Welcome to HoMM Era of Chaos Heroes Tier List page. Here you will find all Heroes divided by Role, Faction, and Tiers. There are 3 Quality Tiers – Tier 1 is filled with the best Heroes, Tier 2 with good Heroes and Tier 3 with average Heroes. By clicking on the Hero’s picture you will find important information regarding selected Hero. Upon introduction of new Heroes, this page will be automatically updated so you will see their position in Tier List and you will be able to learn important stuff immediately. You can filter Heroes by:

CATHERINE (CASTLE)

Catherine is the Queen of Erathia and the leader of the loyal Iron Crusaders. Under the leadership of Catherine, the Iron Crusaders are more difficult to defeat. She is relatively balanced Hero.

Catherine’s Bonuses on start:

  • Hero Attack +8
  • Hero Defense +8

Catherine’s Specialty:

  • 1 star – When Catherine on the battlefield, Swordsman will upgrade to Iron Crusaders and their HP will increase by 20%
  • 2 star – With “High Morale” Iron Crusaders get a shield equal to 10% of their HP (still active when the Hero is not in the battlefield)
  • 3 star – Unit damage taken by Iron Crusaders is reduced by 20%
  • 4 star – The number of Iron Crusaders increases from 9 to 16

Catherine’s Spells are:

  • Blizzard (Ultimate, Water) – Summons a Blizzard, dealing water spell damage 5 times (high amount of damage) to enemy units within a large range, and slows them for 8 secs (scale with Spell level). Mana Cost: 38, CD time: 24 secs.
  • Earth Arrow (Earth) – Deals 951 (+ Intelligence Bonus) earth spell damage to enemy units within a certain range, and stuns them for 3 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Slayer (Fire) – Increases ATK by 60% for friendly units within a large range, lasting for 10 secs. The duration for 9-man units lasts for additional 5 secs (scale with Spell level). Mana Cost: 23, CD time: 18 secs.
  • Mirth (Water) – Grants High Morale to all friendly non-Necropolis units within range, increasing their ATK speed by 50(+ Intelligence Bonus)% (scale with Spell level). Lasts 15 secs. Mana Cost: 28, CD time: 24 secs.

Catherine is extra effective with Castle units. Be sure that you put Marksmen, Monks, and Swordsmen in the same row in order to benefit from the “High Moral” buff. Mirth should be used only on Marksman or Swordsman while Blizzard should be saved for striking multiple units.

RYLAND (RAMPART)

Ryland’s connection with the forest provides significant benefits to his Treant units. His ideal army contains units that support the Treants as they pave their path to domination.

Ryland’s Bonuses on start:

  • Hero Intelligence +8
  • Hero Knowledge +8

Ryland’s Specialty:

  • 1 star – Dendroid Guards are upgraded to Forest Guardians and their Crushing Roll skill gives extra shielding to all friendly Defensive Units.
  • 2 star – Health of Dendroid Guards and Forest Guardians increases by 30% (still effective with no Heroes on battlefield)
  • 3 star – Effects of shield generated from Forest Guardian’s Roll doubles.
  • 4 star – Health recovery enjoyed by Forest Guardians and Dendroids summoned through Forest Resonance increases by 50%.

Ryland’s Spells are:

  • Prayer (Ultimate, Water) – Restore 4130 (+ Intelligence Bonus) HP for friendly units within a large range. The HP restored for targets with Shield doubles (scale with Spell level). Mana Cost: 54, CD time: 22 secs.
  • Earth Arrow (Earth) – Deals 951 (+ Intelligence Bonus) earth spell damage to enemy units within a certain range, and stuns them for 3 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Stone Skin (Earth) – Gives a Shield to friendly units in a certain range that absorbs 900 (+ Intelligence Bonus) damage, lasting for 15 secs (scale with Spell level). Mana Cost: 26, CD time: 22 secs.
  • Forest Resonance (Earth) – Summons 9 Treants of Lvl.1 in the target area with an ATK of 220 and HP of 3200 (scale with Spell level). Mana Cost: 25, CD time: 20 secs.

Ryland is a true leader of Rampart Defensive units. With him, on the battlefield, Dendroid Guards will become Forest Guardians and they will grant Shield to Centaurs and Dwarfs, while Wood Elves will trigger Double Strike on any target engaged by Forest Guardians. Prayer should be executed only when Defensive units have Shield on themselves or on the units who have Stone Skin.

ADELAIDE (CASTLE)

Adelaide uses her frost spells to deal tremendous <explosive water> damage and to control enemy units. She is ideally paired with powerful ranged or combat units, both of which benefit from magic that slows, or even stops, their foes, leaving them vulnerable.

Adelaide’s Bonuses on start:

  • Hero Intelligence +10
  • Hero Knowledge +8

Adelaide’s Specialty:

  • 1 star – Friendly Units deal 30% more damage to <frozen> enemy units.
  • 2 star – The damage dealt by <Frost Ring> increases by 30%.
  • 3 star – Cost of water magic is reduced by 10% (still effective with no Heroes on battlefield).
  • 4 star – The duration of freeze caused by <Frost Ring> increases by 100%.

Adelaide’s Spells are:

  • Frost Ring (Ultimate, Water) – Deals 1815 (+Intelligence Bonus) water spell damage on enemy units within a very large range, and freezes to slowed down targets for 5 secs (scale with Spell level). Mana Cost: 45, CD time: 20 secs.
  • Frozen Arrow (Water) – Deals 1467 (+Intelligence Bonus) water spell damage to enemy units within a certain range, and slows them for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Ice Bolt (Water) – Deals 1493 (+Intelligence Bonus) water spell damage to enemy units within a certain range, and deals additional 747 (+Intelligence Bonus) water spell damage to slowed down targets (scale with Spell level). Mana Cost: 35, CD time: 20 secs.
  • Ice Wall (Water) – Summons 1 Ice Wall which freezes nearby enemy units for 8 secs (scale with Spell level). Mana Cost: 35, CD time: 32 secs.

Adelaide is the Hero who should be combined with offensive ranged units. Wood Elves, Marksman and Monks are the obvious choices but there are also other useful units for this Hero. Executing the right Spell combination is essential for Adelaide. Frozen Arrow -> Ice Bolt -> Frost Ring is the order that guaranties that your enemies will be frozen which giving enough time for your ranged units to finish them off. Adelaide is the Hero who needs your constant interaction so if you want to play battles on auto-combat it is better to avoid her.

SIR MULLICH (CASTLE)

Sir Mullich is a commanding master that comprehensively enhances Charging Units. His presence makes Charge units able to “stun” the opponent. <Time Stop> forces hostile units to await their doom. Suitable for lineups that mainly consist of Charging units.

Sir Mullich’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +8

Sir Mullich’s Specialty:

  • 1 star – Charging units are guaranteed to deal a Crit Hit when attacking <stunned> targets.
  • 2 star – Charging units cannot be slowed or stunned.
  • 3 star – The movement speed of Charging units offers an additional increase to their attack (still effective with no Heroes on battlefield).
  • 4 star – All normal attacks by Charging units have a 3% chance of causing stun to their target for 2 seconds.

Sir Mullich’s Spells are:

  • Time Stop (Ultimate, Air) – Summons a Time Field, immobilizing enemy units in range for 7 sec (scale with Spell level). Mana Cost: 30, CD time: 28 secs.
  • Earth Arrow (Earth) – Deals 951 (+ Intelligence Bonus) earth spell damage to enemy units within a certain range, and stuns them for 3 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Mirth (Water) – Grants High Morale to all friendly non-Necropolis units within range, increasing their ATK speed by 50(+ Intelligence Bonus)% (scale with Spell level). Lasts 15 secs. Mana Cost: 28, CD time: 24 secs.
  • Fast Attack (Air) – Increases ATK speed by 50%, and movement speed by 50 for friendly in range for 10 secs (scale with Spell level). Mana Cost: 23, CD time: 15 secs.

Sir Mullich is a Hero who will make your Charge units noticeable. Cavaliers, Griffins, Unicorn, Hellhounds and Wolf Riders will be much more deadly if you chose Sir Mullich to be their leader. Vampires and Black Knights cannot benefit from Mirth, therefore you should avoid combining them with Sir Mullich. The team made primarily of Charge units could be very strong but you must decide what type of units are best for this team. My suggestion is to bring Casters and Defenders and to use Time Stop to navigate the movement of enemy units.

MEPHALA (RAMPART)

Mephala is a Shield Expert, bane of the Earth Mages. Absolute Defense makes Defensive units stand firm on the battlefield with the help of a Shield, and effectively protects the rear DPS units.

Mephala’s Bonuses on the start:

  • Hero Defense +12
  • Hero Knowledge +6

Mephala’s Specialty:

  • 1 star – All friendly units gain a shield and the damage absorbed increases by 20%.
  • 2 star – Hero spell damage dealt to all units with shields is reduced by 20%
  • 3 star – Health of all Defensive units increases by 20% (still effective with no Heroes on battlefield).
  • 4 star – The Mana cost of <Stone Skin> decreases by 50%, CD decreases by 5 secs and all debuffs on this unit are dispelled.

Mephala’s Spells are:

  • Holy Shield (Ultimate, Earth) – Summons 1 giant protective shield and makes friendly units immune to all damage for 5 secs (scale with Spell level). Mana Cost: 51, CD time: 20 secs.
  • Air Arrow (Air) – Deals 1467 (+ Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Stone Skin (Earth) – Gives a Shield to friendly units in a certain range that absorbs 900 (+ Intelligence Bonus) damage, lasting for 15 secs (scale with Spell level). Mana Cost: 26, CD time: 22 secs.
  • Earth Shield (Earth) – Increases unit damage reduction by 25% for friendly units within a large range and grants them immunity to earth spell damage, lasting 8 secs (scale with Spell level). Mana Cost: 25, CD time: 18 secs.

Mephala is another Champion of Rampart. Full Rampart army with the addition of other Defensive units is ideal for her. If you chose Mephala to lead your army there is no need for Offensive or Charge units at all. Casters and Range Units will be defended will and there will be enough time or them to prevail against any opponent.

ROLAND (CASTLE)

Roland is the Castle Leader, who can comprehensively improve Castle units’ offensive and defensive abilities. <King’s Wind> can greatly improve the fighting abilities of friendly units. The brave king of humankind.

Roland’s Bonuses on start:

  • Hero Defense +20
  • Hero Knowledge +10

Roland’s Specialty:

  • 1 star – When Roland is on the battlefield, attack speed bonus from “High Moral” increases from 50% to 80%.
  • 2 star – ATK speed increases by 10% and Crit DMG increases by 20% for all Castle units (still effective with no Heroes on battlefield).
  • 3 star – When Castle Faction units get High Morale, their Magic Resistance increases by an additional 50%. Whenever <King’s Wind> is cast, it increases Magic Resistance by 10% for all friendly units. The effect lasts throughout the entire battle, up to 20 stacks.
  • 4 star – <King’s Wind> increases the Crit Hit of all friendly units by 200 and Crit DMG of Castle Faction units by an additional 20%. For every enemy unit killed, Castle Faction units recover 10% HP.

Roland’s Spells are:

  • King’s Wind (Ultimate, Water) – Strengthens all friendly units with High Morale, increasing their ATK by 50%, lasting 15 secs (scale with Spell level). Mana Cost: 54, CD time: 39 secs.
  • Fire Arrow (Fire) – Deals 1467 (+ Intelligence Bonus) fire spell damage to enemy units within a certain range and burns them, lasting 5 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Mirth (Water) – Grants High Morale to all friendly non-Necropolis units within range, increasing their ATK speed by 50(+ Intelligence Bonus)%. Lasts 15 secs (scale with Spell level). Mana Cost: 28, CD time: 24 secs.
  • Fire Wall (Fire) – Summons a Fire Wall, dealing 94 (+ Intelligence Bonus) continuous fire spell damage on enemy units around the wall every 0.5 secs, lasting 10 secs (scale with Spell level). Mana Cost: 48, CD time: 26 secs.

Roland’s main strength is his passive bonuses and his ability to enhance “High Morale”. It may seem that he is nothing out of ordinary but if you read carefully you will learn that King’s Wind High Morale increases ATK by 50% instead of Attack Speed which is increased in other High Morale buffs (Monks, Mirth). ATK increase of 50% literally enhances your entire army damage done by 50% which is amazing. Since Monks and Swordsman are only units that can grant High Moral to others it is obvious that Roland should lead Castle Faction units. If you built an army around your Catherine, Roland is the Hero who will easily replace her improving your overall power at the same time.

LORD HAART (NECROPOLIS)

Lord Haart, bringer of death. Commander of Black Knights, upgrades them to Death Knights, enhancing their destructive power. His ideal army consists of units that support Death Knights on their ghastly crusade.

Lord Haart’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Lord Haart’s Specialty:

  • 1 star – Black Knights turns into Death Knights. Unit damage increases by 20%. Each time an enemy unit dies, the Death Knight gains a bonus 5% in damage reduction for units and spells, up to 5 stacks.
  • 2 star – Black Knights can cast Critical Strike once at the beginning of battle, reducing the unit damage reduction of the target unit by 30%, lasting for 30 secs. For each Necropolis unit deployed, unit damage is increased by 5% (still effective with no Heroes on battlefield).
  • 3 star – <Sorrow> can stun the target, and <Death Ripple> has a 30% chance to stun all units (except Necropolis units). Stun lasts for 3 secs.
  • 4 star – <Kill Order> CD reduces to 4 secs, and the damage of Death Knight’s <Critical Strike> increases to 150%.

Lord Haart’s Spells are:

  • Kill Order (Ultimate, Earth) – Order Death Knights to deal Critical Strike once. The damage this time increases by 20%. Reduces the target’s DEF by 200 for 3 secs (scale with Spell level). Mana Cost: 38, CD time: 8 secs.
  • Air Arrow (Air) – Deals 1467 (+ Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Sorrow (Earth) – Inflicts Low Morale on enemy non-Necropolis units within a large range and decreases their ATK speed by 33%, lasting 15 secs (scale with Spell level). Mana Cost: 32, CD time: 26 secs.
  • Death Ripple (Earth) – Deals 1231 (+ Intelligence Bonus) earth spell damage on all units (ineffective on Necropolis units) and deals 50% more damage to units in Low Morale (scale with Spell level). Mana Cost: 42, CD time: 23 secs.

Lord Haart is a true Champion of Necropolis who improves not only Death Knights. All Necropolis units around Lord Haart gain a new combat perspective which is to endure enough while Death Knights kill everything on the battlefield. It may seem that Lord Haart doesn’t have any weaknesses but truth to be told he is a Hero who is useless against other Necropolis Army so you should carefully decide in which battles he will participate. Nevertheless, Lord Haart is a deadly opponent to anyone else.

VIDOMINA (NECROPOLIS)

Vidomina has a strong bond with her skeletons. B y summoning skeletons, she overwhelms her opponents, particularly ranged units. She inspires tremendous fear and lowers the moral of her opponents.

Vidomina’s Bonuses on start:

  • Hero Intelligence +8
  • Hero Knowledge +14

Vidomina’s Specialty:

  • 1 star – Cooldown for Necromancy decreases by 20%.
  • 2 star – Enemy units within the range of Necromancy are inflicted additionally with bad morale.
  • 3 star – HP and Attack of all skeletons (including Skeletons, summoned Skeletons, Liches, and Bone Dragons) increases by 20%. They gain 10% increased unit damage and unit damage reduction (still effective with no Heroes on battlefield).
  • 4 star – <Necromancy> and <Undead Army> can summon more powerful armed skeletons. Armed Skeletons’ normal attack can stun targets by chance, lasting for 3 secs.

Vidomina’s Spells are:

  • Undead Army (Ultimate, Earth) – Summons Skeletons of Lvl.1 in the target area that match the number of enemy units standing there. Skeletons will remain for 20 secs. With an ATK of 250 and HP of 2800 (scale with Spell level). Mana Cost: 46, CD time: 34 secs.
  • Air Arrow (Air) – Deals 1467 (+ Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Necromancy (Earth) – Summons 9 Skeletons of Lvl.1 in the target area. Skeletons will remain for 20 secs with an ATK of 250 and HP of 2800 (scale with Spell level). Mana Cost: 34, CD time: 25 secs.
  • Animate Dead (Earth) – Deals 1226 (+ Intelligence Bonus) earth spell damage to enemy non-Necropolis Faction units within a certain range and restores the HP of friendly Necropolis units by 1226 (+ Intelligence Bonus) (scale with Spell level). Mana Cost: 46, CD time: 20 secs.

Vidomina is another Hero who is specialized for leading Necropolis units. Unlike Lord Haart she can lead other troops as well because she relies on summoning. Skeletons summoned by Vidomina are not very powerful but their number and the fact that they can be summoned in midst of enemy Ranged units make Vidomina really dangerous. Animate Dead works only on Necropolis units so be sure to lead some strong melee Necropolis unit like Black Knights or Bone Dragons with you.

GELU (RAMPART)

Gelu is an Archery Master who provides strong support for Ranged units. <Frenzy> can greatly improve the damage output of friendly units. A highly strategic hero, suitable for lineups whose DPS core is archers.

Gelu’s Bonuses on start:

  • Hero Attack +14
  • Hero Knowledge +8

Gelu’s Specialty:

  • 1 star – Wood Elves upgrade to Sharpshooters. <Double Strike> upgrades to <Exert Double Strike>. Attack and HP both increase by 20% and attack range increases by 200.
  • 2 star – Marksmen upgrade to Sharpshooters. <Double Strike> upgrades to <Exert Double Strike>. Attack and HP both increase by 20% and attack range increases by 200.
  • 3 star – Critical Hit for all Ranged unit increases by 200 (still effective with no Heroes on battlefield).
  • 4 star – Increases Crit DMG of all friendly Ranged units on the battlefield by 100%.

Gelu’s Spells:

  • Frenzy (Ultimate, Fire) – Sacrifices 30% HP of friendly units within a large range (doesn’t cause fatal damage), making their ATK speed increase by 500%, lasting 5 secs (scale with Spell level). Mana Cost: 37, CD time: 27 secs.
  • Air Arrow (Air) – Deals 1467 (+ Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Stone Skin (Earth) – Gives a Shield to friendly units in a certain range that absorbs 900 (+ Intelligence Bonus) damage, lasting for 15 secs (scale with Spell level). Mana Cost: 26, CD time: 22 secs.
  • Precision (Air) – Grants friendly units within a large range 100% Crit Hit and accuracy, lasting for 5 secs (scale with Spell level). Mana Cost: 20, CD time: 13 secs.

Gelu is an Elven Hero who makes of your Wood Elves and Marksmen, entirely new units that are deadlier and more dangerous than any other ranged units in the Game. For the successful use of Frenzy Gelu needs some units that will heal lost health from the spell, like Monks or Genies. All other units should have only one role – to protect Sharpshooters. So basically, with Gelu you will lead 2 Ranged units, 2-3 Casters and the rest should be Defensive units. With some practice Gelu becomes unbeatable.

CRAG HACK (STRONGHOLD)

Crag Hack is a violent hero that utilizes physical attacks. Greatly enhances <Rampage> for Stronghold units. <Will to Kill> can greatly increase the damage and survivability of units, suitable for lineups mainly consist of Melee units.

Crag Hack’s Bonuses on start:

  • Hero Attack +12
  • Hero Knowledge +6

Crag Hack’s Specialty:

  • 1 star – All friendly unit’s Crit Hit increases by 100.
  • 2 star – Attack of all Melee units (Offensive, Charging and Defensive) increases by 20%. Stronghold units gain an additional 10% increased CRIT DMG and 20% increased Attack Speed.
  • 3 star – The activated HP of all Stronghold Faction units’ <Rampage> increases from 35% to 60% (still effective with no Heroes on battlefield).
  • 4 star – When fighting against <bleeding> enemy units increase life drain by 20% and can deal 20% additional unit damage.

Crag Hack’s Spells are:

  • Will to Kill (Ultimate, Fire) – Increases ATK by 45% and life drain by 20% for all friendly Melee units, lasting 8 secs (scale with Spell level). Mana Cost: 24, CD time: 42 secs.
  • Earth Arrow (Earth) – Deals 1467 (+ Intelligence Bonus) earth spell damage to enemy units within a certain range, and stuns them for 3 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Quicksand (Earth) – Summons Quicksand at a specific location and deals damage to all units equal to 2% of their Max HP (double damage for enemy units every second. Reduces enemy units’ damage reduction by 10% for 8 secs (scale with Spell level). Mana Cost: 34, CD time: 24 secs.
  • Slayer (Fire) – Increases ATK by 60% for friendly units within a large range, lasting for 10 secs. The duration for 9-man units lasts for additional 5 secs (scale with Spell level). Mana Cost: 23, CD time: 18 secs.

Crag Hack is a Hero who will make all your melee units meaningful and important. With Craig Hack there is no need for ranged units because every ranges unit will steal a spot for melee unit and therefore you will lose 20% Attack bonus. This practically means that there will be no spot for Orcs and Cyclops in Crag Hack’s Army but this isn’t an issue since Rocks and Monks will be enough to support and heal other drastically enhanced melee units. If you have a lot of Melee units from a different Factions Crag Hack is the right Hero for you.

RASHKA (INFERNO)

Rashka an Efreet Lord whose fire magic is nearly unrivaled, is the master of his Efreeti race. An ideal army for Rashka is full of fire units that benefit from his support and can bathe in his flames while the enemies bake.

Rashka’s Bonuses on start:

  • Hero Attack +8
  • Hero Intelligence +10

Rashka’s Specialty:

  • 1 star – Efreeti are upgraded to Fire Lord. Damage dealt by Fire Storm increases by 30% and areas released increases to 2.
  • 2 star – Attack of Efreeti and Fire Lord is increased by 30% (still effective with no Heroes on battlefield).
  • 3 star – Damage reflected by Fire Lord’s fire shield doubles and duration increases by 5 seconds.
  • 4 star – When Fire Lord is on the field, fire resistance of all friendly units increases by 50% and fire resistance for all enemy units decreases by 50%.

Raska’s Spells are:

  • Inferno Flame (Ultimate, Fire) – Summons an Inferno Fissure, dealing 216 (+ Intelligence Bonus) fire spell damage on enemy units around the fissure every 0.5 secs lasting for 10 secs. The damage is halved for Inferno units (scale with Spell level). Mana Cost: 56, CD time: 29 secs.
  • Fire Arrow (Fire) – Deals 1467 (+ Intelligence Bonus) fire spell damage to enemy units within a certain range and burns them, lasting 5 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Curse (Fire) – Decreases targeted enemy units’ ATK by 50% for 8 secs (scale with Spell level). Mana Cost: 23, CD time: 18 secs.
  • Bloodlust (Fire) – Increase ATK by 50% and Life Drain by 30% for friendly units within a large range, lasting 8.3 secs (scale with Spell level).Mana Cost:20, CD time: 20.

Raska is a master of Fire whose full potential can be seen when he is surrounded by his Inferno troops. His ultimate is tricky since it doesn’t target the area you chose when you cast the spell but it harms opponents around that area and it also can harm your troops. Since all Inferno units have great Fire resistance it is best to use spell when you know that you will target just them besides enemies. Curse is great against Offensive and Range units while Bloodlust is best used on Melee allies.

ZYDAR (INFERNO)

Zydar, the demon general, uses his summoning power to continuously replenish troops on the battlefield, eventually overwhelming opponents with his demonic army.

Zydar’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +8

Zydar’s Specialty:

  • 1 star – Cooldown to Summon Fire Elemental and Gate of Fire are reduced by 30% and health of all creatures summoned by allies increases by 20%.
  • 2 star – Attack and Defense of all units summoned by allies increase by 30% and 10%, respectively (still active when the Hero is not in the battlefield).
  • 3 star – Whenever a summoned creature dies, your hero recovers 1 spell point, and cooldown for all spells is reduced by 1 second.
  • 4 star – Zydar’s spell damage increases by 2% for every summoned creature on the battlefield.

Zydar’s Spells are:

  • Gate of Fire (Ultimate, Fire) – Raise 1 Gate if Fire in the target area and summon 3 Imp units of Lvl.2. Imps will remain for 20 secs with an ATK of 318 (scale with Spell level) and HP of 4016 (scale with Spell level). Mana Cost: 58, CD time: 30 secs.
  • Fire Arrow (Fire) – Deals 1983 (+ Intelligence Bonus) fire spell damage on enemy units in certain area, and burns them, lasting for 5 secs. Mana Cost: 18, CD time: 15 secs.
  • Fire Wall (Fire) – Summons a Fire Wall, dealing 196 (+Intelligence bonus) (scale with Spell level) continuous fire spell damage on enemy units around the wall every 0.5 secs, lasting for 10 secs. Mana Cost: 43, CD time: 26 secs.
  • Fire Elemental (Fire) – Summon 9 Fire elementals of Lvl.2 (scale with Spell level) in the target area. Fire Elementals will remain for the whole battle with ATK of 395 (scale with Spell level) and HP of 4867 (scale with Spell level). Mana Cost: 36, CD time: 35 secs.

As a true master of summoning Zydar is a dangerous threat to anyone on the opposite side. His skill-set allows him to lead any Unit combination and not only Inferno Units. When he is upgraded to 3 stars, he becomes able to summon units twice as often. This practically means that his army will be helped with 3 Imp units and 1 Fire Elemental unit all the time and sometimes he could summon even more units at the same time. It is true that summoned units are very squishy and do not have serious damage output, but since you can choose when and where you will summon 3 Defensive units simultaneously you literally decide what line will be impenetrable by the enemy. Fire Elemental is an Attack unit and it should be summoned behind Defense units where you need extra DPS. Summoned Imps should only be considered as other active Defensive units, whose goal is to buy enough time for your damage dealers to destroy the enemy. Keep in mind that Zydar with 3 Stars recovers 1 spell point and reduces the cooldown of all spells by 1 second, whenever a summoned unit dies. This will allow you to summon new Fire Gate just before all your summoned Imps die which basically means that your summoned Imps will never die if you use your spells correctly. Zydar is better than most of the current Heroes but still, he cannot be compared with existing Top Tier heroes.

SHIVA (STRONGHOLD)

Shiva is an Air mage that greatly improves the abilities of Rocs and turns them into Stormbringers. While improving its own attack, it can also reduce the defensive abilities of hostile units. Rocs should be well protected to ensure its continuous attack is utilized effectively.

Shiva’s Bonuses on start:

  • Hero Defense +12
  • Hero Knowledge +6

Shiva’s Specialty:

  • 1 star – Roc upgrades to Stormbringer, increasing Crit Hit by 15%.
  • 2 star – When Stormbringer <Thunder> hits an enemy unit, it has 25% chance to stun the target for 3 secs.
  • 3 star – The <Hurricane Barrier> of Roc (Stormbringer) can reduce Magic Resistance of all enemy units by 20% (still effective with no Heroes on battlefield).
  • 4 star – Thunderbirds’ hurricane barrier lowers hit rate and also reduces spell damage dealt by all enemy heroes by 20%.

Shiva’s Spells are:

  • Storm (Ultimate, Air) – Summons a storm in the target area dealing 233 (+ Intelligence Bonus) air spell damage to all units in a certain area every 0.5 secs and reducing their TAK speed by 15%, lasting 10 secs (scale with Spell level). Mana Cost: 50, CD time: 25 secs.
  • Fire Arrow (Fire) – Deals 1467 (+ Intelligence Bonus) fire spell damage to enemy units within a certain range and burns them, lasting 5 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Air Shield (Air) – Increases the dodge of friendly units within a certain range by 30% and grants them immunity to air spell damage, lasting 8 secs (scale with Spell level). Mana Cost: 25, CD time: 18 secs.
  • Air Elemental (Air) – Summon 9 Air Elementals of Lvl.1 in the target. Air Elementals will remain for 20 secs and attack from distance with an ATK of 220 and HP of 3900 (scale with Spell level). Mana Cost: 40, CD time: 35 secs.

Shiva’s abilities make her ideal for fighting against teams that have strong ranged units and rely on ranged damage. Since her ultimate can harm allies it is best used against Casters and Ranged units while her Air Shield can protect Shiva’s melee units against enemy arrows. Shiva should have a strong defensive line that will protect her Stormbringers, Air Elementals, Orcs and Cyclops meaning that she should use protective units from other castles beside Stronghold (Rampart’s defensive units are especially effective). If you are about to face Gelu, Shiva is the Hero who can easily counter anything he can deliver.

YOG (STRONGHOLD)

Yog is a strong hero in the Arena who can enhance Cyclops, giving Yog a high damage output. <Energy Reversee> is deadly for heroes who are proficient with spells. However, the timing is very important.

Yog’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Yog’s Specialty:

  • 1 star – Cyclops becomes rampage, increasing its Attack Speed by 30% and its Critical Hit by 300.
  • 2 star – When Raging Cyclops is on the battlefield, all friendly Ranged units gain 20% increased Magic resistance, 10% Attack Speed, and 20% CRIT DMG.
  • 3 star – Effectiveness of Cyclopses’ Earthshaker skill improves and chance of use is increased (still effective with no Heroes on battlefield).
  • 4 star – Whenever Raging Cyclops are healed, they unleash Earthshaker and the skill’s range is extended to the entire field.

Yog’s Spells are:

  • Energy Reverse (Ultimate, Water) – Spell damage taken by all friendly units from heroes now heals them instead, and spell recovery from heroes that heals enemy units now deals damage instead (scale with Spell level). Lasts for 8 secs. Mana Cost: 57, CD time: 39 secs.
  • Fire Arrow (Fire) – Deals 1467 (+ Intelligence Bonus) fire spell damage to enemy units within a certain range and burns them, lasting 5 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Quicksand (Earth) – Summons Quicksand at a specific location and deals damage to all units equal to 2% of their Max HP (double damage for enemy units every second. Reduces enemy units’ damage reduction by 10% for 8 secs (scale with Spell level). Mana Cost: 34, CD time: 24 secs.
  • Precision (Air) – Grants friendly units within a large range 100% Crit Hit and accuracy, lasting for 5 secs (scale with Spell level). Mana Cost: 20, CD time: 13 secs.

Yog is a Stronghold leader who drastically improves the effectiveness of ranged units. His ultimate is very powerful but since you can’t control the casting of your Hero in the Arena it doesn’t provide you many benefits in the PvP. Nevertheless, if you make a good combination of Defense units and Ranged units you will deal with your opponents with ease. Yog is extremely useful in Campaign and in Guild Adventure where he can decide when to use his ultimate.

KILGOR (STRONGHOLD)

Kilgor, the most powerful of Barbarian Kings, has unparalleled endurance, which he imbues his warriors with. His Behemoths also enjoy a tremendous upgrade, making them powerful leaders of the barbarian hord.

Kilgor’s Bonuses on start:

  • Hero Attack +10
  • Hero Defense +20

Kilgor’s Specialty:

  • 1 star – The Behemoth upgrades to a Monster Behemoth, and becomes immune to almost all controls and debuffs (including Bleed, Burn, Desease, Petrification, Freeze, Slow, Stun, Low Morale, Silence, Blind, Plague, and <Time Stop>’s effects).
  • 2 star – All Stronghold units gain attribute bonus as their HP drops. War Behemoth gains extra attribute bonus and its <Infuriate> inflicts extra effects.
  • 3 star – When the HP of War Behemoth or Ancient Behemoth drops to 0 for the first time in this battle, grants Invincible to all friendly Stronghold units for 5 secs. Healing efficiency when Invincible reduces by 80% (still active when the Hero is not in the battlefield).
  • 4 star – Increases the duration of Unyielding Faith by 3 secs, doubles its effect, and reduces its Mana cost by 40%. Stronghold Faction units gain 300 increased Crit Hit and 10% unit damage when Unyielding Faith is active. Stronghold units cannot die within the first 5 secs after Unyielding Faith is used.

Kilgor’s Spells are:

  • Unyielding Will (Ultimate, Water) – Increases all friendly units’ Tenacity by 50 and their CRIT DMG by 10%. Friendly Stronghold units restore 8000HP (scale with Spell level) every 3 secs for 9 secs (scale with Spell level). Mana Cost: 35, CD time: 32 secs.
  • Fire Arrow (Fire) – Deals 1938 (+ Intelligence Bonus) fire spell damage on enemy units in certain area, and burns them, lasting 5 secs. Mana Cost: 18, CD time: 15 secs.
  • Quicksand (Earth) – Summons Quicksand at a specific location and deals damage to all units equal to 2% of their Max HP (double damage for enemy units) every second. Reduces enemy units’ damage reduction by 10.3(+ Intelligence Bonus) (scale with Spell level) for 8 secs. Mana Cost: 30, CD time: 24 secs.
  • Bloodlust (fire) – Increase ATK by 50 (+5)% (scale with Spell level) and life drain by 30(+5)% (scale with Spell level) for friendly units within a large range, lasting 8.6 secs (scale with Spell level). Mana Cost: 18, CD time: 20 secs.

Kilgor is a true leader of the Stronghold Faction. For reaching his full potential he needs all Stronghold units since every Stronghold unit becomes a monster under his lead. Behemoth is a unit which already been overpowered in various combinations but with Kilgor, Behemoths becomes almost un-killable. The power of Kilgor dramatically rises when he is maximized on 4 Stars. His unique spell, <Unyielding Will>, then becomes broken and he becomes unbeatable to anyone except other Kilgor. At first glance it seems that is best that he leads all Stronghold units but it is definitely possible to assemble a combination that will be stronger and still utilize the advantages of Kilgor’s spells combination.

SOLMYR (TOWER)

As the master of air spells. Solmyr further enhances <Chain Lightning>, which can deal mortal damage with each cast.

Solmyr’s Bonuses on start:

  • Hero Attack +12
  • Hero Intelligence +18

Solmyr’s Specialty:

  • 1 star – <Chain Lightning> can bounce 2 more times and the damage doesn’t decrease; all of Solmyr’s spells don’t have an initial CD
  • 2 star – The air spells cast by Solmyr get an Electrostatic Field. The spell damage taken by targets covered with Electrostatic Field is increased by 50%. For 6 secs, the target will take additional static damage equal to 15% of their Max HP. The damage can be stacked.
  • 3 star – CD for all air heroes’ spells decreases by 15% (still effective with no Heroes on battlefield).
  • 4 star – <Chain Lightning> deals additional damage to enemy units equal to 30% of their Max HP.

Solmyr’s Spells are:

  • Chain Lightning (Ultimate, Air) – Fires 1 bolt of lightning which jumps 5 times across different enemy units. Each jump deals 4453 (+ Intelligence Bonus) air spell damage (scale with Spell level). Mana Cost: 56, CD time: 20 secs.
  • Air Arrow (Air) – Deals 1467 (+ Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Lightning Bolt (Air) – Deal 1713 (+ Intelligence Bonus) air damage to all enemy units in the AOE (scale with Spell level). Mana Cost: 39, CD time: 24 secs.
  • Wind Wall (Air) – Summon 1 Wall of Wind which increases dodge by 20% and movement speed by 20 for friendly units which pass through it, lasting for 10 secs (scale with Spell level). Mana Cost: 30, CD time: 24 secs.

Solmyr is a master of Air Magic who utilizes Air spells in dealing with enemies. Solmyr can lead any troops since the battle outcome depends on his use of spells more than his synergy with troops. Obviously, Tower units are best for him but he can also lead others with the same success. Since his CDs are ready at the start of combat be sure to initiate a fight with the accurate placing of Wind Wall which will drastically prolong the survivability of units that pass through it. Chain Lightning is very powerful but you can’t know which units will be stroke with it so it is of utmost importance that you aim your spell at the most dangerous ranged unit. Solmyr may seem as the Hero who doesn’t ask for a precise interaction but the truth is quite opposite – Solmyr can be unbeatable you if you use him correctly, or he can be useless otherwise.

DRACON (TOWER)

Dracon, a powerful Mage of the Tower, excels at leading armies of spellcasters. He is particularly supportive of Monks, but also provides powerful support for his army, and uses air magic to eliminate enemy units.

Dracon’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +20

Dracon’s Specialty:

  • 1 star – Monks upgrades to Enchanter. <Prayer> upgrades to <Expert Prayer>, which can be effective on 2 units and the HP healed will be increased by additional 10%.
  • 2 star – Mage upgrades to Enchanter. Her <Hurricane> becomes effective on 2 units, and targets that are blown into the air by <Hurricane> can’t increase their damage reduction.
  • 3 star – Unit damage and unit damage reduction of all friendly Caster Units increase by 5% (still active when the Hero is not in the battlefield).
  • 4 star – When an Enchanter is on the battlefield, all friendly Ranged/Caster units become immune to spell damage every 12 secs, lasting for 4 secs.

Dracon’s Spells are:

  • Clone (Ultimate, Water) – Copy 1 of your units. It has 12% (scale with Spell level) of the original unit’s ATK and takes 200% more damage. Lasts for 30 secs. Mana Cost: 46, CD time: 26 secs.
  • Frozen Arrow (Water) – Deals 1983 (+ Intelligence Bonus) water spell damage to enemy units within a certain range, and slows them for 8 secs. Mana Cost: 14, CD time: 15 secs.
  • Wind Wall (Air) – Summons 1 Wall of Wind which increases dodge by 22% (scale with Spell level) and movement speed by 20 for friendly units which pass through it, lasting for 10 secs. Mana Cost: 27, CD time: 22 secs.
  • Lightning Bolt (Air) – Deal 3571(+Intelligence Bonus) (scale with Spell level) air damage to all enemy units in AOE. Mana Cost: 35, CD time: 22 secs.

Dracon is another Top Tier Hero from the Tower faction. His specialty enables Monk to heal 2 units instead of one, with increased healing abilities. Also, Arc Mage can now drop out of combat 2 units instead of one and those units do not have increased damage reduction anymore. Dracon also significantly increases the effectiveness of all casters. This practically means that for reaching his full potential Dracon has to lead at least 4 casters (Monk, Arch Mage, Genie, and Giant) with a possibility to assemble an army with even more casters. Unlike Gelu, Dracon does not increase stats of Monk and Arch-Mage but the fact that you can heal and disable 2 units at the same time is enough to realize that Monk and Arch-Mage benefit more from Dracon than Marksman and Wood Elf from Gelu. However, assembling Dracon’s army may prove to be a hard task since you will not be able to assemble a balanced, versatile army because you will probably be forced to have only Casters and Defensive units. The power of the Dracon’s ultimate is yet to be seen but it can be really useful if cloned units can use the original unit’s spells. Having 2 Monks, 2 Mages or 2 Genies who can heal and CC together can decisively influence the outcome of a battle. Cloned units will be vulnerable to attack spells since they will receive double damage but if they are summoned at the right time they will definitely have a great impact on the battle. Other Dracon’s spells are not bad but it could better for sure. Dracon is a very interesting Hero who may not be strong as Solmyr but who will definitely change the balance of the game.

LUNA (CONFLUX)

Luna who is adept at fire spells is more proficient in the use of <Fire Wall>. Its super high explosiveness is more useful when used with <Sword of Frost>. She plays an important role when fighting with units that cause burning.

Luna’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Luna’s Specialty:

  • 1 star – <Fire Wall> upgrades to <Infernal Wall>, and the length increases by 20%. It deals an additional damage equal to 10% of the target’s Max HP for 10 reduced Mana.
  • 2 star – All spell damage taken by burned enemy units increases by 15%. Firebird gain 30% increased CRIT DMG when it’s against Burned enemy units.
  • 3 star – Increases the spell damage of all fire heroes by 15%. Firebird gains 10% increased Attack Speed and 10% increased unit damage (still effective with no Heroes on battlefield).
  • 4 star – Luna’s <Infernal Wall> and <Land on Fire> can stun burned units for 3 secs.

Luna’s Spells are:

  • Land on Fire (Ultimate, Fire) – Deals 2680 (+ Intelligence Bonus) Fire Spell damage on enemy units within a very high range and deal an additional 1072 (+ Intelligence Bonus) fire damage to burned targets (scale with Spell level). Mana Cost: 51, CD time: 33 secs.
  • Fire Arrow (Fire) – Deals 1467 (+ Intelligence Bonus) fire spell damage to enemy units within a certain range and burns them, lasting 5 secs (scale with Spell level). Mana Cost: 20, CD time: 15 secs.
  • Bloodlust (Fire) – Increase ATK by 50 (+spell level bonus)% and life drain by 30 (+spell level bonus)% for friendly units within a large range, lasting 8.3 secs (scale with Spell level). Mana Cost: 20, CD time: 20 secs.
  • Infernal Wall (Air) – Summons Fire Wall, dealing 145 (+Intelligence bonus) continuous fire spell damage on enemy units around the wall every0.5 secs, lasting for 10 secs (scale with Spell level). Mana Cost: 38, CD time: 26 secs.

Luna is a true Master of Fire and leader of Firebirds. She maximizes the potential of all units that cause burning (Gog, Efreeti, Cyclops, Fire Elementals) and enhances spell <Fire Wall> into <Infernal Wall> that can utterly destroy 9-man ranged units like Wood Elf or Marksman. Luna’s ultimate is also devastating especially against burning targets. As a Conflux Hero, Luna is best as the leader of Conflux units but since she is very versatile, Luna should be combined with all existing units that cause burn, Firebird and few Defensive units. Luna’s power cannot be precisely described unless with your own experience. Luna can be farmed through Duel of Champions in Duel of Champions Store but Firebird that is essential for Luna’s Army can be obtained only through VIP status means that you will have to spend money.

MONERE (CONFLUX)

Monere is Lord of Elemental and light controlling hero. His ability to apply “Silence” is very effective against Caster units.

Monere’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +10

Monere’s Specialty:

  • 1 star – Psychic Elemental upgrades to Magic Elemental, and <Energy Blast> deals 20% more damage.
  • 2 star – The life drain of Psychic Elementals (Magic Elementals) increases by 20% (still effective with no Heroes on the battlefield).
  • 3 star – For every Magic or Offense unit on the battlefield, unit damage and unit damage reduction of Magic Elementals both increase by 3%
  • 4 star – Magic Elementals are immune to all damage when they are in <Mystic Domain>

Monere’s Spells are:

  • Mystic Domain (Ultimate, Earth) – Creates a Mystic Domain in the target area, dealing 1035 (+ Intelligence Bonus) earth spell damage to enemy units within a very high range, and inflicting “Silence” on enemy units within range for 8 secs (scale with Spell level). Mana Cost: 34, CD time: 30 secs.
  • Frozen Arrow (Water) – Deals 1467 (+ Intelligence Bonus) water spell damage to enemy units within a certain range and Slows them, for 8 secs. Mana Cost: 20, CD time: 15 secs.
  • Lightning Bolt (Air) – Deal 2642 (+Intelligence Bonus) air damage to all enemy units in the AOE, Mana Cost: 39, CD time: 23 secs.
  • Fireball (Fire) – Summons continuous fireballs in the target area, dealing fire spell damage 6 times (adds up to 2964 (+ Intelligence Bonus)) to enemy units within range and burns them, lasting for 8 secs. Mana Cost: 47, CD time: 37 secs.

Monere is the natural leader of Conflux units. He enhances Psychic Elementals but all his spells benefit from different Conflux units. Monere’s spell-book is entirely offensive based so it is important that he unleash his spells at maximum capacity in order to achieve a win. Monere’s ultimate is devastating if executed at the right time and in the right place (Psychic Elemental when Monere is fully upgraded are immune to damage in Mystic Domain). Monere does not have starting stats as Top Tier Heroes (Luna, Lord Haart, Roland, Yog) but he is very dangerous nevertheless. It is still unclear where he could be farmed but if someone desire to lead a new Conflux army he/she should definitely take into consideration how to obtain Monere.

We hope that you learned everything you need to know about Heroes in the Era of Chaos. If you want to know more about Units in this game check our Era of Chaos Units page.