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I'll try to share my humble opinion.
Castle
Marksman
Damage 2-3
Attack 6
Defense 5
Health 10
Speed 6
Shoots twice. This bonus makes him the most important unit of Castle in the early stages of the game. Good piercing power, taking crypts, gnome huts, etc. is no problem with him. With Valefor, he outruns griffins in speed, which is certainly a plus when taking conservatories.
Fanatic
Damage 10-12
Attack 12
Defense 10
Health 30
Speed 7
A useless unit for Castle in my opinion. Useful only when there are a lot of slow-moving guards, like ogres or dendroids, which are easier to shoot down than to beat up close.
Rampart
Grand Elf
Damage 3-5
Attack 9
Defense 5
Health 15
Speed 7
Two shots - good! Simply indispensable for Rampart. I think it’s hard to argue ;)
Tower
Master Gremlin
Damage 1-2
Attack 4
Defense 4
Health 4
Speed 5
It's all simple here. Quantity must turn into quality. Without them, I can't even imagine how you can play as Tower. :confused: Only 8 shots, meaning it might not be enough for a long battle — this should be taken into account before going into a gnome hut, for example, or attacking fat monsters. But this is fixable, since Tower sells war machines. Very good in combination with Master Genies!
Arch Mage
Damage 7-9
Attack 12
Defense 9
Health 30
Speed 7
A fairly strong unit. One of the most worthy at level 4. But it must be admitted that upgrading them happens very rarely due to the need to build a library. However, they have their own plus — they reduce the cost of spells by 2 points. Even just for this bonus, it's worth taking at least one mage.
Titan
Damage 40-60
Attack 24
Defense 24
Health 300
Speed 11
Well, a titan is a titan, what can you say. Of course, the speed is a bit low for level 7, but this is more than compensated by combat qualities. Of course, in online games you usually don't get to them (some players even disdain building giants), but if you do get there, then :smile10:! Immunity to mind spells is an undoubted plus, immunity to blindness and berserker certainly doesn't hurt!
Inferno
Magog
Damage 2-4
Attack 7
Defense 4
Health 13
Speed 6
A good unit! In skilled hands, it's simply a miracle. If you know how to herd monsters into piles by sacrificing single creatures, then you can outpace all other shooters in effectiveness. Also useful for demonology, because killing your own is sometimes a problem too :D For those who are afraid of fireballs, you can just not upgrade them. The regular Gog has 1 less attack and 2 less speed, which is essentially a minor detail. Of course, 5 mercury for an upgrade can be a real pity...
Necropolis
Mighty Lich
Damage 11-15
Attack 13
Defense 10
Health 40
Speed 7
A shooter, and not a bad one at that, but when playing as Necropolis, the focus is on skeletons, so the value of liches drops (we don't take the Cloak of the Undead King into account :D )
Dungeon
Evil Eye
Damage 3-5
Attack 10
Defense 8
Health 22
Speed 7
A shooter with melee fighter functions. As a shooter, maybe not the best, but as a unit overall, it's pretty good, and nature hasn't skimped on its health :D
Medusa Queen
Damage 6-8
Attack 10
Defense 10
Health 30
Speed 6
People don't particularly rely on medusas, but you still need to build them, and the upgrade isn't as costly as with Arch Mages, for example, so let them be. And petrification can play a role in battle! Not enough shots, especially for the regular medusa.
Stronghold
Orc Chieftain
Damage 2-5
Attack 8
Defense 4
Health 20
Speed 5
Orcs are decisive only with Jabarkas, because without shooting, their existence is pointless, and with such a level 7, they fade into the background. And building a smithy for their upgrade makes their existence utterly dreary... :(
Cyclops King
Damage 16-20
Attack 17
Defense 13
Health 70
Speed 8
Well, cyclopes are generally not needed. 20 crystals for construction is definitely overkill. And in terms of power, they are among the weakest level 6 creatures. So building cyclopes is only worth it when you're living the good life, not knowing what to build and swimming in resources :D
Fortress
Lizard Warrior
Damage 2-5
Attack 6
Defense 8
Health 15
Speed 5
Well then. Wystan with lizards upgraded on day 1 looks very promising. Lizards are needed only in their upgraded form, because damage 2-5 is not the same as 2-3. Good health and defense!
Conflux
Storm Elemental
Damage 2-8
Attack 9
Defense 9
Health 25
Speed 8
Well, first of all, I want to note that in terms of stats, it's more of a level 3 unit than level 2. The unupgraded unit looks no less decent. So in week 1, regular air elementals can get things done, and by the second week, it'll be clear whether to upgrade them or not.
P.S.: Under blessing, this unit is deadly, but under curse, almost harmless :D
Ice Elemental
Damage 3-7
Attack 8
Defense 10
Health 30
Speed 6
A bit weaker in my opinion than the Storm Elemental, but unlike the previous one, upgrading this creature is mandatory, because regular fish can only serve as cannon fodder!
Neutrals
Hobbit
Damage 1-3
Attack 4
Defense 2
Health 4
Speed 5
A weak level 1 shooter. Always has at least +1 luck. Since they are neutrals, you can't collect many of them, and as guards they are quite frail. So attack them boldly!
Sniper
Damage 8-10
Attack 12
Defense 10
Health 15
Speed 9
An interesting unit. No range penalty. Really very fragile health, but what damage!!! Once I got 20 snipers from a Pandora's Box, and I was very pleased!! As enemies, they can really get on your nerves in the early stages if you don't have tactics or magic.
Warlock
Damage 14
Attack 17
Defense 12
Health 30
Speed 9
A cool unit. Not so much as a shooter, but as a mage. Even 1 warlock can be very useful. So if you find an external dwelling, take it without thinking!!! As enemies, they can really get on your nerves. They'll cast mass slow and then you can do whatever you want :D
P.S.: In general, every unit can find a worthy use if you put a little thought into it!