The unicorn is able to do the most damage from the fifth-tier creatures. Backed up by nice defense and hit points and average cost for a fifth-tier unit, the unicorn makes an excellent defender for the shooting duo and doubles as a great offensive unit. The Blinding ability is great for approaching enemies. If one enemy gets blinded, move on to the next. If the next gets blinded too, go back to the first one since it will recover from the spell sooner the second stack. When attacked by troops with double attack, their blinding ability does not stop them from making their seconds attack. When fighting against unicorns, attack them with all units: there's only one retaliation and all your troops are less likely to be blinded if attacking together.
|Heroes of Might and Magic I creatures|
|Farm (Knight) units||Peasant - Archer - Pikeman - Swordsman - Cavalry - Paladin|
|Plains (Barbarian) units||Goblin - Orc - Wolf - Ogre - Troll - Cyclops|
|Forest (Sorceress) units||Sprite - Dwarf - Elf - Druid - Unicorn - Phoenix|
|Mountain (Warlock) units||Centaur - Gargoyle - Griffin - Minotaur - Hydra - Dragon|
|Neutral creatures||Rogue - Nomad - Ghost - Genie|