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You would think big magic dragon breath attacks would be good for smashing through armored frontline, but the tank troops end up resisting dragon damage the best. Stay away from the heavies to get the most out of your dragons. If you're familiar with the fire emblem games, think of them as being like pegasus riders.
I suggest turning off permadeath. This game wasn't balanced well for its use, you're just hurting yourself for the sake of hurting yourself by turning it on. At least save it for your second playthrough if you insist on raising the difficulty after your first run.
You may be right on the permadeath - I was about to say it hasnt seemed bad yet, but I'm still pretty early, and just now starting to see enemy squads that scare me in terms of killing guys in one round (firearms, etc). Later I can see this might get frustrating.
The hatchlings are terrible. The basic green dragons are still pretty bad. They only start doing damage when you evolve them to 3rd tier (red, blue or white) and that requires such high stats they will usually need to be high level. (Giving them Dark affinity and/or a few magic leaves and whatnot can help a lot to get them to evolve.)
Dragons only become really good when you unlock the final tech on the left-hand tech tree and you get to evolve them into dragon riders. Others have mentioned the flying thing, and it's a game changer in many missions.
One more thing to be aware of is that dragon damage is calculated in a strange fashion. (As researched by a user named purple charmander on this forum.) It depends on magic and strength, as the description states, but also on the dragon's current health. So damage drops as they get hurt.
And finally, the Red dragons seem to deal a LOT more damage than the other types for some reason.
Also, I took to giving my dragons things like Arcane Barrier, Arcane Might, etc. and noticed a big difference in performance.
For a brief summary of stat growth as its relevant here - dragons all share a base growth table. Dragons however instead of using modifiers like other classes, use multipliers to get from the base stat to their actual stat.
And finally we have the action multiplier for damage.
Reds, have comparatively insane multipliers:
1.6x magic (1.25x for the other 2), 1.5x strength (also 1.25x for the others), 1.2x HP (this one is average for blue and red), and 0.85x for damage (silver is 0.65, blue is 0.8x)
When magic and strength also are added at a 200% multiplier, that extra 25% and 35% sky rocket.
This early on you'll be limited in what dragons you really have with their high multipliers, likely with many more greens than anything else.
Greens have comparatively low bulk to the other types you'll get. But as already mentioned the damage comes from strength, magic, and current HP.
This from nobody covers alot of the relevant tips.
The skills in question:
- reduce damage to hp
- increase strength based on magic, which in turn also reduces damage taken on the physical side, in turn increasing the hp maintained
Dragon stats are multiplied by a value compared to many other classes who just get flat additions. This leads to a case of having far higher values once that extra 20% can actually mean something. Or once you hit things like reds, the extra 50-60%...