Orcs are the greatest race!!!!
The more you play with them, the more you realize that almost all skills are good for them. This is very convenient.
Plus, they have good creature growth and a very fast start.
The most important thing for them is to always take Attack (Retribution or Fire Arrows. For Krag, you can take Powerful Strike or whatever it's called), Leadership (Empathy is a must, choose either Aura of Swiftness or Inspiration), and Logistics. The rest is up to you.
But first, you need to upgrade Blood Fury, then Support, then Remembrance of Our Blood.
Machines are simply excellent. Then it's better to take Fire Arrows. Neutral creatures are easily defeated, and enemy heroes will have problems. This is almost like having an eighth unit on the battlefield, which has 1200 health, excellent defense, and three shots that deal +150 fire damage with armor penetration. They work very well with artifacts that increase luck or with the Luck skill itself.
Luck. An excellent choice. Double damage for a race that relies on strength, not magic, is a real gift. Plus, there are great sub-skills. And Soldier skill – especially for Executioners, and Magic Resistance (Orcs are vulnerable to magic).
Defense. A very useful skill for Orcs. You're wrong to say otherwise! Orcs are already well-protected from physical damage thanks to Fury. And with this, they become simply monsters. And Fury sometimes runs out...
I think that against Humans and Elves, you should definitely take Defense. And, of course, Defense against ranged attacks.
Education. A useful skill. But I'm a little disappointed in it. The real benefit from it is less than it seems. You shouldn't take Fury of the Blood! In most cases (especially against an aggressive opponent), it does more harm than good.
War Cry. A very useful skill, but it rarely appears. Fury of the Horde, Frightful Howl, and the War Cry that increases morale and speed are especially impressive.
Darkness Negation. No matter how much they say it's not very effective, it's better to take it against a Necromancer and a Magician. At least because it will no longer be possible to control Cyclops. And that's already a lot. Plus, the effects of spells will last much less time.
The Super ability is good, but no more than that. 500 Fury points are useful, but they tend to run out quickly. Plus, it's not the best development in Machines, and not the best development in Attack.
Why does the main hero need Machines?! It won't help in the final battle against an opponent, and besides, Elves, Warlocks, Humans, Mages, and Dwarves (or with a spell or a powerful unit) can kill it in a maximum of 2 rounds. We only give Machines to a secondary hero. If we're talking about Orcs, we upgrade the Goblin Cart, for example, to 4-5 Imps (by the second month, these Imps will have 100-150 Goblins, and if Keegan is among them?!), or a Ballista for clearing mines, taking artifacts for sale, etc.
Luck. In the original, Luck works ineffectively, and you should only take it for the main hero if it's for skills like Barbarian Luck and Magic Resistance. But it's a different story to upgrade the Luck skill with the Luck of the Draw and Treasure Hunter skills for a secondary hero. Clearing out melee units, collected piles of resources, gold, mills, water mills, etc., will provide additional income. Imagine 2-3 heroes with this skill on the map: you can, for example, completely abandon capturing mines.
Defense. You should always take it. Against magic races, Reflection, Resistance, and Dodge; against non-magic races, Resistance and Dodge (Defense Bonus also helps a lot for clearing out neutral creatures).
Attack. Always. I won't elaborate, it's obvious what we're taking here.
Education. It's a matter of taste, of course, a stat increase for the hero won't hurt, but Logistics still looks more practical for playing as Orcs.
War Cries. In my opinion, it's a useless and strange skill for Orcs. War Cries are available even without this skill; just study the Expert level of Blood and build the corresponding building in the city. Support is much more effective. There's no point in taking it against Demons, and, in fact, against other factions...
Leadership. There are different options here: Empathy (looks cool with Krag), Inspiration, or together with Retribution.
Darkness Negation. Against a Necromancer, but against a Mage, it's unclear whether it will be useful at all. After all, a Mage can go for anything...
Super Ability. Well, I don't know, upgrading for 500 points might be cool, but it might not work (about 85% of the time it won't work against all factions).
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