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Clans are probably the only faction where there are no losing army composition combinations. Increased HP and damage for the starting units allow you to defeat any mobs without losses. And the magic that allows for fast movement across the sea/forest eliminates the problem of moving around the map. And the bonus of 2 or 4 100% turn regeneration makes the heroes simply overpowered. From the starting lineups, the most common is probably a warrior hero + druid + 2 gnomes or giants. Sometimes I take an archer instead of the druid. Plus, like the Empire, Clans have buff spells, which helps in storming castles. Well, in terms of damage, the longer the battle, the more powerful the Clans become. +50% damage with a buff (if a mage). +33% defense, +15 initiative, and the druid also adds +100% damage for several turns. In terms of damage per round, they simply have no equal, not even close.