D2 Empire Units

Leaders
Like other rod planters the Empires rod planter can heal her unit. That makes her a real thiefkiller.

Pegasus KnightPegasus Knight
HP: 150
Armor: 0
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
RangerRanger
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Falcon Arrow (80%)
Damage: 45
Source: Weapon
Initiative: 60
Reach: Any
Targets: 1
ArchmageArchmage
HP: 65
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
Reach: All
Targets: 6
ArchangelArchangel
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 40
Source: Life
Initiative: 10
Reach: Any
Targets: 1
ThiefThief
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Daggers (80%)
Damage: 30
Source: Weapon
Initiative: 60
Reach: Adj.
Targets: 1

Fighter Units
Personally I prefer the Defender of the Faith as front line soldier for the Empire. The double attack of the Holy Avenger isn't very powerful versus armored units, the Angel is only useful when you haven't got enough money to level up to level 5 and the Witch-Hunter with his immunity versus Mind based attacks is completely useless. Most of the time enemy paralyzers won't attack your front line anyway.

SquireSquire
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Sword (80%)
Damage: 25
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
KnightKnight
HP: 150
Armor: 0
Immunities: None
Wards: None
Attack: Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
Imperial KnightImperial Knight
HP: 200
Armor: 0
Immunities: None
Wards: None
Attack: Lance (80%)
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
AngelAngel
HP: 225
Armor: 0
Immunities: None
Wards: None
Attack: Holy Lance (80%)
Damage: 125
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
PaladinPaladin
HP: 175
Armor: 30
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
Holy AvengerHoly Avenger
HP: 250
Armor: 0
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 2
Defender of the FaithDefender of the Faith
HP: 225
Armor: 30
Immunities: None
Wards: None
Attack: Long Sword (80%)
Damage: 125
Source: Weapon
Initiative: 70
Reach: Adj.
Targets: 1
Witch-HunterWitch-Hunter
HP: 140
Armor: 0
Immunities: Mind
Wards: None
Attack: Sword (80%)
Damage: 50
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
InquisitorInquisitor
HP: 150
Armor: 0
Immunities: Mind
Wards: None
Attack: Mace (80%)
Damage: 75
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1
Grand InquisitorGrand Inquisitor
HP: 175
Armor: 0
Immunities: Mind
Wards: None
Attack: Mace (80%)
Damage: 100
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1

Ranged Attack Units
The archer is not one of the strongest units but putting your support line full of healers won't work. You need some extra attacking power for the finishing touch. The archers level up fast and are imperial assassins in no time. Their poisinous attack is perfect versus armored units because armor won't protect from the damage that poison does.

ArcherArcher
HP: 45
Armor: 0
Immunities: None
Wards: None
Attack: Arrow (80%)
Damage: 25
Source: Weapon
Initiative: 60
Reach: Any
Targets: 1
MarksmanMarksman
HP: 90
Armor: 0
Immunities: None
Wards: None
Attack: Arrow (85%)
Damage: 40
Source: Weapon
Initiative: 60
Reach: Any
Targets: 1
Imperial AssassinImperial Assassin
HP: 135
Armor: 0
Immunities: None
Wards: None
Attack: Daggers (85%)
Attack2: Poison (75%)
Damage: 60
Source: Weapon
Initiative: 60
Reach: Any
Targets: 1

Mage Units
The wizards are the basic attack units who attacks 6 targets and are the only defense versus the Undead Hordes their deaths. Personally I think the Elementalist is useless. It looks interesting but takes an extra turn to do damage (he has to summon first) and the summoned creature dissapears when he dies. The titan is a more interesting unit but is very expensive though (750 for the building, 300 per unit). So be sure there is enough gold in the map for that.

ApprenticeApprentice
HP: 35
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 15
Source: Air
Initiative: 40
Reach: All
Targets: 6
MageMage
HP: 65
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 30
Source: Air
Initiative: 40
Reach: All
Targets: 6
WizardWizard
HP: 95
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 45
Source: Air
Initiative: 40
Reach: All
Targets: 6
White WizardWhite Wizard
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Lightning (80%)
Damage: 60
Source: Air
Initiative: 40
Reach: All
Targets: 6
ElementalistElementalist
HP: 95
Armor: 0
Immunities: None
Wards: None
Attack: Summons (100%)
Damage: 0
Source: Air
Initiative: 40
Reach: Any
Targets: 1
TitanTitan
HP: 250
Armor: 0
Immunities: None
Wards: None
Attack: Smash (80%)
Damage: 60
Source: Weapon
Initiative: 50
Reach: Adj.
Targets: 1

Support Units
The Empire is very popular because of their healing units. By using healing units you finish most of the battles unharmed which gives you the oppurtunity to rush through the neutrals front line and level up fast.
There are two types of healers: the healers who focus on one unit and the team healers. The team healers are very useful versus mass attackers like mages, that's why I prefer them above healers who focus on one unit.


AcolyteAcolyte
HP: 45
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 20
Source: Life
Initiative: 10
Reach: Any
Targets: 1
PriestPriest
HP: 75
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 40
Source: Life
Initiative: 10
Reach: Any
Targets: 1
Imperial PriestImperial Priest
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 80
Source: Life
Initiative: 10
Reach: Any
Targets: 1
HierophantHierophant
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Revive (100%)
Heal: 120
Source: Life
Initiative: 10
Reach: Any
Targets: 1
ClericCleric
HP: 75
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Heal: 20
Source: Life
Initiative: 10
Reach: All
Targets: 6
MatriarchMatriarch
HP: 100
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Cure (100%)
Heal: 40
Source: Life
Initiative: 10
Reach: All
Targets: 6
ProphetessProphetess
HP: 125
Armor: 0
Immunities: None
Wards: None
Attack: Healing (100%)
Attack2: Cure (100%)
Heal: 70
Source: Life
Initiative: 10
Reach: All
Targets: 6

Summonable Units
The Living Armor with his immunity versus mind is of course perfect to attack the Undead Hordes Rod Planter with. The Golem with his earthquake is very useful to soften up strong enemy units (50 armor!). Including the units who have an immunity versus weapon because the Golem does earth damage.

Living ArmorLiving Armor
HP: 175
Armor: 0
Immunities: Mind, Poison
Wards: None
Attack: Great Sword (80%)
Damage: 65
Source: Weapon
Initiative: 55
Reach: Adj.
Targets: 1
GolemGolem
HP: 150
Armor: 50
Immunities: Earth, Poison
Wards: None
Attack: Earthquake (80%)
Damage: 70
Source: Earth
Initiative: 70
Reach: All
Targets: 6

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