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Fire elementals have significantly higher stats, so they deal more damage to a single target than electric elementals.
But, to be honest, I rarely use fire elementals.
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I agree. Dwarves have the most balanced units, although it's still not perfect. For example, with the "Tans," I always choose the electric ones, and I don't know of any cases where the fire ones would be better.
Definitely not Orcs; they also have some uneven tiers (Centaurs, Shamans, Wyverns, Cyclops).
Humans are relatively balanced; the only issue is with Archers, and sometimes with Monks.
Centaurs are only slightly different, relatively speaking.
Shamans – Earth Shamans are better without Blood Magic, Air Shamans are better with Blood Magic, it’s clear.
Wyverns – I agree.
Cyclops – Free Cyclops are indispensable during sieges and attack a large area; Blood Cyclops have slightly better stats and are more predictable (the enemy won’t catch you off guard with an area attack on your own units; with Free Cyclops, you have to be careful, which is probably especially relevant against humans), and Blood Cyclops also have an aura. In the end, they aren’t that unbalanced.
In my opinion, the imbalance of archers covers the imbalances of almost all other Factions (except perhaps Elves and Tier). In addition, everything I mentioned, plus Griffins. Everyone takes Royal Griffins. In general, the balance of the Order is very far from ideal.
And plus, the maximum damage is weak compared to all the drawbacks.
The archer building is also strong, it's just hard to use, but sometimes you can play through them.
- Orcs are all equally useful, except for Blood Cyclops, which are inferior to Free Cyclops in every aspect.
I don't think so. The game mostly consists of dealing damage, and that's the most important factor here.
It's almost impossible even in the endgame, where the radius is 3. And besides, the damage of archers is about twice as much...
Bloodeyes Cyclops are better than Free Cyclops in terms of initiative, speed, and safety. If, as with most dragons, you simply need to prevent a single empty cell between the Cyclops and another friendly unit, then the Free Cyclops requires approximately 30% of the battlefield to be clear so that it doesn't smash half of its own army with its club.