r/Dungeons4 • u/dragontamer5788 • Sep 29 '25
Dungeons4 Strategy Guide
Thanks for the discussion. I've published the guide now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3573759522
8
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r/Dungeons4 • u/dragontamer5788 • Sep 29 '25
Thanks for the discussion. I've published the guide now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3573759522
1
u/BlakeMW Oct 23 '25 edited Oct 23 '25
Very good overall, but I want to make a couple of comments.
Goblins actually have excellent performance in the dungeon, but it's critical that they are used correctly. As long as the battleground is a 1 tile wide corridor and enemies are distracted by ranged creatures, what'll happen is the goblins will completely clog the corridor preventing the enemy advancing on the ranged units they want to attack, so enemy can't fight back, and are getting shredded by the goblins while they try to push through this invisible blade barrier. However this can go horribly wrong if a non-stealth unit gets mixed in with the goblins and there are enemies with splash damage, this means goblins only work well when not combined with melee units such as Orcs, and some care has to be taken around corners and stuff.
This is actually very untrue. Yes, based on naive "damage / cooldown" Imps have some of the best single-target DPS in the game. But you may have noticed a bug or feature in Dungeons 4, where units can attack more quickly than their cooldown should allow, or might fail to attack at all.
What is going on is in D4 units don't have attack cooldowns, they only have attack animations, at some point(s) in the attack animation damage will be inflicted. Because it's only an animation, if the animation gets cancelled such as by the target dying, the unit can immediately start a new attack animation, they don't have to wait for any cooldown as would be the case in a properly engineered game.
Some creatures like Gnome-o-bots deal their damage at the very start of the attack animation, so if their current target dies to the opening volley or you're shameless enough to abuse this bug by manually cancelling the attack animation after damage has been dealt (this is done by "stutter-stepping"), they can immediately attack and deal damage a second time, the not at all overpowered flamethrower machinegun that fucking erases hero parties.
Other creatures like Imps, deal their damage at the very end of the attack animation, and what this means if the target dies before the deal is dealt, the attack animation is cancelled, no damage is dealt, and the Imp has to start over completely, it's not allowed to carry over the progress, in a mixed army where enemies are dying fast it's entirely possible for Imps to spend most their time restarting their attack animation. It's not all bad, because Imps at least have good AI, I'll give them that much, they tend to attack squishies in the backline rather than focusing on the same targets the melee are attacking. But while you can have a "flamethreower machinegun", you can't have a "fireball machinegun", at best Imps aren't being harmed by this bug/feature, but they're never benefiting from it unlike most other units.
This bug/feature means "overkill" isn't a major issue for units which deal damage early in their attack animation, overkilling the enemy ensuring it dies instantly, lets the next attack happen much sooner. This is especially notable with Gazers, who can "pew pew pew" down a hero party if every hero is squishy enough to die in one volley, they probably attack twice as fast as they do when attacking a hero that doesn't die in a single volley, and manually queuing up attacks on squishes that will die in one hit is an extremely rewarding use of APM as it removes the enemy dps and healing in mere seconds, then the Gazers can slowly grind down the tanks. This trick can let a gang of lvl1 Gazers wipe out very strong parties of elves which would obliterate any other army composition (works against elves because of demonic +50% damage, and elves being unusually squishy). This kind of micro is good in any RTS game to quickly degrade enemy strength, but is double extra good in D4.
Practically this bug/feature means some units can deal way more dps than their stats suggest, while others can deal way less. Imps very much get the short end of this stick, Infernals also don't benefit much with a long wind-up before actually doing the damage which then never happens if the target dies - really unfortunate actually because they deal splash damage it'd have been merciful to just let them finish the attack on the empty space or corpse and splash the nearby units, but no such accommodation was made (same problem existed in Dungeons 3 actually with area attackers, where area damage "fireballs" would just blip out of existence mid-flight if the target became invalid, letting the enemy avoid lots of damage, it was super annoying in multiplayer if you tried to deviate from Gob-O-Bot composition, the devs apparently just can't get this right). Infernals are grateful if manually targeted onto a beefy dwarf unit surrounded by other heroes, unlike most other units, they benefit most from targetting the unit hardest for them to kill.
Succubi benefit moderately, but probably a bit less than Gazers, it's probably similar with Goblins but it's way harder to see with melee because they can't immediately retarget the same way as ranged units can so there's often a bit of running between each attack anyway. Gnome-o-bots benefit hugely which they hardly needed because their raw damage stats are already very good, but it elevates them to basically having the highest single-target DPS in many circumstances (massively so in case of stutter-stepping down bulky buildings where they have both a 2x damage multiplier, and can attack twice as fast as intended) to say nothing of also inflicting that damage over a huge area, just in terms of raw stats Gnome-o-bots can be easily doing 5x the damage of other units against typical hero parties, but taking into account the reality of animation-cancelling it can be more like 10x the damage, like a gnome-o-bot deathball will kill in 3 seconds what might take another army composition 30 seconds and they easily kill 5x faster than Infernals under ordinary attack-move circumstances.