This guide here is to clear up those 'underpowered' or 'overpowered' things, which is false. Also, this thread may bring out the potential in Order. Okay, so here :
Pros
Miner.
Dont have much to say. But Miner Hustle is certainly good. Boosts health of miners, also increases speed by just a little. 1.5x from original income, which makes a huge difference mid game. Oh and yes, Miner Wall. It's a must use, Chaos or Order.
Swordwrath.
Dont look down on them. With Rage, it's hard to beat them. Only a well-controlled blast could kill them in one go. They are very strong in packs.
Is also a cheap, replacable unit. The best option for starting out.
Archidon.
The best ranged unit for Order. With well kiting, you could win early game. Fire Arrows extend your range, as well as increased damage, which comes in as very useful. Also is a cheap, replaceable. The best unit to start in a short map.
Spearton
A tank for order. Could take on almost every unit in game, except albatross. A powerful, fast unit that actually protects other units effectively. The true potent of speartons are unleahed with Shield Wall/Shield Bash. They excel in protection very much.
Shadowrath
The fast, high damaging unit for order. Shinobi is one of the most useful skill in this game, as it allows you to kill mages in one blow. It can even poison. Another skill it has, Fixate, stacks damage. Protect him with spearton as he beats other people into oblivion.
Albatross
A flying unit that delivers high damage to every opponent in game. Being a flying unit, it cant be attacked by most unit. That is its most important asset. Blazing Arrows penetrates armor, and deals more damage. You have a damage powerhouse right here.
Meric
A walking healer. Heals your units on the spot. Also get rids of pesky poison with cure. A must have unit when facing Chaos, master of poison.
Magikill
Famous for his AOE Damage, he can devastate almost all unit in game if handeled greatly. Can shoot out poison, useful when facing Order which doesnt have merics. Electric Wall is very useful, high damaging spell.
Giant
The unit with the most hit points in this game. His health increases greatly with Giant Growth 1 & 2
Passive Abilty
Passive Income 1, 2, &3
While it seems a waste to get this, the third level gives you gold equivalent as the Middle Tower gives you, with and addition of mana.
Castle Archer 1, 2, &3
Renders low tier units like swordwrath and archer useless. Best used early game.
Ghost Spawn 1, 2
A good tank that appears out of nowhere and doesnt cost any mana, or gold. 2nd upgrade will spawn a Giant. Best paired with albatross.
Cons
Miner
Slow unit. Low health. I guess its natural, wasnt made to fight.
Swordwrath
Has very low health. Can be wiped out with one Blast from Magikill. Easily killed by castle archer
Archidon
Same as swordwrath. Except more weaker.
Spearton
Have no disadvantage as of currently.
Shadowrath
Very hard to control, as its very fast.
Albatross
If a ranged unit (etc. wingidon, giant) comes into the fray, it cannot be defended by ground tank unit, except Giants.
Meric
Tends to go fight, making it harder to put it under the safety of tank unit. Slow, and low health.
Magikill
Very slow, and vulnerable to Shadowrath's Shinobi and Medusa's Stone Gaze. Low health.
Giant
Very slow unit. Can only aim one target at a time.
How to cover their disadvantages
Miner
Miner Wall + Castle Archer will do a great job protecting them.
Swordwrath
Priority, kill mage first. Will save you a lot of swords. And have Speartons protecting them, while in range of Castle Archer
Archidon
Have Speartons, Shadowrath or Swordwrath kill mage first. And same as swords for Castle Archer.
Spearton
As he have no weakness, there are no weakness to be covered.
Shadowrath
'H' Button does the trick.
Albatross
Train Giants. Constantly have them cover Albatross
Meric
Protect it with tank units, and constantly keep her behind them. Or make a wall.
Magikill
Same with Meric
Phew. Done continuing as I want.