Against Orcs, I would level up a Battle Mage, specifically with summoning skills, because with the Dungeon faction, you still need to find good creatures to summon, while the Orc will take the Chaos enchantment in 80% of cases.
Posts from Late-game Town Enhancement.
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Besides summoning, take Attack (Mass Acceleration), Defense (Damage Prevention, Resistance), Education (Magic Attraction), and Spellcasting (Mana Restoration, Arcane Knowledge, Fluctuating Mana).
Added 36 minutes later
I can't say anything about how effective this build is, as I've never played to such high levels, but more or less against the Orc:

But! Only if the Necromancer has a Golden Horseshoe or other artifacts that increase luck. Luck is very important for the Necromancer. Since the damage is high, doubling it will be very useful. And defense is definitely needed against the Orc, otherwise the Necromancer won't last long. And also, hope that the Guild of Mages will drop a Celestial Shield or a Phoenix.
But this build has a significant drawback – big problems with neutral creatures. Therefore, I suggest option #2, which eliminates the problems with defending mines at the beginning.
However, such a build has a significant drawback – major problems with neutral creatures. Therefore, I suggest option #2, which eliminates the problems with capturing mines early on.
I also don't understand why you would level up a lucky Sorcerer against a Chaos Elemental. Yes, if you plan to use trickery in the third week, then it will definitely be useful. But you need to be able to level up Chaos and Lucky so quickly. And Luck is unlikely to help in dealing double magic damage.
I repeat: there is no point in leveling up a Rogue without any skills.
And in the end, you can even do without a Rogue (if you're lucky), finding yellow and green boots (in which case, you don't even need a stable :D).
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ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"
If you buy three or four heroes in the first week, how will you be able to build up your castle properly?
I play with two heroes, and even then, I have to take all the chests for gold in the early stages, rather than for experience.
And I didn't say that you need to take a Lucky Wizard against a Chaos Elemental. The Chaos Elemental reduces Chaos so much that even with a Lucky Wizard, the damage will be negligible.
I suggest simply taking Chaos to easily defeat neutral creatures.
Well, you won't find Boots of Swiftness under every bush. And the game, as you say, "in the late game" probably implies a large map. If you don't have Logistics, you will fall far behind in development compared to your opponent.
I always take Logistics specifically for the increased movement range. Sometimes I add the ability to traverse terrain without penalty or increased swimming speed to it.
KillAndAction
If you buy three or four heroes in the first week, how will you be able to build your Castle properly?
I play with two heroes, and even then, I have to take all the chests for gold in the early game, rather than for experience.
And I didn't say that you need to take a Lucky Sorcerer against a Chaos Silencer. The Chaos Silencer silences Chaos so much that even with a Lucky Sorcerer, the damage will be negligible.
I'm just suggesting taking Chaos to easily defeat neutral creatures.
Well, you won't find Boots under every bush. And if the game, as you say, is "late game" oriented, it probably has a large map. If you don't have Logistics, you will fall far behind in development compared to your opponent.
I always take Logistics for the increased movement range. Sometimes I add to it the ability to traverse terrain without penalty or the ability to swim in the sea.
Secondly, in the first week of building, what you have in the starting area is quite enough.
Thirdly, in the second week, you break into neighboring zones and defeat Tombs, Gargoyle Nests, Dwarf Mines, Elemental Temples, and so on with the same Hydras.
Regarding the Boots, I wrote that it's if you're lucky. This set boosts the hero very well, so you don't even need Logistics. At night, wear yellow boots, and during the day, wear green boots, and run wherever you want without Logistics.
Будьте осторожны со своими желаниями. Иногда они исполняются.Сервер в Discord
Стрим на twitch.tv
Стрим на GG
ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: ЛатникВступление в клан "Хранители небесных врат"
Added 1 minute ago
Regarding the boots, I wrote that it's if you're lucky. This set develops the hero very well, so even Logistics isn't needed. At night, we put on yellow boots, during the day green boots, and run wherever we want without Logistics...
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
I tested the Tier 5 units in the late game. And as the tests showed, they can defeat almost everyone except Orcs. Orcs only fall if they are built with a pure Rage build, and against them, a Kifrah with Vengeance, Defense, Luck, and Summoning skills can be effective, but a well-developed Orc can defeat her as well. But against the rest of the factions, they perform well. In the late game, either play with a Kifrah or a Sanitar with Rage of Elements, Defense, and the Rune Power set. In my opinion, the only correct tactic in the late game against Orcs (as well as against any faction, whether in a rush or in the late game) is to develop Rage of Elements, gather Rune Power, and inflict wounds on them. Even with a Chaos Shield and Rage, the Orcs will lose many units. After a couple of such attacks, they can be finished off. There are replays against Orcs, made in the map editor, if anyone is interested, take a look.
For several years now, I've been trying to figure out how to defeat an army of Dark Elves. The problem is that summoning and chaos magic become significantly weaker in the late game, and the power of magic doesn't increase as much as the troops' strength. So, the question is, how do you defeat an Orc when the game is very drawn out, and you don't have any high-level Dark magic spells other than Berserk (which you can borrow from the Heroes)?