General Information:
Dakhla is a master of wind magic. He comes with the spell 'wind deflection' and can use it to make your forces both faster and more resistant to ranged attacks. He also comes with a free scorpion for each level he's gained. His presence in your military brings with it an increase in your resource cap that increases with his level.
Here's a quick rundown of Dakhla's stats:
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Dakhla gets slightly more hit points than Sawu and does moderately more damage, as well. Dakhla's resource cap bonus isn't all that useful. I'd much prefer Sawu's timonium bonus but Dakhla does have his own strengths.
Here are Dakhla's spells:
Wind Deflection
Mana Cost: 300
Wind deflection is a good spell against enemies using ranged attacks. The spell makes your units take less damage from ranged with each level of the spell you've researched. They also move faster and are immune to movement-inhibiting status affects. The spell starts with a 20% increase in speed, a 20% reduction in ranged damage and the immunity to spells affecting movement. This spell is great for use on your flying units because they are most likely going to suffer from ranged attacks. You could cast it also to help your units respond faster to an attack when the meat of your forces are too far away to respond quickly. Imagine also that wind deflection would help melee units move more quickly to their next targets, increasing their efficiency. This spell is definitely worth upgrading.
Sand Storm
Mana Cost: 600
Sand Storm summons a large dust devil that covers a wide area. It damages units on contact then proceeds to sling them around, stunning them. Units who stray back into the sand storm will find that they take damage each second they remain in the powerful gusts, probably due to the huge boulders flying around within it. You can use this spell to protect Dakhla if he is surrounded. Having your enemies stunned for a few seconds is a great help. Just make sure that when you target it you try to hit as many units as possible. More levels increase the intial damage as well as the per second damage of the spell.
Sand Horrors
Mana Cost: 750
This is definitely a spell you're going to want. Summon Sand Horrors calls out a number (increasing with level) of sand horrors to attack your enemies. The downside of this spell is that the sand horrors can't be controlled. They are quite powerful, however, dealing 16 damage per second each. The AI will control them and seek out enemy targets but that doesn't mean that the horrors will hit what you want them to. This is best used once you've wiped out basic infantry units so that they can focus on the big enemies attacking you. Of course, not many enemies last long against sand horrors. Another useful thing about them is that they have a good chunk of hit points and the enemy may focus some of their fire upon them. This spell is best used in dire situations or large engagements when you want to put down the enemy swiftly.
Maelstrom
Mana Cost: 1000
Maelstrom is a strange spell. Much like the sand horrors it creates a number of units that cannot be controlled. These are much more powerful than the sand horrors, however. They'll move over enemy forces and stun them while dealing damage until that unit is destroyed. After, they move on to another to repeat the process. The maelstrom will continue until a timer runs out. Upgrading this spell brings forth more tornadoes at the cost of an additional 2000 wealth. Some feel that this spell may not be worth it, but I disagree. It's a huge help when you're attacking a large army and you need all the help you can get. The stunned enemies won't be able to fight. It is however a sad sight sometimes to see a tornado going off in the wrong direction when you need it most.