Undead Buffs - and upgrades

Hero’s
Deathknights - Death Pact - like it work like nercomancers raise dead as well sarc undead unit. but reduce amount healed making it more useful ability
Lichs - Dark Ritual - Same as above

Dreadlords - Vampric Aura - also effects ranged attacks like from cryptfeinds. banshees nercos and ranged dps. not just melee attackers like ghouls and abmons.

Cryptlord -
Cryptlord - can burrow if you have it researched
Beetles - no longer require a corpse too spawn - they just do . reason behind this is because the whole required a corspe summon abeetle puts you in great disadventage sent these little things only do 8 max damage at teir 1 even if you can have 5 of them out it takes time get them all out then they dont do much. other then get killed feed enemie heros experence. watch put this ability really low. as much as i love this ability it needs a buff
beetles - gain spell immunity (please) nothing is worse then getting your beetles one shooted by hero spells
Beetles - gain + 3 damage increase all levels and upgrade weapon/armor from the graveyard upgrade
Beetles - tier 3 learn bash
Impale - can be used while burrowed
Spiked Carapace - addition to what it already has reduces damage by hero spells casted by heros by 11/22/33% this does not stack with abilities with simular effects “coughs” ruin bracer
Cryptlords - Ultimate is buffed. like see it do more damage

Burrow - Ghouls can now burrow underground
Burrow - gives rapid hp regenation when burrowed cryptfeinds
Burrow - now teir 3 upgrade
Burrow - has new effect that if enemy units are under burrowed creature they burrow they are knocked up in the air (doesn’t do damage thou)
burrow - also gains cooldown
Cryptfiends -
Tunnelling Claws - crypt fiends can move while burrowed

Abmonations - Meathook - (this is skill shoot) doesn’t have much range too it but if used correctly its line skill shoot. if you connect you pull enemy or friendly unit to where every the abmonation is. this can be used to saves competitive play other then that doesn’t do much damage and require great skill cap to use

Banshees - ive been brain storming for days try make this unit better then it is if possession fine way it is then curse and anti-magic shell are the abilities that need to change

think casters from all races should gain armor/weapon upgrades like rest of units. anything get them higher then 11-18 damage hold. would like see all casters have more 18-26 damage thrush hold with 3-5 armor total no higher. really maybe 380-435 hp total depending what caster

think main think is with banshees is mp regenation and mp total. is curse powerful enough to warrent its mp cost.? as well anti-magic shell. think these two spells can be improved on maybe make anti-magic shell alot cheaper and auto-togglable like priests inner-fire.
don’t see why it shouldn’t and innerfire clearly more powerful of the two yet anti-magic-shell costs alot of mp
possession - what i like see is mp reduction how much this cost to use. majority of the time if you wanted to cast this you need untoggle curse. watch limits banshees over all usefullness
possession - has to much long of delay before it steals targets unit. like see this more swiftly like “snap” your unit is mine. not 6 seconds after use the ability then i snatch away their unit.

Gargoyles - these things need some love - reduce its gold/lumber cost
Gargoyles - also gain benefits from frenzy - when their air to air attack speed is increased by 35% not their air to ground
Gargoyles - air to ground damage deals 5+ additional damage

Lets just remove all other races because your ideas would make them obsolete anyway

A lot of this just seems like “hey let’s nullify a bunch of Undead’s weaknesses and/or drawbacks”.

Love how this fanfic patch is still going, just remove the other three races at this point