In wbc1, I am afraid that humans are the best, being the only race without senseless class restrictions (and the only option in the campaign).
In wbc2 and 3, regardless of what I like to play, daemon heroes are probably the best. The have access to the best school of magic: pyromancy (in wbc1 and 2 also terribly OP), they have high starting strength (the best stat in 1&2 and the worst in 3), they gain mana from souls. In 3, they have ferocity (the essential ability for fighting) as a race, meaning a daemon warrior can dominate the field from level 1 (starting fero=6, plus a regen combo bonus, indifferent to me) and a mage may sometimes stay alive in battle, too. Fero and Pyro are true to Minotaurs, of course, although in a lesser degree. I'd suggest the Ranger class for Minotaurs (among other useful monster-buffing skills, giving that sorry excuse of a fighter that ranger is, the essential ferocity that it lacked, and to the minotaur the speed to hunt sheep). Summoning for daemons is also a nice combo for obvious reasons (unless you have the patch), and since Summoner is a lousy class (Arcane is useless to summoning and Gate skill fpr xp-ing daemons is tragically nerfed), if you are not patient enough for its Arcane+Pyromancy enhancements in, like, L50, I'd suggest an Archmage or a Daemonslayer (for the irony of it).
They are not so fun as a race to play, though: too large base, slow development, nothing to put in towers, hard-to-like creatures until you can build summoners. Most of all I hate imps, for they cost much needed crystals and need too much micromanagement to stf away of enemy towers.
That said, all Elven heroes, along with Priests and Elementalists, having the Lore skill, have a heavy advantage in spellcasting.
(in wbc3, mana is a pain, and intelligence, the other way to get mana, is, after strength, the second worst stat to spend points on, regardless of hero class: 3 mana per point, 1 mana regen per 10, not good enough)
So, I think that a High Elven Warrior (ferocious, healing, high mana due to lore) may be the most effective class existing.
In wbc3 I've played all heroes and all races, to the point that I discovered a bug crashing the game after you store >100 heroes in the file, (not fixed in the unofficial mod, of course) so I had to fix it myself, manually hiding the heroes in the savefile.
I usually play a hybrid-speed-run strategy in every stage of the campaign, meaning, weaken them with your retinue troops and finish them off with what you've built in the meanwhile. Therefore, I hardly ever build titans or dragons in-time.
To this means, surprisingly, Empire is what brings me the most fun. By gambling random units it's the only one that isn't boring in early stages (although every race's units up to level 2 are incompetent for my rushing-style of play, getting them randomly somehow makes it fun; and sometimes you get an unexpected Treant, a Sorcerer, an Assassin, or a Knight Lord much faster than in their original houses).
But I also like the Fey, the High Elves and the Undead for reasons that other posts have analysed better than I could.
Here's some other race/class combinations that have worked fine for me in wbc3:
(Usually you finish the campaign before reaching L30, so having early access to skills is important to me)
* Fey Assassin (illusion + assassin + shadow strength make a deadly combo)
* Fey Elementalist (many-school combos, notably giving a fire attack to the ultra fast spriggans)
* Orc Elementalist (destroys buildings with pyro and demolition, repairs them with rune magic).
* Dark Elf Deamonslayer (a fighter with Lore and summoning from L1)
* Dark Elf Paladin (assassinate and stay alive)
* Dwarf Archmage (practically a merchant class for very, very fast building rather than a battle mage)
* High Elf Archmage (the healing and Lore that the Archmage was missing)
* Dwarf Healer (speed up, cure is what you'll cast 99% of the times. Elcor's aura is OP in wbc3, they forgot to fix it in the mod)
* Empire Priest (For divination and summoning mages; I also liked the idea of a Sage, additionally xp-ing mages, but it struggles with mana in early levels and it's probably the weakest hero I've ever made)
* High/Wood/Dark Elf Deathknight (a fighter that can summon zombies for mines. Dark Elf also has late summoning, so there may be better options)
* Dark Dwarf Alchemist (a tinker could do, too, but I want more mana and regen)
* An Empire/Ssrathi Tinker (bonus metal, trading resources that the Ssrathi are lacking)
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Post edited September 11, 2023 by mudragreas