Imps are Wimps

When you start out the game, defending may seem important. It's not.

Learn to live with attacks from a few Keepers. Let them steal what they want, just concentrate on digging (it's the safer, quicker way to a high score). Whatever you do, do NOT defend or attack with Imps. In one attack, this defender loses Imp #10 and #11. That's a loss of 2500 gold and 2750 gold for each Imp.

Even if the attacker lost 1 Goblin and an took 12 points of damage, 500 gold for a replacement Goblin and 90 gold for healing is a lot less than 5250 gold to replace 2 Imps.

If you choose to attack with Imps, you WILL harvest a lot of gold. BUT, it is only matter of time until you lose an Imp. I just hope that you learn your lesson before you lose a trained Imp.


Size matters when it comes to DignFight troops.

The biggest mistake that you can make is to believe that adding 1 or 2 wizards into a troop will make the troop stronger. The most expensive mistake that you can make is to believe that the other 10 creatures will protect your wizard(s).

Although Wizards are classified as Battle Supporters, notice also that Salamanders target priority is Blockers, then Battle Supporters. By the time you can afford Wizards, you cannot recruit any Blockers yet. This means that Salamanders will attack Wizards first.

Take a look at the screen capture. 2 Wizards, supporting a well-trained troop of Glowworms, Goblins, and Salamanders. By adding only 2 Wizards to his troop, the defender's Wizards takes ALL the damage from 12 Salamanders and loses 2400 gold in troops. Pretty painful. The attacker took about 450 gold in damage and didn't steal any gold, but who took the bigger loss?

I don't have numbers to back me up on this one yet, but it is the general opinion of the forums that digging for fields with more than 1 imp at a time is a waste.

We may never know why, but regardless of how many imps are in a dig team, the team can only excavate a maximum of 7 fields per 10 minute session. More imps does not seem to increase this.

Whether you have 1 imp or 12 imps, the chance of excavating only 1 field appears to be the same.

Don't excavate for fields until you are almost ready to use them. The more fields you have in your dungeon (whether they are used or not), the harder it is to defend.

  • Only excavate fields when you are ready to use them (this helps your defense a little)
  • excavate with a 1-imp team for only 10 minutes at a time

Can you Dig it (gold)?

By far, the most effective way to gain points in DignFight is by excavating for gold with imps.

Attacking with imps is bad!! Although imps can carry much more than any other creature, if you lose 1 imp, that can set you back more than 3000 gold.

Even if you recruited an attack team of other units (devilers, wizards, etc), you have to make educated guesses to find the right opponent to attack and there is ALWAYS the risk of taking damage (which is very expensive to heal).

The best use of your time and money is to recruit a team of 12 imps for digging.

  • always dig for only 10 minutes at a time. digging for 20 or 30 minutes at a time does not double or triple your "harvest"
  • you will excavate less gold per 2 hours if you excavate with multiple teams of fewer imps (3 teams of 4 will bring back much less gold than 1 team of 12)
  • upgrade as many imps as you can as fast as you can. the sooner they are upgraded, the sooner their carrying capacity is upgraded.
When you reach upgrade times greater than 24 hours (level 5 and up), consider recruiting more than 12 imps. By recruiting 14 imps, you can train 2 and keep 12 digging at all times.

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