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Even if they have few hit points... who will win, the Djinns or the Dancers?
1. High initiative.
2. High damage.
3. They can reach almost the end of the map.
4. Can the Dancers reach the enemy on the first try (unless using a specific tactic)?
5. Many people take Dancers with Wind (because of their agility), but why take Blood Dancers then? If you're going to take Dancers, take them with Death, because if they reach the enemy, they can do a lot of damage.
6. If you play a long game, the Elf Mage has almost the same chances... although...
7. If it's a small map, the Mages have a better chance.
8. Magic is actually quite good... the Mage can easily handle two units at once, because education is important, and there are useful perks for the Mage there (e.g., Nurah, Narhiz, Jalib...).
9. If the Elf Archer starts shooting, a Crystal or the Djinns' Dispel can help, and for a long time.
10. There are also Rakshasa, and they will attack anyone without fear, so that's it for them:smile03:
11. Okay... even if the Unicorn is the COOLEST, what about the Hellhounds or Nightmares? They are not inferior to Unicorns either. And Hydras are also good... so Unicorns are by no means the strongest unit of level 5. (All level 5 units become strong if you develop the hero correctly... I personally like the Arcane Priests and Invisibility units...)
12. We're not just fighting Ents; maybe we'll want to use Pyromancy:smile03:
In general, Ents become super strong if you put them in defense, with Readiness and Stone Skin. (However, there are units that can easily defeat Ents: the Lizard Riders of the Terracotta Army, Paladins (the Fire Sign -> Fireball from the Priests and the hero will finish off the Ents), maybe Cave Dwellers, etc.)
... Avenger, do you visit the forum often? It seems like only you and I are here most of the time!!:smile03::smile12: