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Play as Inferno.

#58
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I don't visit here often, but I decided to share my thoughts.
I confidently state that in the late game, Demons beat EVERYONE, except for the overpowered Winged Azrael.

Justification: gating and monstrous initiative.

Formula:
1. Grak. No alternatives.
2. Forget magic schools. Seriously, forget them. Everything is decided in the first 2-3 turns of the hero, during which he must cast mass Stone Skin and Haste, and then the Bard is unnecessary.
3. For the final battle: Fast Gating, Wide Gate to Hell.
4. For neutral creatures, and also useful in the end: General Stone Skin, then General Haste, Tactics (if there are no Boots of Swiftness +1).
5. Thus, we prioritize Logistics and Luck, then Defense.
With Expert Gate, that's 14 levels – not that much.
With Attack and General Haste, that's 18. We can add another 2-3 levels for reserve.
If the game drags on, you can, of course, also level up Darkness, depending on who you're playing against; an alternative is Leadership.
I've never played with the Super Ability, but that's just cheating.
6. If there are alternative artifacts, merchants, etc., the main thing is initiative. The main artifacts are the Amulet of Mastery and the Ring of Swiftness (+20%).
7. Unit upgrade choices:
- Old Imps (automatic mana drain, otherwise they might get taken out quickly)
- New Demons
- New Cerberi
- New Succubi (even if the opponent has antimagic for 1 turn, a key enemy unit is disabled. It's fun against Orcs – you charm the Executioners, and that's it, they're done...)
- Old Pegasi (very often, their Fright ability helps to reduce the initiative of a key unit)
- New Horrors (more initiative and speed, the rest doesn't matter)
- Old Devils (also more initiative and speed, the rest doesn't matter)
8. In the first 2 weeks, we only make one upgrade in the buildings – for Cerberi. We save money, sulfur, and sometimes wood.
In the second week, we only buy upgraded Cerberi and don't buy anyone else – we save money. In the third week, we can buy upgraded Demons (level 2) and 1 Horror – to sometimes reduce the defense of neutral creatures. We don't rush to buy the rest. We develop.
9. In the final battle, we gate everyone except the Succubi, with which we charm the approaching key unit.
If there is an Amulet of Mastery, that's it – the opponent is doomed. Devils also gate, and the speed of the entire gating is monstrous.

Those who don't believe, take any hero except Winged Azrael, get a crate of beer, and let's go to a club (Minsk). Load, for example, Armageddon's Blade. So that they don't talk about "masses" of Dwarves and Necromancers – they can't do ANYTHING...

Playing as Demons on medium-sized maps – that's Mastery! I'm learning.