Paladins make the game much easier so they're generally a must-have due to their high durability and AoE resurrection. During boss fights, constantly casting Paladin phantoms is pretty much the easiest way to win with minimal losses.
Against normal stacks, phantomed Royal Griffins are amazing because their Heavenly Guard summons stay even after Phantom wears off. Infinite retaliation on them means you can always just charge them right into the enemy like a ticking time bomb.
Once you have access to them, Red Dragons make excellent phantom targets as well, as they'll kill generic hoards much faster than the Royal Griffins. Like any Level 5 unit, you'll probably need Inquisitors for resurrecting them though.
Giants are decent. And are particularly useful in fights where there are lots of enemies and also in boss fights, where their stomp does good free damage to everyone on the screen. The stomp not damaging flying units is a pain though so they won't always be a useful unit in every fight.
Orc Shamans are a great support unit. Axe Dance does very reliable damage, making it particularly useful against bosses and stacks with high damage resistances such as Brontors and Cyclops. Heal Totems are awesome for keeping your units healed, and the damage totem is a semi-useful way to waste the turns of one of the enemy stacks since they very often engage them. So for example if you're scared if a high-stack Imp flaming your guys, throwing a Damage Totem right in front of his face can often fool the AI into attacking it for that one turn.
Royal Snakes are primarily for their no retaliation and high initiative (with the +initiative boots). Always a decent unit to have around such that you always get the first shot off.
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