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Although the Wanderer also praises monks and constantly carries ballistas.
I take ballistas because they drop in dwellings, and their survivability in battles is higher than that of pikemen. I hide the ballista behind my other units, and they manage to deal significant damage to the enemy while it's moving towards me. Moreover, they are indispensable against ranged and spellcaster enemies. Pikemen can't even scratch ranged units, let alone spellcasters. Besides, you need to use them very carefully, and for some reason, the enemy AI often targets them.
I take ballistas to Danger Zone for the first 2 weeks to clear out a dozen banks. Without them, I think it's impossible to clear 2 Nature banks at the beginning of the game as Life. In turn, without these banks, it's impossible to build Angels and buy diplomacy for 7500. At the beginning of week 4, I took them with me to protect myself in case I encountered you. It turned out they weren't needed. But this is a tournament game. It's better to be safe than sorry :)
Building a level 3 unit for Life is entirely determined by the dwellings. On the specific Danger Zone map, I build a level 3 unit based on the available dwelling. If I get a Cleric's Hut, I build Clerics. If I get a Monastery, I build Monks. Since I'll take only 1 stack of level 3, 1 stack of level 4, and 2 stacks of 200 units of level 2 with 3 heroes to the final, this is the best build order for this map.
Clerics are definitely good with their "twice shot" ability to eliminate enemy heroes with immolation. But monks are also great. You can, without hesitation, bring them to the center of the battlefield, from where they cover the entire area, and in case they are blocked, they can approach the enemy heroes and give them a beating