Posted April 09, 2014
mystikmind2000: I have tried, oh God have i tried to make 'something', 'anything' of a wizard but they steadfastly refuse. Even at high levels in the end it all comes down to this silly little thing pee shooting tiny little useless fireballs. It's so far beneath what other leaders are doing by that level, i mean honestly, there just so useless.
DarrkPhoenix: Wizards can be one of the best heroes for taking out lairs and opponents that would otherwise mean at least some units lost for other heroes. They are also incredibly versatile if you choose their spells right, with only a few enemy types they have trouble with (dragons being the main one, although even that is manageable if you have a spider or two in your army). Cloud of Terror can neutralize even the strongest units in one shot- the normally powerful Clan of Giants guard can be reduced to nothing but a panicked mob waiting to be picked off before they can even act.
Mass Suicide, Firestorm, and White Magic are all incredibly powerful offensive spells that can wipe out or severely weaken most of the enemy army in a single shot.
Summon Phoenix or Dragon Form lets you call up an extra lvl 4 unit to help deal with magic immune creatures like golems and dragons.
Word of Ice lets you completely immobilize any non-magic immune creature for a large number of rounds, and a wizard casting this spell is pretty much the only way any hero can neutralize enemy phoenixes in a single round.
Fireball and Lightning are nice spammable damage spells that you can load up on and which remain useful even through the late game.
And even simple spells like Inspiration can be used to quickly restore the wizard's stamina in a single shot (as blasting off two high-level spells each round can drain it pretty quick).
Now, a really well-geared solo warrior may be a bit stronger in the very late game (provided they have poison immunity), but aside from that I'd consider wizards to be the strongest heroes once they're leveled past 20 and loaded up with a good selection of spells. Crank up their initiative so they get the first turn and most battles are over before they even begin.