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===Lords=== *'''Warlord''': Your generic frontline melee Lord. Sufficiently armoured, but not very tanky, he struggles a lot against most enemy lords and even some heroes. What makes him a little worthwhile (but not much) is the Bonecrusher mount, effectively making him monstrous cavalry. *'''[[Grey Seer]]''': Your caster Lord, in almost any case preferable to Warlords. Can choose between Lore of Plague and Lore of Ruin. Most notably is that, regardless of your Lore choice, Grey Seers have exclusive access to The Dreaded Thirteenth Spell that summons Stormvermin for additional crowd control and staying power as well having exclusive access to the Screaming Bell mount, which is just awesome in general. CA even added loud bell sounds whenever you cast a spell or use the special ability that comes with it, a short melee buff for all units on the entire map. *'''Warlock Master (DLC)''': A pimped up Warlock Engineer, he provides less utility than the hero, but makes for it by being really good in combat and having much easier access to spellcasting (but let's face it, if you pick a Warlock Engineer for spellcasting, you're doing it wrong). Can be put on a Doomflayer or a DOOMWHEEL for extra Dakka. A very good hybrid lord, he can basically do anything. Don't expect him to last long against enemy Lords, though. *'''Master Assassin (DLC)''': A step up from the generic Assassin hero who found some extra time to command an army of his own. A much preferable frontline melee Lord that can actually maybe kill the opposing lord and put the hurt on their heroes. Befitting a rat ninja he gets no mounts but somehow can lead an army of Clanrats without blowing his cover. Keep him around some Death Runners or Gutter Runners, he'll be able to keep up with them and apply his stealth tools to them.
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