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souls mutation marauders
Good lord, what are these names! Just install the official version. And yes, the poisonous creature (also known as Venom Spawn) can be poisoned, strangely enough.
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souls mutation marauders
The topic is called "the weakest castle in HOMM4," not "the weakest castle against Life in HOMM4." If you're looking at it from the perspective of a specific castle, then you shouldn't focus solely on Life.
Look.
Death can fully utilize its potential, for example, against Chaos and almost 100% against Nature.
Against Life, Death is effective by about 40%.
Here.
But, as I've repeated, this is said from the perspective of Life.
And so, it's optimal for Death to build its army in this way against Life.
Skeletons (effective), Imps (effective (because they disrupt Angels by draining mana)), Cerberi (moderately effective), Souls (effective (they constantly age soldiers, and you need to periodically remove the aging effect, but the hero can be killed)), Vampires are not effective, Bone Dragon (not effective (no one will focus fire on it; they will simply attack with Crusaders and Marauders)).
As you can see, Death's potential against Life is very low.
I don't understand the perverts who voted Life as the worst faction. It has simply magnificent heroes emerging from the Seminary! And their magic is equally impressive. Life magic is the best support for a warrior hero (magic resistance makes it impossible to affect the opponent's hero with curses, but a good blessing can easily give you an edge even against a Barbarian), and Order is the strongest school in the game, it doesn't need any further explanation. Of course, the troops don't bring much joy, but they can't be called completely weak either. And with the support of Tactics, Life, and Order, they become quite decent. The Priest eventually becomes a Paladin and goes to war alone, like a Barbarian (and he does it even better), while the Knight learns Order magic and remains with his army, strengthening it and helping in battle with control.
If I had to choose an outsider, I would name (paradoxically), Might. The troops are only noticeably better than the competition at the beginning, the magic has to be found elsewhere, and the only strong point is the Barbarian hero, unique to this Castle. Indeed, 3 skills instead of two and the starting melee skill are pleasing, but the Nature Ranger, who also has Warfare, is only slightly behind, but the Castle itself offers many more opportunities. Might is a game of blitzkrieg, which can be ruined by an inconvenient group of neutral creatures standing in the wrong place. And the further Might gets from the beginning of the game, the more its lag behind other Castles increases.
Life is good because of its versatility; it is approximately equally strong at all stages of the game, and perhaps there are no particularly unfavorable opponents for it.
It is not easy to choose the weakest faction in the fourth game. The developers maintained the balance. Perhaps the "fans" of this game will throw rotten vegetables, rotten eggs, and negative reviews at me for such words, but I still believe that Chaos is the weakest. The starting units are weak; well, the Bandit can still be useful at higher difficulty levels; a couple of stolen resource piles really make a difference, and he runs fast, making him a good scout... But who will fight? The hero? He is much weaker than the Barbarian at level 1. He hits harder, takes less damage, and doesn't run out of mana. There are also not many prospects for magical development; they are all just hit-and-run units. As a result, a Priest in combination with a Knight will have twice as strong an army with the same number of units. By the way, the second level doesn't cause much delight either, although it is better than the first. But the Nightmare is good, but you have to survive until then...
And the Rogue... Unlike the Mage, he needs at least 3 levels: one for advanced scouting, and the second for advanced stealth. Only then will he be able to deceive at least someone. And he is even weaker in battle than the Mage. Unless on gigantic maps with very strong guards, he has a chance; experience from stealth will start to accumulate more or less.