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Arengar, I'm not talking about the level, but about the overall picture.
New here? I'm Roha — want a quick tour?
Arengar, I'm not talking about the level, but about the overall picture.
Yeah! I agree, I'm sometimes even more wary of them than other level 2-3 units (as neutrals).
Let's go through it step by step:
A large number of skeletons can be countered with the Cave Lurker's Killing Blow, but there aren't that many skeletons in the newer versions anymore;
Healing nymphs can be countered by quickly killing Ents or nymphs; the Wasp Swarm is weak, but removing the enchantment doesn't always work;
Draining mana from Imps can be countered by any strong, high-initiative unit (it's better for a Warlock to lose one unit than all their mana, because they won't be able to restore it in battle);
Repairing Gremlins is pointless because it only happens once;
Stalker invisibility is not protected against area-of-effect attacks (Meteor Shower, Fireball, etc.), and the poison loses its effectiveness towards the end of the battle;
Gnomes with their defense are very weak in attack, so they don't make much of a difference;
However, the specializations of Goblins and Peasants (which can be left unupgraded and kept with Elaine in the castle) cannot be countered. You can't call them the best, but I think they are much more useful... the rest don't matter.
Hunter! Just because it "activates" invisibility for 3 turns! This really saves them from unnecessary losses! And the small increase is compensated by their strength.
Which is better? 350 archers or 1000 skeletons? That is the question!