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I'll add to that. Nibros is still the best, in my opinion.
1. Best starting skills (I always take Attack + Tactics, with rare exceptions like Blue Boots). In this game, Demons don't have superheroes; synergy is what matters.
a) The skill is always essential, unlike Sorcery or Chaos.
b) After Tactics, you take Ballistics + Speed, not Reflection like with Marbas, and they constantly shove +2 Defense as a perk.
c) With Tactics, you can clear out archers perfectly – it's better discussed in another thread, but briefly: you place single units and block, then the Gate finishes them off. Losing 1-4 dogs is acceptable (unlike some who divide them equally and complain about losses).
2. The specialty allows you to always position on the third tile if desired. It's not always necessary, but against Elves and Necromancers, it can be vital (there was an interesting thread about the Orc vs. Necromancer matchup; I know Fireball's opinion, and the outcome will depend on the random AI).
3. The +1 Luck unit is very useful because, statistically:
* +3 Luck for Demons = every fourth attack with Luck.
* +4 Luck for Nibros = every third attack with Luck.
4. A point that no one has written about, at least I haven't found it, and I discovered it myself in the game.
Nibros is NOT affected by Deadly Misfortune, and the -2 Luck ring, which gives everyone else -2 Luck, leaves Nibros with 0.
I think this is because the formula should work like this:
a) Let's say, with the opponent's Deadly Misfortune:
1 - 1 = 0
b) With the opponent wearing the -2 Luck ring:
1 - 2 = -1
But in reality, it first subtracts the Luck from the 1, and then adds that same 1 at the beginning of the battle.
That is:
a) 1 - 1 + 1 = 1
b) 1 - 2 + 1 = 0
The difference between Luck values of -1, 0, and 1 is not just noticeable; it's HUGE.
Thanks to this, Nibros can perform well as both a swift attacker and a gatekeeper.
Grok – the path of war is needed to find a path; either Marauding or a fast gate, then you can't take Keen Mind. Plus, like Ruthger, it's quite difficult for him at the start, as one person wrote, "you run around a lot, but you can't break through anything" (yes, Teleport and native lands, but it's specific). In general, among the specialist logisticians, Argath is unmatched and is the only one worth paying attention to, in my opinion. The skill itself is very cool, no doubt.
Nimus – on the 20th level, he gets an additional Gate Keeper, which is good, but it's a specific late-game gatekeeper. It's suitable for those who like to play 3-month-long maps with 31 levels.
Marbas – he would be great if it weren't for Reflection; they shove in an unconvincing Resistance, plus the lack of Tactics-Spell-Machine. Personally, I find it difficult to level up. I mentioned the Staff of Sar-Iss above.
I was disappointed in Jezebeth (although I played more for fun from the start) – 50 demonesses on the 7th week are useless, and it's better to focus on skills, but the main thing is not damage; additional defense won't help them; demons are fragile. In general, I was disappointed in the Inferno's creature specialists; that's not our path; the synergy of creatures, the combination of skills, and the favor of Chaos (read: Randomness) are what matter to us.
The others are specific; Daleb is for newbies and very small maps (although I would still choose Grol or Nibros there).