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Which creatures from the alternative upgrade options do you choose?

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#196
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Vadimh
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1. New Imps in long battles cause problems for Gnomes and Necromancers.
4. Subordinated creatures are much better than chained ones in most cases (except against Necromancers, of course).
5. Horses with an aura for leadership are better against melee units than those with burning aura. Against magical units, burning aura is better.
7. Teleport provides many opportunities. Pulling an archer from the reserve and overwhelming them with your forces is quite effective.
League
1. New ones for neutral creatures, old ones for the final battle.
4. Old ones are much better. A single attack with a charge can one-shot, and seeing the damage from a follow-up attack makes you want to cry.
7. Depends on the enemy race.
Elves
1. Old ones have a dispel ability that has saved me many times.
2. Depends on the length of the battle in the final stage. Old ones for short battles, new ones for long battles. New ones for neutral creatures.
3. Old ones are only good for neutral creatures. New ones only for the final battle.
4. Same as above.
7. New ones deal much more damage with upgraded luck. But they can dispel Blind. The earth protection of the old ones helps well against League or Necromancers.

1. The problem is that Imps don't live long, so it's often more useful to deprive the hero of as much mana as possible, especially when it comes to Warlocks.
4. Old ones are often better in quality, but against players, new ones are usually better.
5. When there are many horses, the aura of the new ones is more effective. Battle morale doesn't work on everyone, and if the enemy also has leadership, it's not that effective.
7. It's useful, but summoning Lords is just as useful, and new ones are slower, which is also a disadvantage.

1. Against other players, new ones are also useful, although I don't often take them.
4. You won't get any one-shots from the old ones, but they can be more useful, it depends on the situation.
7. In general, that's true, although I'm more used to black creatures, but sometimes it's so bad that you can't cast Vampirism on them.

1. If it even works, which isn't always the case.
2. Still, new ones survive better, and that's useful.
3. With a unicorn horn bow, new ones are better in any case, but otherwise, I prefer the old ones.
7. Maybe I haven't played with new ones much, and it seems that Necromancers don't often use Chaos magic.

Added 13 minutes ago
Stronghold:
1. At the beginning, I take Trappers because they are good against melee units, and against players, Shamans are also quite suitable.
2. Although I like the feint ability, Centaurs are too large, and they don't always manage to use it. And if you add that they are the first target for enemies, it's better to have more armor, and the ability to deal good damage up close is also a plus. So, I usually take Warriors.
3. Here, I choose Warmongers because they really carry in large battles. Warriors can attack twice, but they are generally weak. Warmongers are armored, have a strong counterattack, and protect their own well, deflecting attacks, say, from Centaurs.
4. I prefer Daughters of the Sky only when sieging a castle or defending, due to Chain Lightning, but otherwise, I take more Daughters of the Earth. They hit harder, and enemies may not be able to retaliate.
5. The same situation as with the third ones. Executioners deal a lot of damage, but their survivability is sometimes lacking. So, I prefer Leaders. They are durable and help speed up units.
6. I like Dark Wyverns more, but sometimes Paoka are more useful. The former are more useful against single targets, dealing small damage and regenerating. Paoka are better in large battles. They can attack several units and eat someone, although this takes a turn, which is also not great. So, it depends on the situation.
7. Here, I take Bloodeyes because it seems that Free creatures sometimes cause almost as much harm as they provide benefit. With their range, they need to be kept at a great distance from their own. It's unpleasant to see some fast unit from the enemy army reach them immediately, and they counterattack and destroy both it and their own unit. And sometimes it happens that you can't attack the enemy without hitting your own. With Bloodeyes, at least you can fight calmly, and the luck reduction is also good.