Genie and Master Genie

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Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Creature-box.png
Master Genie
Creature Master Genie.pngCreature Master Genie.png
CreatureBackground Tower.png
12
12
13–16
40
11
Move
Flying
Size
1
Growth
3
942
748
Cost Per Troop
Gold symbol for text.png
600
Flies. Spellcaster: Random beneficial spell. Hates Efreet.
Creature-box.png
Genie
Creature Genie.pngCreature Genie.png
CreatureBackground Tower.png
12
12
13–16
40
7
Move
Flying
Size
1
Growth
3
884
680
Cost Per Troop
Gold symbol for text.png
550
Flies. Hates Efreet.

Genies and Master Genies are the level 5 creatures of Tower. They are recruited from the Altar of Wishes. In Horn of the Abyss, Master Genies can also be recruited from an Ancient Lamp. Horn of the Abyss 

"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual

Dwelling-portrait-box-noexp.png
Altar of Wishes
Genie (adventure map).gif
Master Genie (adventure map).gif
Genie portrait.png
Mini Portrait Genie.png
Master Genie portrait.png
Mini Portrait Master Genie.png

Heroes with a specialty[edit | edit source]

Special Ability: Spellcaster[edit | edit source]

Spell Lvl School
Bless small.png Bless 1 Water
Bloodlust small.png Bloodlust 1 Fire
Cure small.png Cure 1 Water
Haste small.png Haste 1 Air
Protection from Fire small.png Protection from Fire 1 Fire
Protection from Water small.png Protection from Water 1 Water
Shield small.png Shield 1 Earth
Stone Skin small.png Stone Skin 1 Earth
Fortune small.png Fortune 2 Air
Precision small.png Precision 2 Air
Protection from Air small.png Protection from Air 2 Air
Air Shield small.png Air Shield 3 Air
Anti-Magic small.png Anti-Magic 3 Earth
Protection from Earth small.png Protection from Earth 3 Earth
Mirth small.png Mirth 3 Water
Counterstrike small.png Counterstrike 4 Air
Fire Shield small.png Fire Shield 4 Fire
Frenzy small.png Frenzy 4 Fire
Prayer small.png Prayer 4 Water
Slayer small.png Slayer 4 Fire
Magic Mirror small.png Magic Mirror 5 Air

Spells cast by Master Genie are random*, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.

Caveats:

  • The genies will not attempt to cast spells that the target creature is immune to. (Example: If targeting Green Dragons (immune to spells level 1-3), the genie will only cast level 4-5 spells.)
  • The genies will not cast spells that have no effect. (Example 1: They will not cast Slayer if no level 7 troops are present. Example 2: They will not cast cure if the target creature is at full health with no negative spell effects.)

Official Renders[edit | edit source]

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Some may find the information in this section subjective or irrelevant.

The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.

In a Tower army, their Speed of 11 allows them to cast a spell before Titans act if Master Genies are in higher slot.

Like Enchanters, their spellcasting is not completely random. They will only cast Air Shield if enemy has ranged troops, Slayer only if there are valid targets, Bloodlust only if you have melee troops, Anti-magic and Magic Mirror only if facing spellcasting creatures or enemy Hero. Cure will only be cast if target stack does not have full health. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from Air, Fire etc. won't help against spells of other magic schools, Bless is close to useless on Nagas and other units without damage range, Frenzy may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides Nagas, Cerberi, Harpies and some others) although you can choose to attack creatures with expended retaliation or that you completely destroy, Anti-magic can prevent you from buffing the target up.

Generally in Tower army Nagas and Titans are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, Magi or Master Gremlins are both decent choices.

Their spellcasting is affected by certain terrain types. Army-wide spells like Bless, Haste, Counterstrike, Prayer or Shield can be devastating, especially when combined with another spell cast by your hero.

Despite their Hate for Efreet they should stay away from them, because in combat Efreet are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreet, Fire Shield will also strike them back harder.

Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy, or to allow Master Gremlins and Magi to keep shooting.


See also:[edit source]