I am generally drawn to the best late game scaling. If I don't know balance I generally prefer nice Armor and the units seeming being prepared for combat I also generally prefer might factions Heroes 1 - farm Heroes 3 - necropolis, castle Heroes 4 - death, might, nature Heroes 5 - necropolis, haven Heroes 6 - ?haven?, Necropolis
Sep 15, 2014 · Zealots have Cleanse and Righteous might, and an ablity that can turn any attack into something that can remove enemy positive spells from them. Even in a defenseive tactical set the damage a Zealot puts out, (particaully since Haven heroes tend to be very good with Light Magic) is worth more then the blessings of an Inquistor. This is perfect for the sorc, they get first spell with the pheonix, and their 2 range units have fast speed anyway, so will probably get a shot off before getting jammed. The unicorn does not need to move INTO battle, as the enemy is forced to bring the battle to the druid/elf. Let's go.Academy - Titan if Might, Simurgh if magic. Dungeon - Debatable. Black Dragons for the moment being as Life Drain doesn't work like previous games. Haven - I prefer Swordmasters with a Morale and Righteousness focused Might Hero.
Cmdwd.