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In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

#555
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The developers released a ton of expansions for the fifth game, so essentially they are all more or less equal, but if we're talking about the deep late game, I would rank them as follows. First place - Orcs. Firstly, almost all of the Barbarian's stats go into combat, which makes this Faction's hero one of the strongest in the late game. Secondly, Bloodlust is not very effective in the late game, and thirdly, to use the Barbarian's faction ability, you don't need anything else besides its presence. The downside is that they can't use magic. Second place - Humans. Like the Barbarian, the stat growth mainly goes into combat stats, and a huge stack of horses can defeat anything, especially if Axel is in command. The downside is that, unlike the Orcs, Humans have a huge problem: to use the faction ability, you need a tremendous amount of gold, which you will never have enough of, no matter how hard you try. Third place - Magic. Mini-artifacts allow you to turn weak troops into killing machines. High-level heroes must be given artifacts for attack, defense, and initiative, considering that there are 3 archers in the army, they can inflict a lot of damage on the enemy before their turn, especially if they have high initiative, and this applies to units that deal a lot of damage but are not very durable. The downside is that they mainly grow magical stats. Fourth place - Dwarves. Runes are powerful; they provide a variety of effects and can turn the tide of battle. Even first-level runes, such as Energy and Berserk, are very helpful, let alone runes like Resurrection, which revive 40% of the killed troops in a unit. Fifth place - Necromancers. Where other Factions will suffer losses, Necromancers will instead replenish their ranks; they can simply overwhelm with numbers. The downsides are limited Dark Energy and weak combat stat growth. Sixth place - Elves. Critical damage to enemies is, of course, great, especially when combined with luck, which can deal enormous damage. The downsides are that you need to kill the sworn enemy in the first two weeks, and luck and critical hits may simply not trigger. Seventh place - Demons. The ability to summon a lot of troops to overwhelm the enemy is quite good. The downsides are very weak defense growth, which doesn't go well with the special ability. While you're summoning a unit from Shio, the enemy can severely damage the main units, so sometimes it's worth attacking with horses or dogs immediately without using the reinforcement ability. Eighth place - Dark Elves. All the advantages of this Faction manifest themselves at the beginning of the game; in the late game, they are practically non-existent. The downside is that the faction ability is good, but there are much better ones. Stat growth mainly goes into magic. The Chaos school is magic, but besides Frost Nova, there is nothing interesting in the late game. Of course, you can choose Darkness, especially since some heroes already start with it, but then you won't get the benefit of such a great perk as Arcane Wave at the beginning of the game, and in the late game, they still won't become top-tier.