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Overall, Haven will most likely become a one-player show on larger maps – Paladins deal the majority of the damage. They reach the enemy on the first turn and, after moving 8 squares, add 80% to their already considerable damage (and if they get a lucky strike, it's game over, not to mention Klaus, who by level 20 has a cavalry bonus of 30% per square – a truly overpowered unit, in my opinion). For Archangels, the main tactic is to resurrect the Paladins in time. Griffons are good against the AI, but a human player will often predict the dive attack and move their unit aside, causing the griffons to miss and become vulnerable to archers or treants. However, on smaller maps, Irina, a hero specializing in griffons, is very good for a rush. Her regular griffons can also dive, so there's no need for an expensive upgrade – just buy them in the second week and charge at the opponent. Inquisitors are pure buffers; their damage is not high. Swordsmen are only good as a shield against archers for nearby units; on their own, they are very slow and deal weak damage. Archers are good against non-shooting neutral creatures, but they die quickly against archers and casters. Peasants are still useless, almost as they were in the second game. Unless you choose Elaine as your starting hero, in which case they bring in 2 gold per day instead of 1.