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Haven – I hate it. Pathetic, pampered little people. Nothing outstanding. In the late game, on a large map, their hordes of paladins won't help them, neither against Academy (the strongest with 5 heroes), nor against Necropolis (theoretically the strongest, depending on the map conditions).
Inferno – I like it on large maps. They have 2 strong specializations: a very scary ballista with 3 shots, each of which is fiery death, and the second – attack + defense + luck, with spells for quick teleportation and speed. The enemy dies before they even get a turn. Very stylish.
Necropolis – I used to like it, but not so much now. I like bone warriors, the strongest level 1 unit after rangers, vampires, and heralds; the defense-summoning specialization is the most effective. I mentioned earlier about their strong dependence on map conditions, namely the number of resurrectable neutrals on the map, the presence of external neutral dwellings, and the number of castles on the map (from which they can later convert undead). In principle, these are the most important factors for a strong, overpowered Necropolis. But let's imagine a map (a duel on a large map, for example, against an Academy player) where there are few resurrectable neutrals, or none at all, few or no neutral dwellings, and only two castles, yours and your opponent's. The map is huge, there are enough resources for development, and rushing is impossible in any form, so the heroes are fully upgraded (up to Super Units). And here's what we get in the endgame – practically equal army growth for both heroes, BUT, due to the "weak" (Necropolis relies on the number of undead raised, and necromancy in the 5th part is equal to the others, not a bonus, unless the conditions for resurrectable neutrals are met, but we are talking about their absence) troops, Necropolis simply has no chance against the Academy's army packed with mini-artifacts. That's it. I think everyone understands now...
Sylvan – I hate it. Pathetic, pampered elves. The central skill is overpowered, but it's almost impossible to get.
Dungeon – top tier. 2 units with invisibility, several heroes – kamikazes can fight against a countless enemy army with 3 rangers and kill a lot of people before retreating. Practically any battle takes place without losses or with minimal losses because the mages of Dungeon can cast 4-5 chain lightning or hellfire spells before their troops become visible and take any damage. And after that, there may be no enemy left at all. Specializations? Charms and Chaos, that's the only way.
Academy – a faction with overpowered mini-artifacts, in fact, 1 unit of lions can defeat an entire enemy army if the mage has light magic. Yes, lions are better than titans at high artifact levels, paradoxically, but it's true. Mages, well, they're okay, but only at the beginning and against the AI. They die instantly, for a human player, they are target #1. In the late game, on huge maps, they are unmatched, mini-artifacts... I described the essence of the confrontation between mages and Necropolis above. Resurrectable neutrals eventually run out, there may not be any dwellings on the map at all, but the resources needed for mini-artifacts in the mines do not run out... The only thing I don't like about mages is their "eastern" style, which doesn't really fit with the tall, beautiful, fair-haired COLLOSUS and TITANS, this is Greece, my friends, and has nothing to do with the turbans on the heads of heroes and archmages with golems. Gargoyles too, they are generally from Western European culture... In general, I don't like playing as them only because of this.
Dwarves... Light + defense, combined with their faction runes, make dwarves one of the strongest. And their Super Units are great – overpowered.
Orcs – a prototype of the Golden Horde, forget about it.