Charrog/Air or ChAir

+provides safety from melee units
+units can be qued without affecting the amount of the other, making this time efficient.
+air units will hit targets 100 percent if the units they target come within its range making enemy tanks useless
- requires a steady eco
Charrog/Fire

+an ele spear arch of sorts, but a little more tanky
+able to kite unlike ChAir (Chairs cant kite)
-vulnerable to mass rage swords and greater range units that can kite as well. except giants
-merics can tank fires sadly.
Tree/Air

+very cost effective
+melee units spawn constantly for a long as trees live over time
+delivers an inevasive strike and a passive poison effect with upgrades
-early units are vulnerable
-healing unit is used for tree creation
- scorps cant really tank airs
-Aoe is a bitch
+slow moving units are susceptible to pain without protection.
Tree/Fire

+two passive damages: poison and burn
+shuts out melee for the most part
-flying units used in conjunction with aoe.
-fails to kill units quickly behind structures or statue. walls and statue are super tanks.
-archers have greater range advantage making second row difficult to optain if turtling
EvC
Charrog/Cycloid

+Tanky Tanky
+deals with wings if heavy on cycloids
+deals with deads if heavy on charrogs
-both units cant do the others' job
-units appear later than when they may be needed
-very costly
Tree/cycloid
+delivers poison to enemy units
+nullifies almost everything except wings
(Trees do)
+cycloid take wings
-waters have to be constantly macroed into either trees,cycloids, or healing units.
-both use melee primarily so micro is heavy. (Avoid space bar)
Charrog/Fire
+takes out heavy armored units quickly. Ie. deads and juggers
-bombs can rush fires quickly ( spreading these doesn't seem to help much)
+burn does some noticeable damage vs dat auto heal.
+ at Max range fires can dodge wing projectiles pretty well.
-low armored units tank more than heavy oddly enough.
Cannot priority target units very well.
EvE
Tree/Air
+4 airs pretty much is a gg as trees can't hit airs, other airs insta die, fires die to either 4-5 of these. (After ts1 you can ignore fires for the most part)
+scorps: poison. Scorps repeatedly spawn, repeatedly poison, repeatedly force opponent to either garrison units or spend 350 on a healing/curing/non damaging unit only to be poisoned again.
+damn fast army
-have to get before opponent does
-tree cycloid counters well.
Tree/cycloid
+suppresses ground almost entirely
+cycloids can wipe airs away with a few tornado spells due to air inability to kite.
-slower than tree/air
-costly macro wise and Eco wise
@That1Gamer
add some shit plz