The problem with comparing The vigorous and the pervasive in that is that pervasive doesn't get any buff in the fight but gets a decent buff economically while fighting, and the vigorous buff only lasts for 2 minutes. The big headed ant super soldiers are trash against mortars, having one of the worst health to cost ratio. The Black ants are actually really tanky if you pick the right royal jelly upgrades, they carry early game before you have enough for majors and before you unlock fire ants and act as shields to protect the majors so they can continue to stun.
The thing is even with taking the pervasive into account, they are not as good for both 4.x levels(no one in the ics uses them for any 4.x stuff, the vig buff is really good and it gets refreshed), they are best in freeplay but I didn’t take freeplay into account. Are you talking about big headed ants vs BHA SS here? Also BHA have 40% evasion for some stupid reason. Also in the desc of the vid I said I would move black ants up, because yes they are good with the right formicarium upgrades making them very good mini tanks.
Anyone else thinking small black ants and big head supermajors are way to OP? I mean, if I could do something to it I would make small black ants HP much smaller, so they would be accurate to their cost, not like stronger than the normal black ant at every aspect. Also supermajors can stay the way they are, it's just that I would make them more expensive, because 140 really isn't that much for a one-ant army able to single-handedly beat smal whip, tiny wolf and small huntsman spider at once. I'd give them about 200 food, or at least swap the prices with army ant major. Also, at least small dmg buff to big head majors so they would have more sense.
Little black ants are overpowered but anything that aoe or ranged like formica rufa can easily take out little black ants but anything else that isnt larger numbers then them will die.
That’s a very good matchup for army ants majors, huge whip spiders are kind of underpowered rn, and deal good AOE damage, and deal most of their damage at a range
You can upgrade wood ants to either deal extra 0.25 melee or poison damage and another that increases the target's damage taken by any poison or melee, notice ANY melee so they make melee ants more deadly however it only works on rapid fire because mortars don't have enough continuous damage
counterpart colony really needs high amounts of luck at the start to really be a threat because if you barely get resources and only get majors very late you would get bum rushed by every other colony so putting army majors at top really is accurate due to how op they can actually be with proper support
@@meepswag35 I just randomize the caverns and turn everything to zero. lets you build however you want at the cost of playing like leaf cutters and everything being acquired outside. Dangerous but hey you have dirt cheap army ant minors.
@@meepswag35 For me personally Mortar wood ants are god tier, I love them to bits, especially when you have tons. Also i think putting Taunt above Stun doesn't make a ton of sense to me since one is meant for ants and another is meant for large creatures i'd expect they'd be rank the same. Lastly Media ants not being deserving of strong when Slave makers are is also something im not really on board with. This is of course with total respect but that's just my POV. Thanks for asking btw.
@@Misto_deVito6009 mortar ants are too situational imo. When they work nothing tops them, but otherwise they are inferior in every way to rapid fires. Taunt is usually a lot more useful than stun, since big enemies prove themselves a problem a lot more than smaller enemies and ants. And something I neglected to mention is taunts work really well with media as media actually deal pretty good damage and majors help keep the pressure off the media. The last part was hard for me to go understand. But army ant media are actually strong when at high levels and are cheap. Slavemakers are frankly ridiculous at level 3 and are arguably S tier, but are pretty bad at level 2 and garbage at level 1.
@@meepswag35 Oh i meant leaf cutter media being under slave maker my bad. I guess i never saw Taunts or rapid fires at their full potential. People ive watched used them either lose a lot or wish they'd pick the other option. Ill have to test them out sometime.
The problem with mortars I forgor to mention is that they have less DPS than rapid fires, along with their other issues, and the way AOE works in the game makes it that enemies farther away from the mortars don’t take the full damage of being hit head on, making them less effective than you think. Also rapids level 3 slow actually slows attack speed as well, so it’s more useful
Bruh I literally put them in S tier, also they are very expensive to get going, and scale slower than other ant species, so they are hard to use in every scenario
I would consider moving trapjaws down, but slavemakers don’t go up. They are super expensive to get to level 3, and that’s the only level they are good at
@@meepswag35 mortar ants are my fav i know there health is garbage but with the poison there good like good good and slave maker ants... there just tanks(bonus i thought melee wood ants were stronger than workers):)
@@Redantted910 the problem with mortars is that rapids outclass them, rapids rarely miss, and have higher DPS, the only way mortars is better is when they are at level 3 and they can do splash damage. Slavemakers are awful at level 1, below average at level 2, and God tier at level 3, the problem is they are such a large investment to get that level 3.
@@meepswag35 oh cool thanks i was doing a other ant type thing with my colony so i try out the mortar and leafcutter stun and pervasive for challenge 4 and rapid and leafcutter taunt and uhhhhh i forgot the other one🤡
@@meepswag35also just learned thanks to the wiki but it's stats are op ! It does splash damage on EVERY HIT it has 3200 health and more so that's a good reason to build it.