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There is no power in the game that matches its incredible economic boost. INDUSTRY-10 (Prerequisit: Crebain) Evil form of Dwarven Riches is one of the game's most potent powers.
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It doesn't offer the same boost as industry does, but the instant cash gain can be worthwhile if it comes at the right moment. Although it renders lumber mills useless (if you're using them), it's great for revealing stealth units. On many maps there are sections of trees which can easily be turned into resources. DEVASTATION-10 (prerequisit: Palantir) GREAT power. Remember that Crebain will negate leadership and buffs, making it ideal to counter-act a power like warchant or rallying call. A debuff matched with your War Chant buff, you can tear many units in early game apart. If you want to scout and see the enemy, only do it once with Crebain and save it for Palantir. CREBAIN- 5 A debuff which can also be used to scout? A good thing if you ask me! Keep in mind though, scouting is not its main purpose. Because Isengard has the hardest time of many factions obtaining leadership, it runs into the "stacking" conflict with warchant later in the game than most factions. Enemy units in the beginning of the game stand no chance, as long as they are basic equivalents. A standard buff on you uruks is a strong force, no matter how “average” uruks may seem. WAR CHANT-5 Beat them, bash them! A great power for winning battles. This is also useful for targetting with powers or preparing your attacks. Seeing what they are making is a huge benefit. It becomes more useful when the game goes on. Although some people say to buy this first, don’t.
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This list will tell how they should be used: PALANTIR-5 Not that useful, although you can spy on the enemy. Isengard has a vast array of powers, ranging from buffs to debuffs, summons to resource increases.