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===Pros=== *'''Versatility''': An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades. *'''Range''': Their range units can dish out a hell of a lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles. *'''Martial Prowess''': Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 25% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework. *'''Magic''': You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own. *'''Cavalry''': Dragon Princes are some of the most cost effective heavy cav in the game. They won't beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren't bad for the price, and Ellyrian Reavers are some of the best light cav in the game. *'''Fire''': A hell of a lot of fire damage, from dragons, RoRs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire. *'''Air Superiority''': With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it. *'''Speed''': You are a very speedy faction, especially with your cavalry speed buff you have the some of the fastest cavalry in the game, second only to Bretonnia. Wrapping around flanks and diving backlines isn't much of a problem for the Asur.
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