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Which creatures from the alternative upgrade options do you choose?

#197
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Magistar
1. The problem is that imps don't live long; it's often more useful to drain as much mana from the hero as possible, especially regarding a Warlock.
4. In terms of quality, the old ones are often better, but with players — yes, usually the new ones here.
5. When there are many horses, the aura of the new ones is more useful. Morale doesn't work on everyone, and if the enemy also has leadership leveled up, then it's not that helpful.
7. Useful, but summoning lords is no less useful, and the new ones are slower, which is also a downside.

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

1. If it even works, which doesn't always happen.
2. Still, the new ones survive better, and that is useful.
3. With the unicorn horn bow — the new ones are better in any case, otherwise I prefer the old ones.
7. Maybe, I've barely played with the new ones and it seems Necros don't use chaos magic very often.

Added after 13 minutes
Stronghold:
1. At the start, I take trappers because they are well-suited against melee fighters, and against players, shamans are perfectly fine.
2. Although I like the hit-and-run gimmick, centaurs are too large and can't always pull it off. And if you add that they are the primary target for enemies, it's better to take more armor, and the ability to hit hard in close combat won't be extra either. So I usually take the combat ones.
3. Here I'm for the warmongers; they really carry in large battles. Fighters can hit twice, but they are generally frail. Warmongers are armored, counterattack strongly, and protect their own well by drawing attacks, say, from centaurs.
4. I prefer daughters of the sky only during castle sieges or defense due to chain lightning; otherwise, I take daughters of the earth more often. They hit harder and might not be answered.
5. Same situation as with the third. Executioners hit hard, but their survivability sometimes leaves much to be desired. So I'm more for the chieftains. They are both hardy and help well with unit acceleration.
6. I prefer dark wyverns more, but sometimes paokais are more applicable. The former are more useful against single targets, hitting bit by bit and regenerating. Paokais are better in large battles. They can hit several and eat someone, although this spends a turn, which is also not great. So it depends on the situation.
7. Here I take the blood-eyed ones, because it feels like the free ones sometimes cause almost as much harm as benefit. With their swing, they need to be kept at a great distance from your own. It's unpleasant to see some fast unit from the enemy army reach them immediately, and they wipe out both that unit and their own with a counterattack. And sometimes it happens that you can't even hit the enemy to avoid hitting your own. With the blood-eyed, you can at least fight calmly, and the luck reduction is also good.
1. Necros or dwarves simply have nothing to kill black imps quickly. They'll have enough time to drain all the mana. Obviously, against the League, only the old ones. She has the means to respond quickly.
4. Not better. Subordinates are more useful in terms of quality. A subordinate stack doesn't hit our troops and removes counters before the summon from the gates.
5. There won't be many horses for the whole battle. Meanwhile, the aura also ruins the plans of opponents with retribution or empathy.
7. By the time the native stack dies, by the time the summon triggers, by the time the new lords open the gates, by the time they move... the battle will already be over.

1. Assassins spread poison to all stacks (melee fighters can't do that) and deal a lot of damage due to poison. Trappers are only for hitrans or necros in the finale.
4. If the target has 40 defense and the lizards have 20 attack, then lizards with a charge will deal about three times more damage. A trivial amount. Let alone 25% damage when running nearby.

1. Against abilities and casts of other creatures (vampire blindness, seductress temptation, etc.), it works almost always.
2. If the battle is fast, it's easier to wipe almost 3 stacks with one attack immediately than to wait for 16 defense to work. In long battles against other combatants, the new ones are better due to defense.
3. If the target has 40 defense, then even with a straight arrow, the damage of the new bows is higher.
7. But necros love the plague.

1. If the opponent is a combatant and attacks themselves, then trappers will still be much better.
2. If a berserker or subordinate is expected from the opponent, red cents are better. They'll only hit their own with half strength with their hooves and run away from the double attack.
3. In an attacking variant, only orc fighters; taking warmongers against the League or Academy is nonsense. Warmongers are good for wearing down some dwarves.
4. Earth ones hit harder and will hang many good and different debuffs from the attack. And the lightning of the air ones is not great.
5. If you've brought a lot of attack and have goshak, you can go deal damage with executioners; otherwise, chieftains are more reliable.
6. A very weak unit. Ducks only justify themselves for breaking through due to regen. You should only upgrade and buy them for the finale if there's absolutely nowhere else to spend gold.
7. Also, the blood-eyed ones can reach the target from the first turn with tactics and aura.