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The weakest aspect of the Necromancer is the fragility of his army. The Necromancer's army needs to hold out for as long as possible while the hero casts powerful spells – and this is where Kifrah's strength lies in the late game. Armored Minotaurs with 40 HP will hold the line while Kifrah casts spells. Any other hero will run out of steam faster; Furies and Griffins will be defeated 2-3 times faster than Minotaurs. Yes, with their initiative, Minotaurs won't deal much damage, but the hero will deal a lot of damage while the Minotaurs hold the line.
I don't quite agree that the army should hold out for as long as possible. Even without throwing Chaos spells, the Necromancer's army is very strong. And even without mods, Necromancers have the easiest time clearing mines, as you take a Sinister, use Griffins to become invisible, and bombard with spells. Usually, a skilled Necromancer clears all the mines first. But Necromancers and Castle factions really have weak armies.
Added 7 minutes later Dyrman
Kifrah is valuable for her leadership in the early game. As mentioned, Empathy is very valuable for the League. It is more effective than the third-tier Sorcery skill. However, in certain situations, it is better to take different heroes.
Leadership is an absolutely useless skill for the Necromancer. To acquire Empathy, you need Education with the Guardian, which forces you to give up Mentoring, which is also necessary. Instead, you take a secondary hero, level him up through Mentoring, level up Chaos, take Griffins, and go bombard the enemy hero. 2-3 such heroes, and the enemy army will lose a huge number of troops. This clearly gives more benefit than Empathy, and Diplomacy is also a useless skill. Besides, Sinister (or as I call him, "Sinka") looks very solid in the late game, because you may not have a lot of Knowledge, so you won't be able to cast many enhanced spells.