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ASW – Alternative hero leveling.

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But what does WGE have to do with it? (A few question mark emojis up to China would be helpful here, as is currently fashionable).
The fact is that in WGE, the essence of the elves hasn't changed – they remain just as high-initiative, striking first, etc. And all of this is perfectly complemented by the tactical nuances of Summoning.
Summoning isn't needed for mines.
We're talking about the guild right now. A Summoning guild provides more useful spells in Summoning.
The blue arrows will be completely blocked, and there will be nowhere for a phantom to spawn.
But who's to blame if you block them like that? I'll place a phantom in the breakthrough and control the situation.
Elves have 2 tactics: either crush everything in the early rounds or close up, which Light and Chaos help with.
Well, the original game is just poor in tactics. But even with these 2 primitive tactics, Summoning works perfectly. Crystal, mines, a wall for defense. Wasps, a wall for offense (so that the enemy's key stacks don't have time to react or can't reach the attackers in time). If you like Chaos, please, there's a Chaos + Summoning guild option. And take Light from Offense and Defense. Basically, Offense/Defense with Empathy + mass speed for the attack + mass stone skin as protection against the enemy's counterattack (when and if their turn comes). That's all the Light you need. Then finish off the remaining stacks with Wasps.

I would even say that Wasps are a purely elven spell; no one else needs it as much in terms of usefulness, and it doesn't suit anyone as well as it suits the elves. Even the undead don't need Raise Dead to the same extent. If you give this spell to the elves by default, you can forget about Chaos altogether. And the reason is very simple: the entire elf gameplay is built on the advantage in initiative (whether it's a ranged attack when the enemy doesn't have time to approach, or a swift attack when the enemy doesn't have time to counter).
Разработчик Heroes 5.5 WarGame Edition.
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