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My brain is deep-fried today apparently.


** The Castle town's Angel and Archangel in III. They're [[LightningBruiser extremely fast and powerful]], boasting some of the highest stats in the game and the ability to resurrect other units. Couple their resurrect ability with the Clone, Blind, and either Fireball or Meteor Shower spells, and you can take out even the toughest armies without suffering a scratch as long as your hero has enough SP. They were ''even more'' broken in the launch version of the game, where for some reason they were the only tier 1 creature not to cost any magical resource (thankfully, expansions added Gems to their price).

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** The Castle town's Angel and Archangel in III. They're [[LightningBruiser extremely fast and powerful]], boasting some of the highest stats in the game and the ability to resurrect other units. Couple their resurrect ability with the Clone, Blind, and either Fireball or Meteor Shower spells, and you can take out even the toughest armies without suffering a scratch as long as your hero has enough SP. They were ''even more'' broken in the launch version of the game, where for some reason they were the only tier 1 7 creature not to cost any magical resource (thankfully, expansions added Gems to their price).
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* The third game's ''Armageddon's Blade'' expansion introduces four neutral dragon units. Each is in a tier of their own and they are ''obscenely'' powerful. How powerful? The strongest one, the Azure Dragon, costs ''30000 gold and 20 mercury'' to recruit from its nest. And that's a ''bargain''. Its special ability is to ''scare its enemies shitless'', preventing them from taking any action for a turn, has by FAR the highest stats in the game, except speed which is still among the highest, and is immune to level 1-3 spells -- actually an advantage over the magic-immune Black Dragons since they can be resurrected. Usually falls under AwesomeButImpractical due to the staggering cost and the fact that you have to fight three of them to claim their dwelling, however.

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* ** The third game's ''Armageddon's Blade'' expansion introduces four neutral dragon units. Each is in a tier of their own and they are ''obscenely'' powerful. How powerful? The strongest one, the Azure Dragon, costs ''30000 gold and 20 mercury'' to recruit from its nest. And that's a ''bargain''. Its special ability is to ''scare its enemies shitless'', preventing them from taking any action for a turn, has by FAR the highest stats in the game, except speed which is still among the highest, and is immune to level 1-3 spells -- actually an advantage over the magic-immune Black Dragons since they can be resurrected. Usually falls under AwesomeButImpractical due to the staggering cost and the fact that you have to fight three of them to claim their dwelling, however.

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A slight misunderstanding of how Mighty Gorgons work. Each Gorgon doesn't raise the chance by 10%, but rather the first 10 Gorgons in the stack each have their own 10% chance to proc it. Every 10 Gorgons beyond that then has a separate chance to kill a second, third, fourth ect. unit, but they have to all proc sequentially.


** The dragons of the first game are much stronger than any of the other unique creatures of the other factions. Any warlock who can stock enough treasure to support them and have a secure access to a sulfur mine can storm his way through any other faction's armies without too much difficulty. The dragons' dominance continued in Heroes ''II'', though the titans did provide some resistance, [[http://www.heroesofmightandmagic.com/heroes2/titanvsdragon.shtml though some speculate that it's not enough]]. [[LampshadeHanging Lampshaded]] in one of the random rumors you can hear at the tavern: "A Black Dragon will take out a Titan any day of the week." The third game's ''Armageddon's Blade'' expansion introduces four neutral dragon units. Each is in a tier of their own and they are ''obscenely'' powerful. How powerful? The strongest one, the azure dragon, costs ''30000 gold and 20 mercury'' to recruit from its nest. And that's a ''bargain''. Its special ability is to ''scare its enemies shitless'', preventing them from taking any action for a turn, has by FAR the highest stats in the game, except speed which is still among the highest, and is immune to level 1-3 spells. Usually falls under AwesomeButImpractical due to the staggering cost, however.
** ''IV'' continues the trend, especially with the expansion-exclusive [[NamesToRunAwayFromReallyFast Megadragon]]. These guys have monstrous amounts of health (more than twice as much as their closest competitor, the Black Dragon), as well as disgusting amounts of damage capabilities and the standard dragon breath attack, which can hit two stacks of troops at once. This is only somewhat mitigated by the fact that they can't fly, they only have 50% magic immunity instead of the Black Dragons' 100% (though this means that their stats can be buffed even further by spells), and the fact that they usually can't be recruited on maps by any hero.
** Ghosts in ''II'' are the one creature in the game where there is no way during standard gameplay to recruit them into your army. Use the map editor to add ghosts into your army manually and you'll see why. For every creature a ghost kills it adds one ghost to the stack, and with a reasonably intelligent player controlling them, it's easy to have a stack of 100+ ghosts within the first week - and because of the way the killing things equals more ghosts, an army with ghosts will snowball into invincibility through numbers within a month. Unsurprisingly, one of the major criticisms of the ''Price of Loyalty'' expansion is that it added a dwelling allowing ghosts to be recruited by heroes.
** The Castle town's angel and archangel in III. They're [[LightningBruiser extremely fast and powerful]], boasting the highest stats in the game (besides the Rust, Crystal, and Azure Dragons) and the ability to resurrect other units. Couple their resurrect ability with the Clone, Blind, and either Fireball or Meteor Shower spells, and you can take out even the toughest armies without suffering a scratch (as long as your hero has enough SP).
** The Fortress's Gorgons and Mighty Gorgons in III. These cows have solid attack, high health and defense, and reasonable speed. But the worst part about them is the Mighty Gorgons' Death Stare ability, which has a 1/10th chance of killing the top unit of a stack. If there are more than ten [[FanNickname mighty cows]] in a stack, they get one ''guaranteed kill'' for every ten in the stack. If you have two Azure Dragons get attacked by a mere twenty cows, you will have zero Azure Dragons left at the end of the battle.
** The Necropolis' vampire in every game. The upgraded versions in the third and fifth game as well as the vampire in the fourth game combine decent stats for their tier, the ability to fly/teleport on the battlefield, no enemy retaliation, and the ability to heal and revive their numbers when attacking living units. Although, the vampire's power might be just due to the rather bizarre way to balance the Necropolis, where outstandingly strong creatures (vampires, death knights, liches and [[BoringButPractical to some extent]] skeletons) are "balanced out" with laughably weak ones (walking dead and wights). Vampires also tend to be expensive for their tier, and their damage output does lag behind other units at its tier, but this usually isn't a major issue if you get enough of them.
** Arcane archers in ''V''. They are third tier, and so can be acquired easily and early, and have the highest damage of any ranged unit when accounting for their weekly growth. Oh, and they deal full damage even at long range, and take into account only half of the victim's defense. [[GlassCannon They die quickly]], but can do horrendous amounts of damage to much higher tier units before this happens.

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** The dragons of the first game are much stronger than any of the other unique creatures of the other factions. Any warlock who can stock enough treasure to support them and have a secure access to a sulfur mine can storm his way through any other faction's armies without too much difficulty. The dragons' dominance continued in Heroes ''II'', though the titans did provide some resistance, [[http://www.heroesofmightandmagic.com/heroes2/titanvsdragon.shtml though some speculate that it's not enough]]. [[LampshadeHanging Lampshaded]] in one of the random rumors you can hear at the tavern: "A Black Dragon will take out a Titan any day of the week." "
*
The third game's ''Armageddon's Blade'' expansion introduces four neutral dragon units. Each is in a tier of their own and they are ''obscenely'' powerful. How powerful? The strongest one, the azure dragon, Azure Dragon, costs ''30000 gold and 20 mercury'' to recruit from its nest. And that's a ''bargain''. Its special ability is to ''scare its enemies shitless'', preventing them from taking any action for a turn, has by FAR the highest stats in the game, except speed which is still among the highest, and is immune to level 1-3 spells. spells -- actually an advantage over the magic-immune Black Dragons since they can be resurrected. Usually falls under AwesomeButImpractical due to the staggering cost, cost and the fact that you have to fight three of them to claim their dwelling, however.
** ''IV'' continues the trend, especially trend with the expansion-exclusive [[NamesToRunAwayFromReallyFast Megadragon]]. These guys have monstrous amounts of health (more than twice as much as their closest competitor, the Black Dragon), as well as disgusting amounts of damage capabilities and the standard dragon breath attack, which can hit two stacks of troops at once. This is only somewhat mitigated by the fact that they can't fly, they only have 50% magic immunity instead of the Black Dragons' 100% (though this means that their stats can be buffed even further by spells), and the fact that they usually can't be recruited on maps by any hero.
** Ghosts in ''II'' are the one creature in the game where there is no way during standard gameplay to recruit them into your army. Use the map editor to add ghosts into your army manually and you'll see why. For every creature a ghost kills it adds one ghost to the stack, and with a reasonably intelligent player controlling them, it's easy to have a stack of 100+ ghosts within the first week - and because of the way the killing things equals more ghosts, an army with ghosts will snowball into invincibility through numbers within a month. Unsurprisingly, one One of the major criticisms of the ''Price of Loyalty'' expansion is that it added a dwelling allowing ghosts to be recruited by heroes.
** The Castle town's angel Angel and archangel Archangel in III. They're [[LightningBruiser extremely fast and powerful]], boasting some of the highest stats in the game (besides the Rust, Crystal, and Azure Dragons) and the ability to resurrect other units. Couple their resurrect ability with the Clone, Blind, and either Fireball or Meteor Shower spells, and you can take out even the toughest armies without suffering a scratch (as as long as your hero has enough SP).
SP. They were ''even more'' broken in the launch version of the game, where for some reason they were the only tier 1 creature not to cost any magical resource (thankfully, expansions added Gems to their price).
** The Fortress's Gorgons and Mighty Gorgons in III. These cows have solid attack, high health and defense, defence, and reasonable speed. But the worst part about them is the Mighty Gorgons' Death Stare ability, which has a 1/10th chance of killing the top unit of a stack. If there are more than ten [[FanNickname mighty cows]] stack after an attack regardless of that unit's health. The chance raises for each Mighty Gorgon in a the stack, they get one ''guaranteed kill'' for and every ten in the stack. If you have 10 Gorgons adds a chance to kill ''another'' unit. That means just 11 Mighty Gorgons could take out two Azure Dragons get attacked by a mere twenty cows, you will have zero Azure Dragons left at the end of the battle.
in one shot.
** The Necropolis' vampire in every game. The upgraded versions in the third and fifth game as well as the vampire in the fourth game combine decent stats for their tier, the ability to fly/teleport on the battlefield, no enemy retaliation, and the ability to heal and revive their numbers when attacking living units. Although, the vampire's power might be just due to the rather bizarre way to balance the Necropolis, where outstandingly strong creatures (vampires, death knights, liches and [[BoringButPractical to some extent]] skeletons) are "balanced out" with laughably weak ones (walking dead and wights). Vampires also tend to be expensive for their tier, and their damage output does lag behind other units at its tier, but this usually isn't a major issue if you get enough of them.
them -- and you probably will get a lot of them thanks to rarely losing any in fights.
** Arcane archers Archers in ''V''. They are third tier, and so can be acquired easily and early, and have the highest damage of any ranged unit when accounting for their weekly growth. Oh, and they deal full damage even at long range, and take into account only half of the victim's defense.defence. [[GlassCannon They die quickly]], but can do horrendous amounts of damage to much higher tier units before this happens.



** Death knights take a similar role as ''II's'' genies in ''V''. Usually chances are calculated by comparing the total hitpoints of the involved stacks, but death knights always have a 25% chance. They are even harder to get than genies, though, and they don't fly, but they're also considered undead, with all the advantages that come with it (i.e. immunity to Mind spells, easier to resurrect, etc).

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** Death knights Knights take a similar role as ''II's'' genies in ''V''. Usually chances are calculated by comparing the total hitpoints of the involved stacks, but death knights Death Knights always have a 25% chance. They are even harder to get than genies, though, and they don't fly, but they're also considered undead, with all the advantages that come with it (i.e. immunity to Mind spells, easier to resurrect, etc).
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First-Person Writing is not allowed.


** The Combat skill tree in ''IV''. Particularly the main skill, increasing the Hero's physical defense that it would need at least a dozen top-tier units to challenge them alone. Add to that the Magic Resistance secondary skill, that grants full immunity against hostile spells and spell-like effects at its highest level. Did I mention there is only one negative status effect (stun) that is not considered magical in nature? The only magical attack it does not make your hero immune to are the [[StatusBuffDispel Cancellation]] spells. Somehow.

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** The Combat skill tree in ''IV''. Particularly the main skill, increasing the Hero's physical defense that it would need at least a dozen top-tier units to challenge them alone. Add to that the Magic Resistance secondary skill, that grants full immunity against hostile spells and spell-like effects at its highest level. Did I Not to mention there is only one negative status effect (stun) that is not considered magical in nature? nature. The only magical attack it does not make your hero immune to are the [[StatusBuffDispel Cancellation]] spells. Somehow.spells.

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