Posts from Discussion of the Academy faction (Mages and Wizards). Tactics and their specific features.
Any hero from the Academy with Armageddon + Black Dragon is really powerful!
Well, I don't know... because in this case, both will have terrible morale...
In my opinion, a good combination is a Necromancer and a Wizard with Death troops, or a Warlock and a Druid with Nature troops....both combinations were difficult at the beginning, but then everything was just GREAT!:smile41: :smile41: :smile41: :smile47:
Нет невежества - есть Знание
And I always give them Luck. Protect the mages? Ha. That's like standing in the way of Bozar from Fallout 2.:smile38:
Besides, against own undead their magical-magical fist is completely useless. And hitting through—an excellent way to take out both enemy shooters and the unit guarding them.
and also if various vamps teleport to them, that' same very bad, of course golems will respond, since they hang around nearby because of their initiative and speed, which is why they mostly stand guard over the shooters
I constantly and carefully shuffle other units around, trying to make sure they don't stand in the "line of fire." But by the time my units are upgraded, my hero's attack is usually such that a basic hit is more effective than a Fireball. Though generally, Fireball is great against those damn phantoms.:smile47:
Spellpower - 30% Knowledge - 45%, so it's very strange, because if I'm not mistaken, attack comes every 8 levels, and then it's very difficult to position monsters so they don't get caught in the line of fire; and considering that you can't hit 2 or more enemies every time, it's even harder—even though you move your own units, the enemy isn't sleeping either
They are easily defeated with magic, even weak magic. And they don't look very good either.
Added 5 minutes later
Adding artifacts to the Djinn, such as +initiative, +speed, and +magic resistance, turns the Djinn into a formidable weapon against enemy archers or any other nasty creature.

