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I'm playing as the Wood Elves, so judge for yourselves:
1) Initiative is excellent;
2) In ranged combat, they give everyone a head start:
- Necromancer: skeleton archers are weak, and even 1000 is just a joke; they die easily. Liches are decent, but a large creature will be blocked before its turn by some Emerald Archers.
- Mage: low defense, so the army dies easily. The Titan is clearly strong, but a large creature is easy to block, and the counterattack isn't impressive – they are most likely blocked by dragons, which will weaken the Titan squad with an attack anyway, and, having a higher defense parameter than the Titan's attack, they won't receive a serious counterattack, or by Wind Dancers, whose agility increases defense (before the attack, they will cover the entire field), or by Nymphs – an attack without a response + symbiosis. Goblins are as dumb as skeleton archers; mages are decent, more as mages than archers, and they die because they have low HP (it's somewhat reminiscent of Wood Elf archers – they are just as dangerous (fireball is great) and just as fragile).
- Demons are beyond comment.
3) Now, about the parameters – the Elf is still a commander:
- Defense grows well on its own.
- Knowledge also grows well; mana is needed for mass Haste and Holy Fury, and, in addition, you can resurrect at the end of the battle. In comparison to humans, when playing as the Imperials, a mana shortage is immediately noticeable when casting General spells; there will be nothing left by the end of the battle, and the human's resurrection is poor – low spell power, while the Ranger will be able to restore the entire army with resurrection – Elder Druids will increase spell power by one level, and since the Elf's knowledge grows excellently, it will even be higher than the knowledge itself.
- Spell power (doesn't grow well on its own) – I think it's even higher than that of the Warlock, Mage, and Necromancer, due to the fact that it will be increased by Elder Druids by one level of knowledge, which grows excellently for the Elf, and as a result, it will become the sum of the existing spell power and the knowledge value, which is useful when using Chaos (a rain of enchanted arrows with such a chain lightning or a meteor shower – figure it out) or, as mentioned, resurrection 240 + 30*sp – stronger than Slow.
- Attack (doesn't grow well on its own) – Holy Fury + True Luck.
So, the Elf is great in all parameters, and if the Wood Elf archer had at least 3-5 more HP, there would be absolutely nothing to criticize, and what about Ents that fixate the enemy, and the enchanted ballista with high hero SP and charged with chain or rain (or shock, at worst) with skillful Chaos, although if the opponent is a human, if he notices that it is upgraded, he will blast it on the first turn.