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There are plenty of decent ranged units in the game. Elves, humans, and mages can deal significant damage with any hero, and there are also artillery units with ballistae.
Humans don't have that much mana. If you start casting dispel and anti-magic spells from the beginning, it will hinder your ability to cast other spells and weaken the human in a prolonged battle, and you'll also run out of mana. At the same time, there may be situations where paladins can dispel mind control or berserk before the hero can. Also, white horses are immune to berserk. The Necromancer is tough and difficult to kill in a few turns.
Academics are good because they can play in any school and in various combinations of schools. Chaos may not even be present. Steel Golems can be buffed, and under Stone, it's difficult for a combat unit to kill them.
Dwarves have Armageddon with resistances and signs and 30% spell power, academics have the same 30% and a mark, the League has Arcane and elemental wave and a whole 45% spell power. The Necromancer simply has the same 45% spell power and is tough. And demons have no skills or abilities for chaos and only 15% spell power increase. That's just funny.
I wrote a little about demon upgrades above, if briefly:
1. Only the mana drain itself is important. If they can pump mana unpunished for a couple of turns, then black. No? Then red.
2. Only the jumping ones, someone will dispel the retaliation anyway. Red has a weak ability. I don't see any connection between the upgrades depending on chaos. The survivability is approximately the same for all upgrades, and nothing else matters.
The task of the lizardmen is to run with a dash, deal a lot of damage, and die after that. The old ones will deal a lot of damage due to ignoring armor, and the exchange will pay off. The new ones will simply die. And the League has no troop survivability, so they die quickly, and it's important to kill the enemy faster than he kills the League.
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