to feel too warm and fuzzy on the inside, now...
Imps are essentially the same as in the vanilla version of the game. There really is not much to say on that regard, as they are simply the worker class. Notably, they take longer to level up, but there's a very good and positive reason for that. Imps are actually more durable than before, relatively speaking. So while they may level slower, their higher base stats balances out the reduced stat bonuses gained from leveling. When Imps actually reach Levels 8+, their increased durability actually begins to show, as they become strong enough to take a hit, which is usually all an enemy has time to land before they run away. Imps are also slightly less timid, even more so when around other Creatures, which is useful information in case a sudden rescue mission arises within an enemy Trap Room.
Health Points: 650
Damage Per Second: 23
Raw Attack Damage: 46
Melee Recharge Time: 2.0
Walking Speed: 0.8
Running Speed: 2.1
Max Stun Duration: 0
Level 6: Fireball
Level 10: Flame
Payday: 260
Research Rate: -
Workshop Rate: 15
Mana from Prayer: 20
Training Rate: 80
Combat Rate: 300
Attraction: Hatchery (3)
Description:
Oh crap, it's a Goblin! You better start running now, before it's too late! He'll stab you, cut you, and chuck exploding Fireballs out at you faster than you can blink! ...No, seriously.
Goblins are low class grunt units, inferior to other units as seen by a simple comparison of stats. However, that doesn't mean the Goblin is completely outclassed, for that is not where the Goblin's real strength is found. Goblins gain experience at an accelerated rate, both in battle and out. This allows them to level up very fast compared to other units, granting them earlier stat bonuses to temporarily give them an edge. This turns the Goblin into a very acceptable aggressive unit in a rush strategy, who if fed a healthy amount of battle experience, becomes incredibly powerful in the mid game. During the mid game, a well fed Goblin can make it to Levels 8+ fairly easily, and Level 8 and onward is where they gain the more absurd stat bonuses.
Goblins are okay on their own up until Level 6, which is a very important level to Goblins. Gaining Fireball is vital, as it grants Goblins a very strong burst in damage, especially in groups. Unlike ranged units, melee units like Goblins don't have to wait for the spell to recharge as they just charge straight into battle. As pure quick hitters with lower raw damage, the burst of Fireball is always welcome. It also has the added effect of delaying the Goblin's rush into melee combat, which is good as it can allow for a more durable unit to take the frontlines, such as the Troll. Hitting Level 10 gives the Goblin another burst in strength, as not only do they obtain +200% of their base Attack and Health from Level 10's absurd level bonus, but Goblins also gain Flame. Flame is very powerful in a melee unit's hands, especially a fast paced one like the Goblin, and grants the Goblin the ability to stun enemies. This is very good as it allows Goblins to take down bigger foes, but also keeps them relevant for the rest of the game. Having the capability to stun enemies is always useful, so even when in the late game where Goblins are outclassed by other units, they can still prove themselves useful.
In the dungeon, Goblins are nice to keep around as they're very cheap in all manners of speaking. They aren't expensive to train or to pay, and they know their place well so they rarely complain. Even at Level 10, Goblins only cost 650 Gold, which is pretty dirt cheap. Additionally, they make for fine replacement manufacturers. Due to the fact that they'll hit Level 5 first, they can easily handle any Workshop tasks while the usual manufacturers, such as Trolls and Bile Demons, can remain in the Training Room to level up. Even if a Player chooses to not follow a complete aggression strategy, Goblins are good to give a Player some decent early game and to resist any potential enemy rush strategies.
Health Points: 750
Damage Per Second: 18
Raw Attack Damage: 54
Melee Recharge Time: 3.0
Walking Speed: 0.7
Running Speed: 1.75
Max Stun Duration: 1
Level 2: Spit Fire
Level 4: Fireball
Level 7: Meteor
Payday: 550
Research Rate: -
Workshop Rate: -
Mana from Prayer: 20
Training Rate: 60
Combat Rate: 200
Attraction: Training Room (3)
Description:
Ah, the Salamander. Salamanders are strange Creatures indeed, being so socially awkward and yet they continue to try so hard to find a place in the (under)world. They're melee, but they act like ranged support units, but they're still technically melee. Where does this lead us? Well, back to the Salamander of course. The teeth, to be specific.
Salamanders act as a jack-of-all-trades sort of unit, being very solid and well rounded, applicable to just about any situation. They offer a sufficient mixture of melee and support single target damage. Their melee damage output is a bit inferior to that of a Goblin, but Salamanders can still get by with a slightly higher burst of melee damage joined by more durability. Their spell casting is not to be underestimated, as it actually makes quite the difference unlike in vanilla. Even with a full spell set, Salamanders are also never locked at ranged combat. They have decent enough early and late game usage, but the mid game is where they shine the most, as that's when they first gain Meteor.
There is no real strategy as to how to properly use or counter a Salamander, due to the fact that they're so well balanced, which is one of their primary strengths. A few Salamanders can help initiate combat and make up for any lack or weakness in support, before rushing in to help strengthen the frontlines. Alternatively, they can make up the entire army and fill every role themselves, supporting each other with burst damage support before rushing in to finish off targets with melee. An army of Salamanders can be rather devastating in the mid game due to Meteor, but the weakness there is the late game when enemy units become strong enough to tank the Meteor spell. A Salamander's ability to traverse lava is an added plus, as they negate the almighty Inferno spell and gain some synergy with the Horned Reaper.
If there is any primary weakness or fault with the Salamander, it's the fact that they lack any sort of special talents in the dungeon. They possess no ability to research or manufacture, and don't provide much mana from the Temple, either. After they've trained, it can be difficult to find a use for them in the dungeon, besides something such as Guard Duty. The best use for them takes more skill in micromanagement, as they make for good enemy harassment once they gain Fireball, at least. Still, the Salamander's well rounded ability outside of the dungeon should make up for his inability in the dungeon.
Health Points: 1200
Damage Per Second: 14
Raw Attack Damage: 70
Melee Recharge Time: 5.0
Walking Speed: 0.7
Running Speed: 1.35
Max Stun Duration: 1
Level 7: Other Invulnerable
Payday: 450
Research Rate: -
Workshop Rate: 120
Mana from Prayer: 20
Training Rate: 75
Combat Rate: 250
Attraction: Workshop (3)
Description:
What is this thing supposed to be? Does anyone recognize it, at all? I suppose not, but it might be understandable to forget... whatever this thing is supposed to be. It might have something to do with that one green thing that was locked in the Workshop ages ago and never released to ever be seen again.
The Troll acts as a strong early and mid game tank, functioning similarly to the Goblin in how he gains strength through faster leveling. Interestingly enough, despite his role as a tank, the Troll ultimately acts as a support type unit more than anything. They can be very powerful in the early and mid game, but only indirectly if due to the danger of a well fed Goblin among other units. The Troll's role is to protect those early game units and help them spiral out of control, but he's not very effective without those units compared to say a Bile Demon, which is why he is essentially supporting them.
Out of all the Creature Tanks, the Troll is the fastest in movement speed. This allows him to really combo well with Goblins, as Trolls are the only tanks that can rush the frontlines while the Goblin is casting Fireball, allowing the Troll to take the main heat. Once leveled properly, the Troll has the added usefulness of granting Invulnerability to his allies, which is a unique trait to him on the Creature Side. This works very well with Warlocks, as together they can heal and buff an injured ally, allowing them to charge straight back into battle. After reaching his final levels, a Troll can be very annoying to take down due to the sheer amount of Health they gain, especially if they reach that point in the mid game.
While in the dungeon, Trolls like to spend their time in the Workshop, crafting at a speed like no other. Trolls hate fighting, recognizing their less effective ability to perform proper combat, and often won't train unless told to do so. They don't ask for much, not even in terms of food like other, heavier tanks, so Troll management is rather simple. If they do get upset, they'll visit the Casino if they can and drink away all the sorrow.
Health Points: 2000
Damage Per Second: 21
Raw Attack Damage: 126
Melee Recharge Time: 6.0
Walking Speed: 0.5
Running Speed: 0.65
Max Stun Duration: 1
Payday: 820
Research Rate: -
Workshop Rate: 40
Mana from Prayer: 15
Training Rate: 55
Combat Rate: 175
Attraction: Hatchery (20)
Description:
Easily the biggest mass of red bullcrap ever to be seen! I dare you to cut it open to see what's inside.
The Bile Demon is very simple as he focuses on raw Health,making him into the average, but still ideal, tank. Though his overall damage output is beneath even a Goblin's, the Bile Demon is a heavy hitter, granting him a burst of damage and thus allowing him to still make a difference. It's difficult to go wrong with the Bile Demon as he filles the role of tank perfectly. He has high enough base stats to make him decent in the early game, though he's still vulnerable to bursts of damage from certain early game rush units. Still, a Bile Demon's mid and late game is enough to make up for any weaknesses in the early game. He is an overall very solid defensive unit, who works well with just about any kind of support.
Bile Demons are very powerful in any bottleneck situation. They take up all the space, preventing practically everything from being able to pass through, from Creatures to projectiles alike. This is where Bile Demons shine the most, as they can simply soak up all the damage while powerful ranged units can take down any aggressors, especially if they're high or even moderately leveled. They work really well if some pressure based traps are placed, too.
There is really no truly effective method of countering well trained Bile Demons, especially in bottleneck situations. They must simply be dealt with. Bile Demons aren't stunned for too long, but if a Player has a lot of burst, then that brief moment of vulnerability can be one strategy to try and chop down their Health. Additionally, Bile Demons struggle in more open battles where everything is spread out, as they have difficulty protecting their support. In these situations, blitzers can easily rush in to take out any enemy support, effectively also neutralizing the Bile Demon. As it so turns out, a Bile Demon without support isn't all that threatening.
In the dungeon, Bile Demons can help out in the Workshop as always. They're no Trolls but they can get the job done. Though Bile Demons are a little more patient about when they get their food, they're still notably whiny about it when a battle occurs and they can't reach the nearest Hatchery in time. Their slow movement speed may also entice the need for a bit of micromanagement to fully utilize them. Regardless, this is a small price to pay to have someone as consistently reliable a tank as the Bile Demon.
Health Points: 1400
Damage Per Second: 28
Raw Attack Damage: 154
Melee Recharge Time: 5.5
Walking Speed: 0.5
Running Speed: 0.8
Max Stun Duration: 2
Level 4: Self Invulnerable
Level 9: Black Invulnerable (personal spell)
Payday: 1000
Research Rate: -
Workshop Rate: -
Mana from Prayer: -
Training Rate: 45
Combat Rate: 150
Attraction: Combat Pit (1)
Description:
Twenty Black Knights entered the dungeon. Day and night, they trained hard in their pit, pushed by their cold-hearted master. One dark and rainy night, the twenty Black Knights rode towards another dungeon, owned by the enemy of their master. They swore to win the battle, as their master had commanded. Then the Skeletons, backed my Mistresses, crossed their path. The Black Knights snorted with arrogance and charged forward, shields up. Lightning struck them, followed by Thunder, bypassing their shields. Then the Skeletons charged, blades ready to strike, now that the Black Knights lost their shields. Struck by repeated Lightning, the Black Knights were sent to the floor again and again, unable to defend themselves from the blades of the undead. The Black Knights fell and their master raged, unable to understand how he was bested with the usage of such elite strats, unable to comprehend that he just got hard-countered.
The Black Knight is an interesting and more unique type of tank. He doesn't emphasize raw Health, rather, he focuses more towards negating enemy damage. As an additional focus, the Black Knight is much more aggressive than any other tank on the Creature Side. He often competes with the Bile Demon for the role of mid and especially late game tank, though the two of them still perform significantly different. The Bile Demon is more of a general tank, where as the Black Knight is more situational. He isn't bad nor inferior by any means because of this, rather, he has the advantage of being able to counter certain units but comes with the disadvantage of being counterable himself by other untis.
Black Knights are good in the mid game and great in the late game, but suffer in the early game. Despite still having decent stats, Black Knights don't quite have the Health to tank without Invulnerability and they don't exactly have the advantage of early stat bonuses like the Troll, either. Their damage output doesn't quite make up for the difference, especially as they're still vulnerable to stunning. Once Black Knights enter the mid game and actually gain their first Invulnerability spell, they can be used properly. In the late game, Black Knights gain Black Invulnerable, a superior to Self Invulnerable that allows them to negate damage half the time, assuming they can recast it immediately. Black Invulnerable is the Black Knight's answer to the Bile Demon's insane Health bonuses gained from reaching Level 8+.
Generally speaking, the Black Knight is the counter to any sort of burst damage or glass cannon type unit. His invulnerability can negate the burst while his blade cuts down his frail opponent, sometimes before they have the chance to land a single hit due to the Black Knight's "shield". Black Knights are actually the hard counter to Dark Angels as a result of this. The counter to the Black Knight is Lightning, as Lightning bypasses Invulnerability. Drain and Inferno can also do this, but Lightning is far more common and has the added effect of stunning the Black Knight, which is another weakness of his. This is why, ironically, Skeletons and Mistresses can counter the Black Knight. It's possible for them to stun him even before he activates his Invulnerability.
Outside of combat, the Black Knight spends his hours in the Training Room. He has no other real talent, aside from guard duty, but that should be expected from a pure fighter such as he. He doesn't complain about much, as he believes it isn't really his place to do so. He is a cold and heartless fighter, hired to cut down his employer's enemies, for a price. Nothing more.
Health Points: 350
Damage Per Second: 36
Raw Attack Damage: 162
Melee Recharge Time: 4.5
Walking Speed: 0.6
Running Speed: 1.3
Max Stun Duration: 0
Level 5: Lightning
Level 7: Thunder
Payday: 300
Research Rate: -
Workshop Rate: 1
Mana from Prayer: -100
Training Rate: 80
Combat Rate: 350
Attraction: Prison (3)
Description:
The Skeleton is easily one of the more powerful melee units in terms of raw output damage, especially as he tends to lean more towards heavy hitting. The glass cannon, as they say, has always been a role most suited by the Skeleton. Only the mighty Dark Angel and uncontrollable Horned Reaper can surpass a Skeleton's might. But that's all beside the point. The real question is, where does he get all that power if he has no muscle?
Skeletons are nice bonus Creatures to be obtained from the Prison. Due to the increased difficulty of converting, it is often much easier to let prisoners die to rise again as Skeletons, especially if a Player cannot afford to micro-manage with Healing. Skeletons, even if gained in the mid game, can quickly train up to higher levels to be relevant. It is critical for Skeletons to reach Level 5, but that is one of the best parts as it can easily be done in the Training Room, without having to risk real combat or the Combat Pit. Gaining the Lightning Spell offers more than mere stun support, as it also helps Skeletons survive better by holding them back until the more durable units can take the frontlines. Skeletons still require some micromanagement to keep them alive in battle, but it's worth the effort as they provide a very good boost in damage and are still quite expendable even if they do fall.
Skeletons can easily get out of control by having access to good numbers in addition to surpasing Level 7, neither being a very difficult feat. Gaining Thunder, especially in masses, grants the Skeleton a superb burst of damage. Sadly, Skeletons can just as easily be shut down by Area of Effect spells, as they're not only frail but require numbers to truly get crazy. With such numbers, it's practically impossible to retrieve them all and bring them to safety on such short notice when encountering a strong Area of Effect spell. Even with this weakness, the Skeleton should not be overlooked. It's always useful to have just a few sitting around for the extra damage when needed.
Skeletons now require Payday in addition to a place to rest. They aren't too demanding on the former, and the latter is arguably a buff. This makes it much easier to fully recover with a larger Skeleton army, as before it was necessary to manually heal each injured Skeleton. Skeletons require no food, meaning they still make the ideal, almost full time guards. They only leave to sleep or to collect their pay, both occurring every ten minutes. One drawback to the Skeleton is that they actually cannot 'hold' any of the Gold they collect, which means that they cannot go to the Casino to pay back their Keeper. Still, they're cheap enough that this should never really become a problem.
Health Points: 450
Damage Per Second: 32
Raw Attack Damage: 112
Melee Recharge Time: 3.5
Walking Speed: 0.7
Running Speed: 1.65
Max Stun Duration: 1
Level 4: Self Invisibility (personal spell)
Level 6: Self Invisibility (personal spell)
Level 9: Assassinate (personal spell)
Payday: 930
Research Rate: -
Workshop Rate: 5
Mana from Prayer: 15
Training Rate: 60
Combat Rate: 225
Attraction: Casino (3)
Description:
Rogues. Never trust them. They're sneaky little backstabbers. They have no problem simply taking boatloads of your gold every Payday, only to run off into enemy territory in order to get killed, leaving behind your gold to be looted by the enemy. Such treacherous villains they are, aiding the enemy so while sabotaging your own resources.
Rogues are interesting aggressive units. Though they, embarrassingly enough, lose to the Goblin in a fair one-on-one fight, Rogues often don't fight fair, and that is where their real strength lies. Rogues roam around in the chaos of battle, allowing others to do the real fighting while they, unseen by enemy eyes, deal the finishing blow with a stab in the back or a slice across the throat. Rogues are powerful, if left alone to do their work. A fully trained Rogue can easily land a fatal blow before their target even knows what hit them.
As stealthy as they may be, Rogues still need to be careful. It isn't too uncommon to see an overzealous Rogue racing off to sabotage an enemy's support, only to get blasted away by Fireballs or shot down by Arrows. The sad part of it all is that the Fireballs and Arrows aren't even intended for him, most of the time. He just happens to be in the way. On the other hand, when it all goes according to plan, the Rogue can be a hero for professionally sabotaging enemy armies, acting as the key to victory.
Rogues are mid and especially late game units. They struggle in the early game as they lack Invisibility, a necessary ability for them to properly function, and they train too slowly to gain it with relative ease. They require a bit of investment in training and care in management so they don't get themselves killed. Once properly leveled, Rogues can perform fairly well on their own with a second Invisibility spell. Once in the late game, Rogues will start dealing scary amounts of damage and can easily work wonders. That is to say nothing of Assassinate, which is a nice bonus of burst damage that can one-shot a number of foes, especially support.
Rogues are certainly greedier this time around, but in a way that actually benefits. Rather than spending all their hours exploring and getting into trouble, Rogues enjoy taking some time off and settling down in the Casino. It is still necessary to keep an eye out for them, however, as they still can easily get themselves killed by wandering outside the dungeon alone. Though it's often unnecessary, the Rogue's familiarity with Traps and Doors, after having disarmed and unlocked so many of them over the years, allows him to possess
some talent in the Workshop. Though it's probably best to keep Rogues in training, perhaps leaving the door to the Casino open so he feels more inclined to be there, rather than outside the dungeon.
Health Points: 500
Damage Per Second: 70
Raw Attack Damage: 175
Melee Recharge Time: 2.5
Walking Speed: 0.7
Running Speed: 1.9
Max Stun Duration: 0
Level 6: Disruption (personal spell)
Level 10: Darkness (personal spell)
Payday: 900
Research Rate: 6
Workshop Rate: -
Mana from Prayer: 200
Training Rate: 40
Combat Rate: 200
Attraction: Temple (1)
Description:
When you're the personal creation and chosen one of the Dark Gods, it's pretty hard not to have an ego. It's understandable why Dark Angels are so arrogant, but this is just ridiculous. As much as they would like to believe otherwise, Dark Angels do not have abs of steel and need to stop charging straight into battle like that!
Dark Angels are all about damage, possessing a well balanced mixture of burst and DPS type damage. Their melee damage output exceeds that of any other normal unit. Striking quickly, Dark Angels don't run into an issue with overkill as normal heavy hitters would. Their attacks cannot be easily canceled out either with a well timed Thunderbolt. As if their blades aren't enough, Dark Angels can harness the extreme power of dark magic in the form of Disruption and its superior, Darkness. The raw power of such spells is enough to take down just about any unit.
Dark Angels are mostly late game blitzers, possessing sufficient mid game but poor early game. They need levels in order to deal truly devastating damage with their attacks, but also to unlock their spells. Dark Angels, when used properly, can take out almost any unit with relative ease with sheer offensive power. At the same time, the Dark Angel's lack of defense is a hindering weakness, one that stays with him throughout the entire game. Dark Angels can win games, being powerful late game units, but they're so easily lost that caution is always necessary to properly protect them.
Dark Angels are difficult to train. Left alone in the Training Room, they're very slow paced. Though they gain decent combat experience, combat with a Dark Angel is often short lived as they kill fast or die just as quickly. If it's necessary to quickly train a Dark Angel up to Level 6, it often comes down to using the Combat Pit with excessive micromanagement and a heavy drain on mana with the Heal Spell. Otherwise, it simply requires a steady supply of carefully managed combat to eventually get the Dark Angel up to higher levels.
Though Dark Angels don't ask for too much in terms of Gold and other needs, they still possess quite the ego and have low tolerance for things such as being held or slapped. Dark Angels are also sufficient researchers, and will happily read away if given the chance. However, it is probably best for them to remain in the Training Room while other Creatures handle any research. A direct order is necessary to get such done as Dark Angels don't often visit the Training Room on their own, much preferring the quietness of the Library or the calmness of the Temple. After completing all the necessary tasks, Dark Angels can remain in the Temple where they generate large sums of mana from praying.
Health Points: 800
Damage Per Second: 56
Raw Attack Damage: 336
Melee Recharge Time: 6.0
Walking Speed: 0.6
Running Speed: 1.5
Max Stun Duration: 2
Level 4: Inferno (personal spell)
Level 6: Flame
Payday: 630
Research Rate: -
Workshop Rate: -
Mana from Prayer: 5
Training Rate: 30
Combat Rate: 175
Attraction: Graveyard (1)
Description:
Horned Reapers are such drama queens. Get them the wrong colored chair, forget their anniversary, or mess up their hair and boom, Inferno. Every. Freaking. Where. All that micromanaging they 'require' is just a cry for attention. They clearly feel unloved.
Horned Reapers are perhaps the most gimmicky unit in the entire patch. They act as powerful heavy hitters on the Creature Side, and yet they're so much more than that. With Inferno, Horned Reapers also provide powerful area of effect damage, but at a heavy price. For all of its might, the spell can harm allies just as much as enemies, thus creating a need to micromanage Reapers in battle. Only those who can walk on lava naturally, such as Giants, Salamanders, and of course the Reapers themselves, are immune to this fiery blaze.
Aside from a Horned Reaper's trademark Inferno, Reapers can take down enemies through a quick burst damage. Out of all the normal units, Reapers possess the second highest raw damage value, bested only by the Giant. Flame also provides a sufficient burst of ranged damage and can act as a potential combo ability as it also stuns the target. The Reaper can rush towards the stunned target and then double his already incredible damage. This combo is only truly effective against heavy units who are vulnerable to stunning, however, Lightning or Keeper Thunderbolt can also be used for the same effect.
Horned Reapers are difficult to use, to say the least. Reapers can perform well against any small groups of enemies who lack the burst to take the Reaper out, as Inferno will simply roast them all. But in larger scale battles, it can be difficult to manage Reapers. Any army needs support, and the Reaper can kill his own, as well as any allies around him. At the same time, Reapers are also burning their enemies alive with that very same fire. The best way to utilize a Horned Reaper is to build an army around him. Durability is a necessary trait to resist Inferno, so Bile Demons and Dark Elves work well. Salamanders can also do wonders with a Horned Reaper due to their immunity to Inferno.
When encountering Horned Reapers as enemies, it is best to either emphasize durability with appropriate support or burst damage with stun support. Durability is good against Reapers for the same reason it's good with Reapers, in that it can help resist Inferno. However, even that is merely a partial solution. Horned Reapers possess such incredible damage output that they'll often have little to no difficulty tearing down any defensive unit with melee combat. That is why proper support is necessary to back any durability, as they work towards actually taking out enemy Reapers. Reapers also aren't the strongest, defensively, which is why a quick burst of damage is also a viable solution. As Heavy Hitters, Reapers are especially vulnerable to stunning as it can cancel out their melee attacks and force them to wait another six seconds before they can attack again.
Horned Reapers probably shine in the mid game more than anything, as that's right when they obtain Inferno and before their enemies gain the durability they need to withstand it. However, this also works against Reapers in the same way as they're more dangerous to allies. If allied with Salamanders and other Reapers, however, then the mid game is easily their strongest point in the game. Reapers are still pretty strong in the late game They're also pretty strong in the late game and decent enough in the early game. In the late game, they have their heavy burst of melee damage to carry them through, with a stun from Flame as a bonus. Inferno will also always be relevant, unless there are very high level Bile Demons or other units that emphasize raw Health.
Dungeon management with a Reaper is no better than the management they require in battle. They don't ask for much in gold, but certainly ask for a lot with management. Possessing no skills anywhere outside of combat, the Reaper can do nothing but train. It sounds simple, except for the fact that once they reach Level 4, they like to 'mark their territory' by casting it all over the Training Room, injuring other Creatures. Past Level 4, it is best to put them in the Pit. But that also requires micromanagement, as anyone outside of the Pit will likely get burned by Inferno. After all that, their occasional complaints about not having enough food or something is not that big of a deal by comparison.