Under the Heroism spell, they can wreak havoc, it's a sight to behold. Especially the fierce Cyclops, who also have a fiery eye. - the inner flame also deals damage. As a ranged attacker, he's practically useless (at least, I don't use him that way), he's much more fun in melee. And with a well-developed level 2 tactic, he can cross the entire battlefield in one turn. And the "Hold the Line" ability allows you to heal him or do something else on the next turn without losing power. Especially if you have a level 3 support creature.
The others seem a bit weak in terms of attack power.
As for the Weavers, they're just ranged attackers, and if a Cyclops gets close, it's over. And under the Heroism spell, they also get a bonus to morale and luck, so the Weaver is doomed.
Something like that.
The Overlords are a bit weak in terms of health, and the fire damage doesn't do much if the unit, for example, consists of a single stack of Cyclops. They'll get hammered.
The Angels are more difficult to deal with; if there's a Guardian Angel, they can attack without retaliation and are generally invulnerable.
The Kirin is neither fish nor fowl.
Added 6 minutes later
Oh, I forgot to mention that "Hold the Line" is beneficial because when attacking an enemy, the Cyclops doesn't lose health during the counterattack, and its counterattack will be from a full stack, without any health deductions.
In the same one-on-one battle, the other champion will already be losing additional health during the counterattack.
Well, I hope you understand what I mean. )
That is, he has an advantage in exchanging blows.