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In your opinion, which is the best advanced creature?
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In your opinion, which is the strongest unit of level 7?
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Stronger or more useful? As far as I remember, Cyclops were very good in terms of raw strength (just look at their, shall we say, "slowness" when it comes to dealing damage), while Kirins were more useful due to their trail.
 

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The Lord of the Abyss is also good; he's practically a perfect tank.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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Alexeagle
In your opinion, what is the strongest unit of level 7?
They are all good:
The Kirin is beautiful, and its aura is useful.
The Weaver (like a spider) shoots powerfully.
The Angel heals the army.
The Cyclops is powerful on its own.
When there are many Abyss Lords, and when they re-attack everyone, they can eliminate a significant portion of the enemy army.
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Kirin is weak, and his aura has never been useful to me. So, I disagree.
The Cyclops isn't that strong in ranged attacks for a level 7 creature, and his charge ability rarely comes in handy – he's usually attacked last.
The Angel heals, which is a plus, but he's almost useless in battle. He's too weak.
However, I think Lords and Archers are the most useful. The former are powerful, fast, and deal damage in every sense of the word, and the latter simply shoot incredibly well (although the transformation into archers only happens at the end of the turn, but that's still a good thing).

I'll vote for the Archers, because I rarely send Lords into the thick of the enemy (because I don't want to lose them), trying to win without losses, so they mostly hang out in semi-defense.
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Cloudwalker. :rolleyes: Boosted his morale, and things started to roll. :cool:
In reply to Garnet
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Garnet
The Kirin is weak, and its trail has never been useful to me. So, I disagree.
The Cyclops isn't that strong in ranged attacks for a level 7 creature, and its toughness rarely comes in handy – it's usually attacked last.
The Angel heals – that's a plus, but it's almost useless in battle. Too weak.
But I think the most useful ones are the Lords and the Archers. The former are powerful, fast, and deal damage in every sense, and the latter simply shoot a lot (although the transformation into archers only happens at the end of the turn, but that's still good).

I'll vote for the Archers, because I rarely send the Lords into the thick of the enemy (because I don't want to lose them), trying to win without losses, so they mostly hang out in semi-defense.
I wouldn't say that. The Kirin's trail is the foundation of the Sanctuary's tactics. I agree with the rest.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Cyclopeans.
Under the Heroism spell, they can wreak havoc, it's a sight to behold. Especially the fierce Cyclops, who also have a fiery eye. - the inner flame also deals damage. As a ranged attacker, he's practically useless (at least, I don't use him that way), he's much more fun in melee. And with a well-developed level 2 tactic, he can cross the entire battlefield in one turn. And the "Hold the Line" ability allows you to heal him or do something else on the next turn without losing power. Especially if you have a level 3 support creature.
The others seem a bit weak in terms of attack power.
As for the Weavers, they're just ranged attackers, and if a Cyclops gets close, it's over. And under the Heroism spell, they also get a bonus to morale and luck, so the Weaver is doomed.
Something like that.
The Overlords are a bit weak in terms of health, and the fire damage doesn't do much if the unit, for example, consists of a single stack of Cyclops. They'll get hammered.
The Angels are more difficult to deal with; if there's a Guardian Angel, they can attack without retaliation and are generally invulnerable.
The Kirin is neither fish nor fowl.

Added 6 minutes later
Oh, I forgot to mention that "Hold the Line" is beneficial because when attacking an enemy, the Cyclops doesn't lose health during the counterattack, and its counterattack will be from a full stack, without any health deductions.
In the same one-on-one battle, the other champion will already be losing additional health during the counterattack.
Well, I hope you understand what I mean. )
That is, he has an advantage in exchanging blows.
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By the way, I tested the Kirin's trail in practice.
In principle, it's useful in battles against moving neutral creatures when you have archers in your army. Otherwise, it's not very effective, and it's completely useless against skilled opponents – weavers, cyclops shoot, angels and demons fly.
They nerfed it a lot in the patches, but it's only beneficial against moving troops. And even then, while they're attacking, the map is too small to use it to dodge – because the demons will stand in the center of the map, and no matter where you run, they'll be able to reach you. Well, not always, but they'll still catch you in the end.
Although, with the "Forward" ability, it can move first and far, so... but it's still not worth the effort.
In reply to Garnet
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Garnet
Kirin is weak, and I never found his aura useful. So, I disagree.
The Cyclops isn't that strong in ranged attacks for a level 7 creature, and his charge ability rarely comes in handy – he's usually attacked last.
The Angel heals, which is a plus, but he's almost useless in battle. Too weak.
However, I think Lords and Marksmen are the most useful. The former are powerful, fast, and deal damage in every sense, while the latter simply shoot incredibly well (although the transformation into ranged attackers only happens at the end of the turn, but that's still a good thing).

I'll vote for the Marksmen, as I rarely send the Lords into the thick of the enemy (because I don't want to lose them), trying to win without losses, so they mostly hang out in semi-defense.

I would vote for the Lords of the Abyss.
After all, their attack is more rapid, and the damage is considerable!
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In my opinion, if it's a 1v1, I would choose the Weaver. And she looks pretty good too. )) But the Cyclops, despite its nickname, seemed to me the most original and interesting on any battlefield.
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Weavers are good when they have someone to protect them. They are team players, so to speak. But celestial warriors can also handle things on their own. An example is in the screenshot. 14 units defeated an enemy hero's army without losing a single one of their own.

The last mission for Anton, with the liberation of Gwendolyn and the killing of Arriban. There, I foolishly decided to get the achievement "don't lose a single unit." And I succeeded. The "Healing" spell and the fourth level of the racial ability (thanks to the artifact) helped.
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