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I believe that the "Swamp" race is quite cohesive and balanced. As for the stats of the creatures, it's a very long and painstaking process to achieve equilibrium.
However, I would like to propose an alternative idea for the race's specialization:
"Totem Worship"
Totemic animals are divided into three levels (corresponding to the three skill levels). There are approximately 10 totemic animals and creatures.
How it works: any creature in combat, during its turn, can instead begin to "worship a Totemic animal." (The idea is that in this state, the creature's defense increases by +15%, and if the Hero has an additional ability – let's say, "based on base defense" – the percentage increase in defense will be +25%).
After a creature begins worship, a spirit of the summoned Totem appears above it and affects the stats of the Hero's army units (or the enemy army):
- This could include improvements to initiative and speed (if an "Eagle" is summoned), or increased attack and speed (if a "Cheetah" is summoned).
- It could also involve reducing the enemy's speed, defense, attack, etc.
- It could provide additional perks to creature attacks.
There are countless combinations.
I also suggest that the Totem's properties do not immediately affect the entire army, but only a specific area, and only with a special ability – affecting the entire army.
There were many different options, but I liked the idea of this specialization the most, because, in my opinion, it best suits the spirit of the "Swamp" race, as the race most closely connected to the animal world. However, I wanted to emphasize their difference from the "Elven Archers," who are also strongly connected to Nature (the Forest). I think that the idea of worshiping animal spirits (including mythical animals) characterizes the swamp as a strong and wild race, but at the same time, an intellectual one (more intelligent than Orcs), a race that uses magic, but in its own way, refracted through the world of animals.
At the same time, I really like the idea with Dark magic, poisoning, and Water, as described in this thread! This also adds its own flavor to this faction.
I hope that my idea can also be useful to the project being discussed here and will complement the "Swamp" race.



I took the "Snake" from Heroes 3 as a basis.
The idea is that the creature can cling with its claws on its wings or with its long tail.
If the idea works, I will continue to detail the creation and come up with a look for the upgraded "Snakes".
Added 53 seconds ago
Sorry that it loaded so large, I miscalculated a bit)))
Added 35 minutes ago
Below is my vision of this creature:
"Wild Snake" (Level 3 Creature)
A small and extremely agile creature with a nasty temper. It is almost impossible to tame Wild Snakes. In nature, they form small groups for hunting. As a rule, they settle at a great height in tree hollows (name of the tree).
Attack 6
Defense 4
Damage 2 - 4
Hit Points 18
Speed 7
Initiative 12
Growth +17 (building +4)
Flies.
Poisonous Bite. Applies "Weakness" and "Slow". The strength of the curses depends on the number of creatures in the squad.
Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss.
Wild. Not susceptible to any spells that affect the mind.
"Poisonous Snake" (upgrade)
No one knows how or when the Ancestors managed to tame Wild Snakes, but it turned out that these creatures became the most loyal helpers. They become so attached to their masters that when they die in battle, the Poisonous Snake becomes enraged and attacks the nearest enemy squad.
Attack 7
Defense 6
Damage 5 - 7
Hit Points 24
Speed 9
Initiative 14
Growth +17 (building +4)
Flies.
Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad.
Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss.
Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength.
Spits Poison. Can spit poison (no more than 3 times per battle) within its turn; the target receives an initiative penalty of -20% for one turn and is affected by the "Plague" spell. The amount of damage depends on the number of creatures in the squad. Activated ability.
"Terrible Snake" (Two-Headed) (alternative upgrade)
The connection of the Ancestors of the swamp tribes with the surrounding forests and local fauna was very strong and allowed them to use their knowledge to create the most bizarre animals. Thus, when snakes with two heads began to appear after a strange illness, the Ancients did not kill them but turned them into loyal and fierce guardians. Two-headed Snakes were unmatched in speed and attack accuracy.
Attack 7
Defense 6
Damage 4 - 8
Hit Points 26
Speed 9
Initiative 14
Growth +17 (building +4)
Flies.
Poisonous Sting. Applies "Weakness" and "Destructive Ray". The strength of the curses depends on the number of creatures in the squad.
Dodges. When subjected to a non-magical attack (except for archers and flying units), there is a 15% chance that the opponent will miss.
Loyalty. Not susceptible to the "Berserk" and "Dominate" spells; if a friendly squad dies, it attacks the nearest enemy squad with double strength.
Double Bite. Attacks with two heads simultaneously (no more than 3 times per battle), and the target can only block one head (thus, the defense values are only applied when calculating the damage received from one head). The target receives an initiative penalty of -10% for one turn and is affected by the "Slow" spell. Activated ability.