Auto-translated
I think we can try this approach.
The strategy for playing as a Swamp Hero is to exhaust the enemy, weaken them, and then calmly defeat them.
Hero development focuses on: Knowledge – 40%, Defense – 30%, Attack – 20%, Magic – 10%.
Magic: Darkness (naturally), Chaos (to compensate for the weakness of archers).
Racial ability: An ability that allows the hero to move along the Action Time Bar (ATB) scale when their units take damage (e.g., 20% of the army's HP = 1 movement; the numbers need to be tested for balance).
Racial skills:
1) When damage is dealt to the enemy army, the enemy hero is pushed back, similar to a skill, but in reverse.
2) Corrosion: When the hero directly attacks, the attacked unit receives -1 to attack (permanently and cannot be removed until the end of the battle) – like a sword rusting.
3) Swamp Mud: The speed of all enemy units during battle is reduced by 1.
As a result, the Swamp Hero moves more often, while the enemy moves less often, so the probability that the enemy army will accumulate a large number of various curses over time is very high, which creates an advantage. And you can also harass the enemy with Chaos magic. The hero moves more often but hits weakly because magic is very low.
In this case, the Swamp army is weak in itself because it is difficult to acquire combat skills (it needs to be designed that way), and it is not very profitable because you definitely need Darkness, Chaos, Sorcery, and Education… and the hero's attack and defense stats will be low, but the enemy will be guaranteed to be weakened by magic…
If you like something, feel free to use it.