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Well, let's discuss it. Although we already discussed the little dragon in previous topics.
1. Crushing Blow. Its main value is the ability to push back the enemy by 2-3 tiles. It can be very useful.
2. Diving Dragon is good because it attacks all enemies and, again, pushes enemies in all directions. You can use it every turn if you don't overdo it with developing the skill. Battle Fury hits harder, but over a limited area.
3. Lava is useful against a cluster of thorns and ents - the damage is doubled.
4. Stone Wall - its value lies in the fact that it allows you to spread out the stompers. In "Crossroads," I think the griffins had their initiative reduced, but before, by hiding archers behind the wall, you could eliminate legions of slow neutrals. The dumb AI runs after the griffin until all the enemies are defeated, much like in the third game, where zombies run after gargoyles.
5. Treasure Hunter - you just need to look at the color of the tile: red - an altar will be dug up, and you don't need to place it next to your troops. Green - a chest with gold will be dug up (very helpful in development on the impossible level), a rune (!!!), or a spell like Phantom (super!).
6. Lightning Bolt - you need to develop it until it deals 46-48% damage to a unit. 20,000 damage to a unit of shamans is nothing to sneeze at.
7. Mana Accelerator - I mainly develop it to replenish mana. For the knight, it's an indispensable thing. How else do you defeat the invincible?
I don't have a favorite tactic. I use the little dragon depending on the circumstances.
Военное дело просто и вполне доступно здравому уму человека. Но воевать сложно.