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In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.

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Assertion: On large maps, mages completely crush necromancers! And, in general, any faction, including dark-light and gray-brown-raspberry elves %)))
Proof:
On a large map, when you encounter an enemy (or rather, their main hero), you have almost a 100% chance of having 35-40 knowledge. Why so much, and won't this be detrimental to other, more useful characteristics such as spell power, attack, and defense? It won't! Because this amount of knowledge is gained directly from artifacts: the Robe and Crown of Sar-Issa give you a total of +12 knowledge, the Ring of the Dragon, Sandals of the Saint, and Mantle of the Dragon give a total of 5. In total, we get +17 free knowledge + 20-25 of our own (maybe even more). Therefore, we get 35-40 knowledge. This gives us the opportunity to create a very powerful mini-artifact. We create a mini-artifact with +10 to unit health (+ we also increase 2 other characteristics with skillful use) and put it on the very first level – the gremlin. What do we get: When we encounter a necromancer, he will have about 3000 skeletons and archers, and we will have 1000 gremlins. 3000 archers is 15,000 health. 1000 gremlins with the artifact will have 15 health each, which is also 15,000 health in total! That is, balance is maintained here. Let's go further.
Here they said that "Summoning is the best." But with mini-artifacts, you can increase health not only for gremlins but also for gargoyles, golems, and so on. Next, we increase initiative and luck so that our units go twice as often as the enemy's, and so that the banshee's scream doesn't work on us. Since the map is large, we have enough resources for all this. Next, we remove the artifacts that give us bonuses to knowledge and put on bonuses to spell power and attack, and we don't care about defense. There is only one thing left: "KILL THE GOATS!!!" (c) ))))))))))))))
Conclusion: On large maps, mages rule, on the rest, necromancers rule, and all the others are afraid of them %) It's not for nothing that in the main scenario, mages defeated the necromancers.
Of course, the Academy is a perfectly decent castle and is very strong on certain maps, but many things in your reasoning are definitely confusing.
1. The Robe of Sar-Issa gives +6 to spell power.
2. You want all the top artifacts to be lying around on the map, and that they all end up with you. Optimist...
3. 20-25 of your own knowledge, even with a higher education, is level 30, which is not easy in itself.
4. 1000 gremlins are recruited from one castle in 6 months. And you want the necromancer to have only 3000 skeletons by that time??? 8000-10000 is more likely, in that time and on an XL map. At the same time, a normal necromantic skeleton does not have 1-2 damage, but 4-5, and the mage's own attack/defense is also weak. I'm not even talking about how many knights can be trained.
5. The Academy will not go twice as often, because this is not an initiative-based castle (unlike the elves).
6. Screams and howls cannot be resisted, as well as constant luck and mana drain (even with such mega-knowledge, the imps will cope in 2 turns, and if the artifacts are removed, then in 1)

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