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Let's analyze everything now =)
Level 1:
Imp - dealing 2-3 damage combined with Battle Fury is already quite significant 8)
Level 2:
Fury - no need for comments. Highest damage, initiative, and speed, excellent abilities.
Level 3:
It's more complicated here =) I hate these guys, but still, I choose Ghosts. Their ethereal nature significantly affects the tactics, and that's better than any extra damage or more/less HP.
Level 4:
Even more complicated: they are all strong. Let's eliminate those who are simply strong (Druids, Vampires, and Mages). The remaining ones have extremely interesting abilities. Ultimately, Griffons, especially the Royal ones, are very strong – they offer a wide range of tactical options.
Level 5:
We have opposing forces: Nightmares and Unicorns, Inquisitors, Liches, Hydras, and Djinn Sultans. Here, we can highlight the super-awesome mega-cannon fodder of all times and nations – Cave Hydras. You can confidently send them into battle, especially it's fun to teleport them into the thick of enemies who haven't retreated from their positions. An unreal amount of HP + regeneration + an unyielding area attack overshadows even the abilities of horses, both good and evil, each of which, if successful, will take out some unit.
Level 6:
Probably the most difficult choice 8)) Let's eliminate the mundane Paladins, Twilight Witches, and Rakshasa Rajahs. We are left with 3 completely unique creatures. Death Harbingers are still slightly behind the remaining two.
So, we have: Pit Lord (the highest damage among all level 6 troops + kills any enemy + and also throws spells) and Ent. My choice: Ent. He stands out too much. So, Ent has the highest amount of HP not only among level 6 but also among half of level 7 units; rooting, a response to all attacks + 50% defense - teleport him into the thick of the enemy and let him stay there. Plus, he can hold back powerful enemy units like dragons with roots, and the dragons will either have to wait or attack the Ents, which is usually not desirable if there are Druids, Archers, etc. Again, the choice falls on the tactical component of the unit.
Level 7 - Black Dragon. No comments needed here – it's very obvious: the strongest unit.
Elementals: I'll give preference to Water Elementals; it seems quite logical to me because they can cast spells twice)
Level 1:
Imp - dealing 2-3 damage combined with Battle Fury is already quite significant 8)
Level 2:
Fury - no need for comments. Highest damage, initiative, and speed, excellent abilities.
Level 3:
It's more complicated here =) I hate these guys, but still, I choose Ghosts. Their ethereal nature significantly affects the tactics, and that's better than any extra damage or more/less HP.
Level 4:
Even more complicated: they are all strong. Let's eliminate those who are simply strong (Druids, Vampires, and Mages). The remaining ones have extremely interesting abilities. Ultimately, Griffons, especially the Royal ones, are very strong – they offer a wide range of tactical options.
Level 5:
We have opposing forces: Nightmares and Unicorns, Inquisitors, Liches, Hydras, and Djinn Sultans. Here, we can highlight the super-awesome mega-cannon fodder of all times and nations – Cave Hydras. You can confidently send them into battle, especially it's fun to teleport them into the thick of enemies who haven't retreated from their positions. An unreal amount of HP + regeneration + an unyielding area attack overshadows even the abilities of horses, both good and evil, each of which, if successful, will take out some unit.
Level 6:
Probably the most difficult choice 8)) Let's eliminate the mundane Paladins, Twilight Witches, and Rakshasa Rajahs. We are left with 3 completely unique creatures. Death Harbingers are still slightly behind the remaining two.
So, we have: Pit Lord (the highest damage among all level 6 troops + kills any enemy + and also throws spells) and Ent. My choice: Ent. He stands out too much. So, Ent has the highest amount of HP not only among level 6 but also among half of level 7 units; rooting, a response to all attacks + 50% defense - teleport him into the thick of the enemy and let him stay there. Plus, he can hold back powerful enemy units like dragons with roots, and the dragons will either have to wait or attack the Ents, which is usually not desirable if there are Druids, Archers, etc. Again, the choice falls on the tactical component of the unit.
Level 7 - Black Dragon. No comments needed here – it's very obvious: the strongest unit.
Elementals: I'll give preference to Water Elementals; it seems quite logical to me because they can cast spells twice)
Знание - это сила, сила - это свобода...