e si ieu muoir, er mi grans deliuriers
e si ieu muoir, er mi grans deliuriers
New here? I'm Roha — want a quick tour?


The new upgrades were a good idea, although sometimes it's hard to choose. I'll go through all the races, starting with my favorites.
Inferno:
1. I prefer the old ones, as they immediately deprive the hero of a lot of mana, while the new ones steal a little at a time and spend a turn doing so. They are useful for warlords, of course, but you probably won't have time to steal much during a battle.
2. Here, the new ones are definitely better. Although their defense is lower, with their jump ability, they can finally reach the enemy quickly and deal a lot of damage. And also, there's one more unit in Inferno that can bypass fortress walls, and there aren't many of those, unless you count opening gates. The old ones might be better only if they serve as cover for some demoness.
3. The new ones are still better. They are a little weaker, but they can hit many enemies at once, whether they are standing next to each other or behind ranged units. But against single targets, the old ones are still better.
4. Here, the old ones are better because of the chain shot. But at higher levels, against another hero, you can definitely use the new ones, even a single subjugation can play a role.
5. I like the new ones more. When there are many horses, their aura deals good damage to nearby enemies. But at the beginning, the old ones can also be useful against individual enemies.
6. I prefer more of the old ones because of their magic, and there are so few ranged units anyway, and the cleaving sword is sometimes useful, say against a phoenix, and in general against high-level units. But in battles with large armies, I prefer the new ones. They deal good damage to crowds of small units, and their magic resistance is good, and overall their stats are higher.
7. Here, I'm more in favor of the old ones. Although they have a little less health, they are a little faster. And summoning warlords, who can summon another squad of warlords through the gates, is still more useful than the teleportation of others. Sometimes this teleportation can be useful, but it's much better to just attack than to spend a turn on it.
Dungeon:
1. The new ones are good; they have good stats for their level. You can easily try to clear out neutrals with them alone. Go into stealth, and while they're doing that, bombard them with spells.
2. The new ones are tougher, which is useful considering they are the main target for enemies, but the old ones have more initiative. So, overall, they are roughly equal.
3. The old ones are better for attack, and the new ones are better for defense. But the new ones also have an aura with morale, which can sometimes be useful, so I prefer the new ones, but sometimes the old ones are better.
4. The charge attack is good, but you won't get a good run-up many times in a battle, but the ability to hit a target or several targets without retaliation before hitting them is quite good. So, the new ones are a little better.
5. I prefer more of the old ones, as regeneration sometimes helps to get out of battles with neutrals without losses, but the new ones are dangerous against melee units.
6. The old ones are better, as a ranged unit of this level is always useful, and I don't want to replace all ranged units with invisible ones.
7. The old ones are more useful in a battle with another player, as complete immunity to spells is very helpful, but you can't cast useful spells on them either, which is sometimes bad. And the new ones have a good attack from the start without retaliation, but it depends on the specific situation who to prefer.
Sylvan:
1. The new ones are better, because the damage from the wasp swarm is insignificant, but healing yourself and the trees is very good.
2. I'm more inclined towards the new ones. Hitting everyone around is good, but you don't always manage to hit many, and the new ones have better stats, not to mention the additional stat increase for moving. 3. Here, it's hard to choose. In general, two shots with a penalty and one without a penalty roughly balance each other out, although the new ones pierce armor, which is better against well-protected creatures. But the old ones hit better at close range and when they have a unicorn horn bow. So, the choice largely depends on the circumstances.
4. The first ones are better in combat, and the second ones buff the hero, but at the beginning, the old ones are better, and with large armies, the new ones might be better.
5. I like the old ones more, as the magic resistance aura is very useful, but it's also fun to watch the new ones copy buffs.
6. Although many people like the new ones, I prefer the old ones. They have saved me more than once with their attacks. They can hold back enemies, then root themselves, thereby increasing their defense, and always deal damage. This helps to survive in a difficult battle. And removing defense and roots, which are very useful, in exchange for attack, is not very appealing.
7. Here, I'm also more in favor of the old ones. Having immunity to earth magic, which is the most destructive in terms of damage, is always a plus, although sometimes the new ones can also be useful.
Info
1. New Imps in long battles cause problems for Gnomes and Necromancers.
4. Subordinated creatures are much better than chained ones in most cases (except against Necromancers, of course).
5. Horses with an aura for leadership are better against melee units than those with burning aura. Against magical units, burning aura is better.
7. Teleport provides many opportunities. Pulling an archer from the reserve and overwhelming them with your forces is quite effective.
League
1. New ones for neutral creatures, old ones for the final battle.
4. Old ones are much better. A single attack with a charge can one-shot, and seeing the damage from a follow-up attack makes you want to cry.
7. Depends on the enemy race.
Elves
1. Old ones have a dispel ability that has saved me many times.
2. Depends on the length of the battle in the final stage. Old ones for short battles, new ones for long battles. New ones for neutral creatures.
3. Old ones are only good for neutral creatures. New ones only for the final battle.
4. Same as above.
7. New ones deal much more damage with upgraded luck. But they can dispel Blind. The earth protection of the old ones helps well against League or Necromancers.
1. The problem is that imps don't live long; it's often more useful to drain as much mana from the hero as possible, especially regarding a Warlock.
4. In terms of quality, the old ones are often better, but with players — yes, usually the new ones here.
5. When there are many horses, the aura of the new ones is more useful. Morale doesn't work on everyone, and if the enemy also has leadership leveled up, then it's not that helpful.
7. Useful, but summoning lords is no less useful, and the new ones are slower, which is also a downside.
1. Against other players, the new ones are also useful, although I don't take them often.
4. You won't get any one-shots from the old ones either; sometimes they are more useful, it depends on the situation.
7. Generally yes, although I'm more used to the black ones, but sometimes it's so bad that you can't cast the same vampirism on them.
1. If it even works, which doesn't always happen.
2. Still, the new ones survive better, and that is useful.
3. With the unicorn horn bow — the new ones are better in any case, otherwise I prefer the old ones.
7. Maybe, I've barely played with the new ones and it seems Necros don't use chaos magic very often.
Added after 13 minutes
Stronghold:
1. At the start, I take trappers because they are well-suited against melee fighters, and against players, shamans are perfectly fine.
2. Although I like the hit-and-run gimmick, centaurs are too large and can't always pull it off. And if you add that they are the primary target for enemies, it's better to take more armor, and the ability to hit hard in close combat won't be extra either. So I usually take the combat ones.
3. Here I'm for the warmongers; they really carry in large battles. Fighters can hit twice, but they are generally frail. Warmongers are armored, counterattack strongly, and protect their own well by drawing attacks, say, from centaurs.
4. I prefer daughters of the sky only during castle sieges or defense due to chain lightning; otherwise, I take daughters of the earth more often. They hit harder and might not be answered.
5. Same situation as with the third. Executioners hit hard, but their survivability sometimes leaves much to be desired. So I'm more for the chieftains. They are both hardy and help well with unit acceleration.
6. I prefer dark wyverns more, but sometimes paokais are more applicable. The former are more useful against single targets, hitting bit by bit and regenerating. Paokais are better in large battles. They can hit several and eat someone, although this spends a turn, which is also not great. So it depends on the situation.
7. Here I take the blood-eyed ones, because it feels like the free ones sometimes cause almost as much harm as benefit. With their swing, they need to be kept at a great distance from your own. It's unpleasant to see some fast unit from the enemy army reach them immediately, and they wipe out both that unit and their own with a counterattack. And sometimes it happens that you can't even hit the enemy to avoid hitting your own. With the blood-eyed, you can at least fight calmly, and the luck reduction is also good.
1. There's nothing that can quickly kill black demons against the same Necromancers or Gnomes. They won't have enough time to drain all their mana. It's clear that only old units are effective against the League. They have ways to respond quickly.
4. Not better. Subordination is more useful for leveling up. Subordinated units don't attack our troops and absorb retaliatory attacks until they are summoned from the gates.
5. There won't be many horses throughout the battle. Moreover, the aura also spoils the plans of opponents with Retribution or Empathy.
7. By the time the main stack dies, the summoning takes effect, new lords open the gates, and they move... The battle will already be over.
1. Assassins spread poison across all stacks (melee units can't do that) and deal a lot of damage due to the poison. Hunters are only for tricksters or Necromancers in the final stage.
4. If the target has 40 defense, and the Lizards have 20 attack. Then the Lizards will deal approximately three times more damage with a charge. It's a small thing. Where is the 25% damage bonus from running next to them?
1. It works almost always against the abilities and spells of other creatures (vampire blindness, seduction of succubus, etc.).
2. If the battle will be quick, it's easier to destroy almost 3 stacks with one attack than to wait for 16 defense to take effect. In long battles against other combat units, the new ones are better due to their defense.
3. If the target has 40 defense, even with a direct shot, the damage of the new bows is higher.
7. But the Necromancers love plague.
1. If the opponent is a combat unit and attacks, then Trappers will still be much better.
2. If the opponent is expected to use Berserk or Subordination, then Red Centaurs are better. They will only hit with their hoof at half their strength and run away from a double attack.
3. In the attacking version, only Orcish Warriors, and taking Warmongers against the League or Academy is nonsense. Warmongers are good for tormenting some Gnomes.
4. Earth elementals deal more damage and have many good and different debuffs on attack. And lightning is not very effective for air units.
5. If you have a lot of attack and a good hero, you can deal damage with Executioners, but otherwise, leaders are more reliable.
6. A very weak unit. Ducks are only justified for breaking through defenses due to regeneration. Upgrading and buying them for the final stage is only necessary if there is absolutely nowhere to spend gold.
7. And Bloodseekers can also run to the front line with tactics and aura on the first turn.
Haven:
Only alternate units, except for Adepts, because I prefer Inquisitors here.
The exception is when the hero can apply all these buffs to the army himself.
Academy:
Only alternate units, excluding Mages (but only at the beginning of the game, when Archmages are much more useful, later on, Battle Mages are better) and Djinns (it all depends on the situation).
Inferno:
If I'm playing as Chaos, I only take regular upgrades, excluding Temptresses (unless the battle is against Necropolis). Otherwise, it's the exact opposite.
Dungeon:
Hunters, Minotaur Guards, Swift Riders. I decide about the rest as the game progresses.
Necropolis:
I decide about Skeletons as the game progresses.
Zombies are always Plague Zombies (it's easier to stand next to the enemy than to hit him + reduces defense; the exception is when playing against Necromancers).
Only Ghosts, because their ability is more useful, and their initiative is higher than Spirits (speed is lower, but I don't think speed alone compensates for that).
Vampire Princes, of course, for obvious reasons. If against undead, then Higher.
Until there are few Liches (less than 20), Higher; otherwise, Higher.
Until there are few Undead (less than 15), Death Knights; otherwise, Banshees (if against Necromancers, then only Death Knights).
I always have a dilemma with Dragons, but I usually choose Astral Dragons, but if I'm playing against Necromancers, then Spectral Dragons (because the Curse ability works, but Grief does not).
It seems a bit one-sided. You would take Zealots against Ossir or Red Riders against Necromancers? Well, Blue Griffons are clearly better in most cases, as they deal damage and don't just fly around aimlessly for half the battle. Angels are quite debatable and depend on many factors.
Again, a lot depends on the opponent and the Mage's upgrade. The Warlock will laugh hysterically at the sight of Elemental Gargoyles. Golems with infinite retaliation can decide the game.
Info on Chaos with its own spells? How is that even possible? And how can upgrades depend on this?
Nimble without a charge is very weak; you should never take them.
3. Stealing ammunition from the Spirit is clearly more useful. A strong Human can decide the whole game. Stealing mana is needed less often and does not affect the game as much, unless it's against a Demon.
5. I didn't understand about the Liches. For breaking through with resurrection, for the final stage, and with weakness.