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When it comes to spells, anything that makes your troops move quicker (War-Cries, Teleport!), get better critical hit chance (Fortune), get better morale and initative (Inner Fire!!) is a good option. Imho, Dark Magic is not that usefull for them. Prime and Fire are the way to go.
Based on that, their weaknesses are:
- things that can't be backstabbed (undead, constructs like you said or units with certain abilities)
- things with high hp and defense which will cause a prolonged battle (especially if they are immune to mind effecting abilities)
- ranged enemies can be realy a big problem if they come in numbers and multiple stacks
- battlefields which restrict their movement (bridges) or give enemy ranged units an advantage
- any spells or abilities that slows them down, decreases moral, luck or initiative and so on
They are not overpowered, lots of counters possible. In the dungeon campaign you can overpower you heroes (a generell problem within the campaigns) but if you play a scenario you will see that they are not that much stronger than other factions. If you want to see something overpowered then play against the academy (the necro campaign, or even scenario maps). Beware of the chain ligthning and war machines combo of certain academy heroes.
Especially strong are the minotaurs, since the have no retalaiation and preventative strike, together with coordination that can deal a huge amount of damage.
hydras and black dragons are not the best, I think the landzikenecth and the enrage cyclops or that white behemot are better...
As for magic, I find dark magic very strong. Yes fortune on medusa is important, but with dark magic I can use agony to cause so many kills... face of fear is good, shadow cloak is good, the mirror summon spell in theory is good but it usually summons way too small stacks.
I find earth magic to be also good so far, i don't see a huge difference in power between magic schools