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I always play as Dyraell because he's overpowered! Necromancers are slightly inconvenient for this hero because they are not affected by the "Hive" spell, and it becomes impossible to use the tactic of constantly interrupting the opponent's attacks by pushing them back on the attack rating scale. Plus, the necromancer can take "Elemental Balance" and prevent me from summoning elementals and phoenixes properly, and calmly focus on raising the dead. This is a minor inconvenience. But on the other hand, if the necromancer has taken "Elemental Balance," it means they haven't taken "Shriek of Horror," and I won't be threatened by -6 to defense, which is a good thing. Plus, I can also upgrade "Resurrection." It won't work for battles with neutrals, of course, but it will work for a battle with a necromancer. The archers are weak, but they shoot very powerfully. So, if the necromancer restores skeletons or liches, and I restore archers, the exchange of spells will be in my favor. And when summoning phoenixes and elementals, I don't have to worry because mine won't be weaker thanks to the druids. So, raising the dead and "Elemental Balance" are both viable for Dyraell; it would be best to just find out what skills the necromancer has upgraded in summoning. Conclusion: summoning magic is not a problem for us!
Before deciding on the second problem, I will immediately say that I will definitely take "Leadership" and "Luck" with "Soldier's Luck." "Leadership" is a must because necromancers can take "Shriek of Horror," and "Luck" is a must because it increases damage, helps push back on the attack rating scale, protects against magic, and, if we develop light magic, can provide "Eternal Luck." There is less point in taking attack skills in this regard. And taking defense skills is stupid because it dulls our advantage in initiative. So, these two skills are not up for discussion. "Logistics" is also not up for discussion - it's a useful skill, plus you can take "Keen Mind" there, and, if necessary, you can take "Eternal Luck."
The main question: what to do with dark magic? There are 3 possible answers depending on which skill you manage to get.
A) Dark magic with two seals. Then it turns out that we have the same magic as the necromancer. Then the main thing is to take druids with "Channel," so as not to fall behind and generally maintain order. Plus, there are unicorns with resistance and magic resistance in the "Luck" branch - that's enough. In addition, we can cast "Mass Slow," and the necromancer can't, because we have both seals and horses, and magic resistance in "Luck." This option is generally great if you know for sure that the necromancer has invested in dark magic.
B) Witchcraft and counterspell. Then "Empathy" will be 200% effective if you know for sure that the necromancer hasn't taken "Shriek of Horror"; then "Empathy" is, of course, unnecessary. But the elf will also feel great with "Inspiration." If you manage to get "Counterspell," then just take artifacts for knowledge as much as possible. And catch the necromancer off guard. If you block the necromancer's magic, the troops will be left one-on-one, and the elves' advantage will increase.
C) Light magic. And then take skills in "Luck," "Leadership," "Light," and "Summoning" depending on the available information about the opponent. In general, this is an acceptable and standard option. You can also upgrade "Eternal Luck" and "Aura of Swiftness" plus an artifact for speed, or you can take "Mass Dispel," "Keen Mind" in "Logistics," and magic resistance in "Luck." And either way is probably fine.
Conclusion: Dyraell rules against necromancers! He's overpowered! And people are trying to squeeze the last bit of juice out of the weak Vang, who experiences hellish torments at the start. :))