I've never been quite clear about the point of this question, because it looks at creature stats in a vacuum, and the creatures generally don't act by themselves. Creatures usually have roles to play in their town's line-up, which can drastically change the math on their effectiveness.
Examples:
-Familiars are really bad combatants, but they grow in huge numbers, they can help kill the enemy's mana, and throw in some Pit Lords and you have the ability to turn Familiars into Demons for that battle.
-Dendroid Soldiers are awful, awful, awful because they are so slow. Dwarves are in a similar boat (though Battle Dwarves do quite a bit better in this regard). They just can't engage the enemy very effectively. However, their town includes double shot Grand Elves, which are wickedly strong shooters unless engaged. The presence of the elves means the dwarves and dendroids have enemies coming to them.
-Master Gremlins are pretty lack luster, being a rather weak shooter. But they contribute quite a bit in a line-up that includes Arch Mages and Titans for a total of 3 shooters, with Iron Golems and Naga Queens intercepting the enemies hoping to block the shooters.
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All that said, there are some stand out creatures in each tier, if you're looking for 1-off additions to your army.
-Sprites are super fast flyers with No Retaliation. They're probably the only T1 creature really worth a 1-off inclusion, assuming you're pulling from outside your main town type. Sure, Halberdiers or Centaur Captains may have more raw stats, but they're simple melee fighters, and Halberdiers may actually slow your army down.
-Marksmen (double shot) or Harpy Hags (fast, fly, No Retaliate) are the only T2s I'd really consider.
-In T3, Cerberi are quick with No Retaliate and a multi-hex attack, but they also tend to die quickly when the enemy gets their turn. Grand Elves are good shooters, but might be too flimsy for use if you can't get them in good numbers.
-The Arch Mage is an excellent T4 creature with a solid ranged attack and the spell cost boost for the hero. Greater Basilisks can be problematic, being rather tanky and having an innate chance to disable a stack with every hit. In large numbers, Vampire Lords are very, very hard to eliminate if they are fighting living creatures.
-Pit Lords can supplement their army when allied units fall, but it does require losses in your army to use. Power Liches are a very powerful ranged creature IF AND ONLY IF your army is immune to the death cloud. Mighty Gorgons can be terrifying if they have large numbers; small numbers aren't as bad, but the unit is still tanky. Minotaur Kings get an honorable mention for being basic melee walkers with good stats.
-You really can't go wrong in T6. Wyvern Monarchs and Scorpicores are the bottom of the pack, being less tanky than the rest and having more questionable specials.
-Archangels, Titans, Black Dragons, and Arch Devils are the top of the line at T7. Phoenixes are also up there when you consider their speed and that they get double the growth in their dwelling. Chaos Hydras are probably the bottom of the pack; they are good fighters, but they are missing the speed, tanky-ness, or quality special abilities that other creatures in this tier have.