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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.

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In your opinion, which race is stronger in Heroes of Might and Magic V?
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In reply to Artes
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#33
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Artes;44308
I was talking about the Castle. A versatile Castle. It works well in both blitz and long-term games. The main troops are crossbowmen, griffins, and paladins. Axel is a good hero for long-term games. His bonus is very useful for paladins. We develop leadership, luck, attack, and light magic as the most useful skills for the knight. Turn peasants into crossbowmen and attack!
That's all very good. But retraining is an expensive thing, and it should be used when finances are good. However, the development you suggested will hinder the appearance of a super ability.
In reply to Magnus
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#34
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It’s unlikely the enemy will even reach her.
In reply to Artes
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#35
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Artes;44341
It's unlikely the enemy will even make it to her. :)
She's just not very popular, and people don't want to develop her, so you won't get full satisfaction. Currently, the following factions are being defended: Necromancers, Mages, all Elves, and Humans. Only Demons are missing.
In reply to Silovik
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#36
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Silovik;44373

So far, the ones protecting their races are: Necromancer, mages, all elves and humans; only the imps are missing.
It's just that few people play them.
But I can protect them too. They have a wonderful ability - Call of Urgash. It helps to immediately deliver units from Sheol. It harmonizes very well with the Wide Gate and Quick Opening abilities. The Mages Guild is focused on chaos and darkness. The hero's main characteristics are attack and knowledge. They can overwhelm the enemy with their spells. Since I played as Inferno, at level 23 the hero has 190 mana. During a siege, they can send summoned troops through the walls. This helps a lot. Archdevils resurrect Cave Lords. Lords wield the scripturing sword, so even 1 Cave Lord can take down a phoenix with 1500 HP or more
In reply to Magnus
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#37
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Waste a turn on this... hmm.
In reply to Artes
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#38
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Artes;44379
Spending a turn on this... hmm.
But with the Call of Urgash, a turn isn't spent. And with a quick opening, only 0.5 of a turn is spent.
In reply to Magnus
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#39
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Level 29... oh, it's going to take a while.
In reply to Magnus
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#40
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Magnus;44378
Few people play as them.
But I can defend them. They have a wonderful ability – the Call of Urgash. It helps to quickly deliver units from Shi'o. It works very well with the Wide Gates and Fast Gate Opening abilities. The Mage Guild is focused on Chaos and Darkness. The main characteristics of the hero are attack and knowledge. They can overwhelm the enemy with their spells. Since I played as Inferno and at level 23, the hero has 190 mana. During a siege, they can send summoned troops through the walls. This is very helpful. Archdevils resurrect Cave Lords. The Lords wield the Searing Blade, so even 1 Cave Lord can defeat a Phoenix with 1500 HP or more.
Many advantages are related to taking castles – the triple catapult, the Call of Urgash, and in general, opening gates will certainly take down a lot of enemies, and the Lords will rain down quite a bit, but a person is not satisfied with just castle-taking.
You hit a Phoenix once, and it will resurrect from the ashes.
In reply to Artes
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#41
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Artes;44386
Level 29... oh, it's not going to be soon.
Not level 29, but level 30. Because she will appear at level 30. And during a siege of a Demon Castle, they can skip a turn. And with a quick opening of 0.5 turns, this can be fixed. You don't need to rush into the battle first. Let the enemy go first, and then you.
In reply to Artes
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#42
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Artes;44386
Level 29... oh, that's a long way off.
And you, are you planning to play in a kindergarten? We're discussing factions and learning about all their strengths and weaknesses. Of course, having a level 5 hero with a troop of mana eaters won't get you far; that's why you level up your hero in the most optimal way for their development and prepare to kill, not Cheburashka and Crocodile Gena.
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#43
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Now I'll tell you about the Dark Elves. This Castle is good on XL maps.
All units are very strong. The price matches the quality. But there are few flying units.
In the Guild of Mages, Chaos and Summoning spells appear more often.
The Dark Knight has great magical abilities. These are chains of elements, arcane waves, and elemental fury. From this, it follows that a spell of the opposite element will hit 3 times harder. Irresistible Magic allows you to overcome magical protection, which means you can incinerate even a black dragon, but this is bad during Armageddon. Surprise Attack is a very useful ability; you can move a hydra into the enemy's ranks. Earth Tremor helps to damage creatures located under the walls. Plague Tent helps to weaken enemy units. Unraveling the Secret allows you to learn enemy spells. Dark Ritual allows you to restore mana after a battle, but for this, you will have to spend a day.
In my opinion, on XL maps, the Dark Elves fare the worst. The more troops there are, the weaker Chaos Magic becomes (unless you get a lucky map with +1 to magic), and the stronger Light and Darkness magic become. Their super ability is also not the best; the Necromancer and Elves have better ones, especially on large maps. Humans will have time to train (peasants will pay for their transformation into Arabs), Inferno will simply consume all the mana, the Academy will be filled with artifacts, the Necromancer will have skeletons measured in kilograms (implosion + stomp + arcane wave won't help), and the Elves with Eternal Luck and Sworn Enemy are simply terrifying. As much as the Dungeon is great for medium-length games and maps, it is weak on XL maps.
In reply to Fireball
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#44
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I mentioned XL because it's very difficult to fully develop a Castle there; it takes less time to develop other castles. Also, due to the cost of units, although it's not certain that enemies will have Ultimate abilities. This refers to how many monsters, chests, and other modifiers should be on the map so that enemies reach level 30. And even if you play against the computer, it definitely won't reach the point of having Ultimate abilities.
In reply to Darth Saruman
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#45
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Darth Saruman;44013
The dead are here and they rule!:D
Skeletons forever!
If only bone dragons were like in the 4th game...:rolleyes: And VAMPIRES!:cool:
Let them give the Hydra 20 initiative, then no vampires will help!:)
Пуля производит удивительные изменения в голове, даже если она попадает в за***цу.
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#46
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I mentioned XL because it's very difficult to fully develop a Castle, and it takes less time for other Castles. Also, due to the cost of units, but it's not a given that enemies will have Ultimate abilities. This is how many monsters, chests, and other modifiers should be on the map so that enemies reach level 30. And even if you play against the computer, it definitely won't reach Ultimate abilities.
The lack of Ultimate abilities in enemies on XL, in my opinion, doesn't save the Dungeon when playing against a human. And against the computer, it doesn't need to be saved.
You're Sylvan, and as far as I can tell, the light-skinned creatures feel good on any map.
In reply to СКИФ
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#47
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SKIF;45010
Let the Hydra have 20 initiative, then no vampires will help you! :)
It's like going twice in a row, but then you can hypnotize them, and that's the end for the Warlocks. In general, there's no need to invent anything; there's an opinion that the balance in Heroes of Might and Magic V is the most perfect at the moment, and they're even changing it.