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Posts from In your opinion, which faction is the strongest in Heroes 5? Let's discuss the advantages and disadvantages of each faction.
I have quite a bit of experience playing Heroes, so in my opinion, the following is a good tier list for large maps. 1. Stronghold - they are truly unbeatable. 2. Fortress - runes are very powerful. 3. Necropolis - immune to mind control, blindness, and vampirism + other good bonuses. 4. Inferno - opening portals + mana drain, etc. 5. Academy - decent magic + artifacts for units. 6. Dungeon, Sylvan, and Haven. They are all roughly on the same level; it all depends on successful upgrades, artifacts, and skill in playing Heroes.
I think that Warlocks are stronger, Assassins shoot and poison Furies – no comment Minotaurs – 2 attacks, bravery Riders – lizard bite, defense reduction Hydras – Regeneration, attacks everyone at once, and they are powerful themselves Shadow Lords – cast spells and shoot Dragons – As far as I know, they are one of the strongest 7th-level creatures + in addition, Warlocks have excellent "relations" with the magic of chaos. that is, in principle, if you have witchcraft, knowledge, wizard luck, arcane wave, and some kind of earth shock, you don't need anything else for happiness:rolleyes:
1. Assassins poison, but the damage of the poison is proportional to the number of units, and their growth is very small, and on a large map, there will be no advantage, only a waste. 2. Furies are strong, there is no doubt, but who do we want to kill first, isn't it them? )) 3. Minotaurs – 2 attacks, this is not bad, but often it does not give the desired effect because the only ones they can attack during their turn will be some enraged paladin who has just destroyed beasts, and 3rd level against 6th level and with a double attack will not cope. 4. Riders – in fact, a squad is needed to block someone and distract them for as long as possible, so they usually die one of the first. 5. Hydras are generally a ridiculous creature, in a normal battle, with pumped-up heroes, normal artifacts, spells, etc., hydras will be able to move for the first time when all the creatures have already moved 1-2 times. But hydras always remain until the very end. 6. Witches – I won't say anything particularly bad about them, because they are very dangerous shooters, and it is not easy to deal with them. Well, that's why they are 6th level, to make it more difficult.:)) 7. Dragons – there will be no complaints about dragons either.
In the end, there are really only 2 combat units out of 7, not much.
And we can be saved from some kind of earth shock by a dwarf cuirass + reflection + magic resistance, and so on. And if you manage to collect the entire dwarf set, then this is generally great.
I might sound cliché, but when I first played Heroes, I said, "That black building over there," and it turned out to be the Necropolis, which remains my favorite faction to this day. Of course, there was always the opinion that Warlocks, if played skillfully, could become gods with such a collection of talents. But still, Necromancers!
In my opinion, the strongest faction among the Tribes of the East is Haven. They have good and well-balanced units. Seraphim is generally the strongest unit of level 7, with its magic, and with a well-developed luck stat, its damage is unmatched. Knights of Isabel have high armor penetration, as well as a lot of health and a bonus to initiative. Archers have no penalty, and griffins have super initiative. The faction also has retraining, although it costs a lot of money, but with normal hero development, it becomes significantly cheaper.
In general, I think the order is as follows:
1. Dwarves (not taking into account due to the overpowered runes)
2. Haven, Necropolis
3. Elves
4. Mages
5. Orcs
6. Dark Elves
7. Demons
But in general, all factions are equally good, so arguing is probably pointless.
1. Dark Elves. Possess the strongest magic, with dragons being among the best at level 7, along with hydras, furies, etc.
2. Rune Gnomes, with lava dragons being the best at level 7, thanes + rune of battle rage, warriors – these are the same lava dragons, but smaller, cheaper city construction, and the castle is practically impossible to take due to powerful walls and a squad of warriors.
3. Mages – a very interesting race from a tactical point of view: mage sign, phoenix, elementals, titans – the only ranged unit at level 7, rakshasas, mini-artifacts (useful only in a long game), +10 HP for gremlins – this is significant, artifacts for invulnerability, luck, attack, and defense are very useful, and there is a lot of mana. However, you need to know how to play them ;)
4. All other races are approximately equal in strength.
Создается карта про эльфов: Воссоединение - готовность 71%
I voted for my favorite Necropolis faction, but I still think that the Dwarves can be stronger due to their runes and Inga, whom I consider overpowered. However, Necropolis is much more versatile, and it's easy to play them on most maps. Moreover, if you capture a couple of castles, and if abandoned mines give bonuses to diplomacy and mentorship, then they are unmatched in random maps. Of course, there are also Orcs, but it's harder to play as them, unless you choose Haggeish. The rest are all equal in strength and capabilities.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
All races were balanced as much as possible. So, the stronger race is the one played by the more skilled player.
I used to think that Dungeon was the strongest because of its powerful troops and magic. But its strength is compensated by its relatively low survivability (except for hydras, but they, on the other hand, deal weak damage), and Chaos is only good at the beginning and middle of the game, and only with high spellcasting skills. Now I think that with skillful play, the strongest race will be the Academy. They have decent troops, an excellent racial ability, and simply magnificent spellcasters. If you develop the spellcaster well, they can effectively support their troops with spells, and if you give them minor artifacts, the level of the creatures will effectively increase by one. Summoning a phoenix at the right time can decide the outcome of the battle. Necropolis is a little weaker in this regard, and humans and demons can only win due to their huge armies. Dwarves and orcs are interesting in their own way; a truly skilled player can defeat even a spellcaster with them. But this also depends on the situation.
And that was a mistake. You should vote for the strongest faction, not your favorite.
Mage, simply an excellent secondary ability.
This ability is overrated. Mage slightly expands functionality, but doesn't gain anything in terms of effectiveness. It will continue to cast three spells, especially considering that it will only max out a couple of schools of magic. I might be wrong; I don't remember what needs to be upgraded for omniscience. If all other schools are maxed out, the second point doesn't apply. But the first one remains.
Minor artifacts
Too expensive.
Decent troops
Actually, they are weak. And the mage's negative combat stats completely negate the desire to march invincible armies around the area. Neutral creatures are still manageable; they are mostly defeated with magic. But when you encounter a fighter, things get really bad.
Added 11 minutes later And to stay on topic:
THERE ARE NO STRONG FACTIONS; EVERYTHING DEPENDS ON THE SITUATION
There are definitely no races that are inherently the strongest!
For a Mage, you need to develop "Spellcasting," "Education," and "Machine Management." I agree that the latter isn't very necessary, but then the Mage will be able to cast absolutely any spell (except for forbidden ones)! Mini-artifacts are expensive, but when you have plenty of money, you can afford them :). And the problem of characteristics is solved by ordinary artifacts :). But, of course, only a skilled player will defeat any enemy while playing as the Academy. And the chances for the other races are the same.
A highly overrated skill. The Mage will slightly expand its functionality, but won't gain any efficiency. It will continue to cast three spells, especially considering the fact that it will only max out a couple of schools of magic.
Perhaps it's overrated, but not by much. A limited number of spells will still be used, but at the maximum level of power! That is, if there is a Special Ability, then there is no need to study magic at all, which means a lot of space is freed up in the hero's development table. I think this is important. I don't think there is a race in the game that is clearly overpowered. But I find it easier to play as the Sylvan and the Dungeon.
Undead – if you manage to invest energy into the vampire lot and mass curse with domination on top in the second round.
TE – More mana in the second round and good push spells with 3-5 grandmasters + enhancement, of course.
Barbarians stand aside like babies with big, wet eyes.
I won’t even mention the rune guys. I won’t even name the others...
You’ve all flooded the chat so much... there really is something to discuss *sarcasm*.
If anyone wants to argue, send me a private message and prove your point to me on the battlefield.
What makes it harder for the Orc? Maybe just having arrows flying around.
Play Heroes more. Then you might learn what subjugation and berserk are.
Added 2 minutes later Победитель
Of course, there are no strongest races!
There are, and they have been known for a long time - Necropolis, Fortress, and Academy.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день