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#229
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Hmm, I don't even use shamans for this. I think it would be much more useful to increase the initiative of Cyclops to 11 (or 12, I don't remember exactly), and for Centaurs to 14, and so on. Of course, I'm talking about their speed. If the game isn't long and no dwellings have been built, it makes sense to split the shamans into 2 stacks, resulting in 4 (or 6, if they are Daughters of the Sky) units with 30% increased initiative, not counting the situations where it's more beneficial to use shamans in battle. Sometimes you can also slow down particularly fast units; keep in mind that the higher the target stack's initiative, the more it will be reduced. And Chain Lightning... At level 3 of Fury, when their spellpower increases by 4 times, it will be devastating! Even at level 2 of Fury, I still see some benefit in it. By the way, considering the high probability of Leadership and Attack skills for Orcs, you can do the following. Develop Tactics and Aura of Speed. And if you're lucky and you find boots that increase speed, all the main troops, including Cyclops, will reach the battlefield. If the remaining Cyclops arrive, they will tear the enemy army to shreds, and they will be supported by other forces (mainly levels 3 and 5). Unfortunately, Tactics is not very effective against Demons and Elves due to their high initiative. But launching a sudden attack on a Warlock will be very dangerous for him, I think almost fatal.

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