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Orcs have no magic. Warcries.

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Loken;177855
protecting an Orc won't help. An Orc should always...

You should urgently see an ophthalmologist; both you and Kvas have already told you to learn how to read. Once again, just for you: no one said to level up the main character's defense, God forbid. And no one is betting on "protect us all" in the game, but there's no need to miss this opportunity if it presents itself. As Kvas already said, a freebie is a freebie.
And what kind of Orc army do you have, totaling 200? Well, if it's only high-level units, then that makes sense, but with a bunch of weak units, I'll have more than 200 by the beginning of the second week. Of course, if there's a battle at that moment and I have the "Orcish Fury" ability, then the damage of 200, considering the army's hit points, won't be that bad, but by the end, with an army around level 20, it definitely won't be 200, but rather around 1000.
Yes, warmongers are good as a shield, but I also find it more convenient to use single goblin units. Instead of upgrading the Warrior Hut, I'd rather build a Shaman's Hut for leveling up and take 5 shamans, divide them into 2-3 stacks, and their slowing effects of 35% or speeding effects of 30% will be better than warmongers, which stand in defense and lose 30 fury each turn. By the way, with the help of shamans and trappers, it's very easy to defeat large, strong melee mobs somewhere in the middle of the second week, for example, on the "Key to Victory" map, without losses (or almost without losses), Death Knights are defeated. They are defeated with the following composition: 80-100 archers, about 100 trappers, and a few single units, 5 shamans divided into 2-3 stacks, and a ballista. By the way, don't neglect the traps from the single units; they work! =). 2-3 traps in front of a pack of Death Knights will definitely either stop them or prevent them from reaching their target.

Here's some more information to consider. Since we're talking about the usefulness of goblin-shamans in the endgame. Let's say in the endgame, the enemy's level is 20, and if we have 600 goblins (yes, it's difficult to accumulate so many, but I'll use that as an example to have something to base it on), and the enemy casts a 5th-level spell, then the probabilities are as follows:
1. The spell will not work - 10%
2. The hero's (caster squad) "Magic" will be reduced by half when calculating the spell's effect - 40%
3. The cost of the spell will be doubled - 40%
4. The goblins will be thrown to the beginning of the ATB scale, and if the spell has a cursing or damaging effect, it will fly to the goblins, and the caster will not spend mana. - 10%

If a 4th-level spell is cast (or a level 19 hero casts a 5th-level spell), then:
1. 15%
2. 40%
3. 40%
4. 5%

and so on, in general, the lower the level of the hero and the spell, and the more goblins there are, the higher the probabilities increase in favor of the goblins.
The probability of any of the outcomes cannot be less than 5%.

Of course, you need to use them wisely, not try to block a 5th-level spell cast by a level 20 hero with 400 goblins, because the probabilities will be:
1. 5%
2. 5%
3. 40%
4. 50%

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