(Tier List is up to date!)

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:

SEPHINROTH (DUNGEON)

Sephinroth, Queen of The Dungeon, uses petrification, from both herself and her Medusas, to render opponents helpless. her Dungeon troops, along with her powerful magic, finish the battle with their demise.

Sephinroth’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +10

Sephinroth’s Specialty:

  • 1 star – <Petrification> upgrades to <Crystallization>, and petrified units can reduce Magic resistance by 50%.
  • 2 star – When friendly units attack crystallized enemy units, they are guaranteed to deal Crit Hit.
  • 3 star – When Medusa is fighting against <Petrified>, <Crystallized>, and <Stunned> targets, her unit damage will increase by 10% (still effective with no heroes on the battlefield).
  • 4 star – Medusa’s normal attack has a certain chance to trigger petrification with a CD of 10 seconds

Sephinroth’s Spells are:

  • Crystallized Earth (Ultimate, Earth) – Deals 2228 (scale with Spell level) earth spell damage to hostile non-petrified units within a very high range, and petrifies them for 4 seconds. Deals double damage to petrified hostile units. Mana Cost: 54, CD time: 26 secs.
  • Earth Arrow (Fire) – Deals 951 (scale with Spell level) earth spell damage to enemy units within a certain range and stuns them for 3 seconds. Mana Cost: 20, CD time: 15 secs.
  • Meteor Shower (Earth) – Summons meteors in the target area, dealing earth spell damage 6 times (adds up to 3192 (scale with Spell level)) to enemy units and the damage to stunned targets is doubled. Mana Cost: 35, CD time: 25 secs.
  • Petrification (Earth) – Petrifies targeted units for 4 seconds (scale with Spell level), simultaneously dealing them 1097 (scale with Spell level) earth damage. Mana Cost: 40, CD time: 28 secs.

Sephinroth is very similar to Jeddite with 2 big differences – Sephinroth should lead only Dungeon units and she cannot heal her allies. On the other hand, she grants that all attacks against petrified targets are Critical Hits and she decreases the Magic Resistance of those targets significantly. Like the majority of Dungeon Heroes, she can use Stun/Meteor Shower combo making that Meteor Shower causes double damage. When Sephinroth is fully upgraded, Medusas in her army has a certain chance to cause <Petrification> with each basic attack which is amazing. However, since we don’t know what that chance is, we cannot objectively foresee Sephinroth’s full potential. Nevertheless, as a decent Leader of mighty Dungeon Faction Sephinroth will be a formidable adversary for sure.

JEDDITE (DUNGEON)

The Dungeon Sorcerer. Good at casting continuous earth spells and controlling enemy units.

Jeddite’s Bonuses on start:

  • Hero Defense +10
  • Hero Knowledge +8

Jeddite’s Specialty:

  • 1 star – <The Cycle of Life> can deal additional earth spell damage to enemy units equal to 2% of their Max HP every 0.5seconds, and friendly units can recover an additional 2% of Max HP.
  • 2 star – For each <The Cycle of Life> that is cast, the Magic Resistance of all enemy units will decrease by 12% throughout the entire battle up to 5 stacks.
  • 3 star – All earth spells’ damage increases by 15% (still effective with no heroes on the battlefield).
  • 4 star – For every friendly Caster Units on the battlefield, mana recovery rate increases by 0.6 for friendly Heroes and decreases by 0.3 for enemy Heroes.

Jeddite’s Spells are:

  • The Cycle of Life (Ultimate, Earth) – Deals 200 (scale with Spell level) earth spell damage to enemy units within a large range every 0.505 seconds and restores the HP of friendly units equal to the damage dealt. It lasts for 5 seconds. Mana Cost: 53, CD time: 20 secs.
  • Earth Arrow (Fire) – Deals 951 (scale with Spell level) earth spell damage to enemy units within a certain range and stuns them for 3 seconds. Mana Cost: 20, CD time: 15 secs.
  • Meteor Shower (Earth) – Summons meteors in the target area, dealing earth spell damage 6 times (adds up to 3192 (scale with Spell level)) to enemy units and the damage to stunned targets is doubled. Mana Cost: 35, CD time: 25 secs.
  • Petrification (Earth) – Petrifies targeted units for 4 seconds (scale with Spell level), simultaneously dealing them 1097 (scale with Spell level) earth damage. Mana Cost: 40, CD time: 28 secs.

Jeddite is a powerful Earth Sorcerer. He is from Dungeon faction but he is best when leading Casters based army. His ultimate simultaneously harms enemies in the targeted area and heals all allies depending on the damage inflicted. All his spells are very useful. He can perform Earth Arrow/Meteor Shower combo causing that <Meteor Shower> inflict doubled damage and he can disable enemies for 4 seconds with his ultimate and with Petrification. All his spells become more and more potent as the battle goes on because whenever he casts Ultimate the Magic Resistance of enemies significantly decreases. Jeddite is a versatile Hero who will make your Casters army deadly and dangerous.

MUTARE (DUNGEON)

Mutare the true leader of the Dungeon, provides powerful benefits to all Dungeon units. She is their ideal commander, as well as potent spellcaster who provides protection from magic to her own army.

Mutare’s Bonuses on start:

  • Hero Attack +8
  • Hero Defense +10

Mutare’s Specialty:

  • 1 star – For every friendly Dungeon Faction unit on the battlefield, Mutare’s initial mana increases by 3 and the enemy’s initial mana decreases by 3.
  • 2 star – For every friendly Dungeon Faction unit on the battlefield, the Magic resistance of all enemy units decreases by 8%.
  • 3 star – The Magic resistance of all Dungeon Faction units increases by 20% (still effective with no heroes on the battlefield).
  • 4 star – When Friendly units on the battlefield deal a Crit Hit, Mutare recover 0.2 mana. CD is 2 seconds.

Mutare’s Spells are:

  • Landslide (Ultimate, Earth) – Deal 342 (scale with Spell level) earth spell damage to units in the AoE every 0.8 seconds. These units are also stunned for 0.4 seconds. The effect lasts for 8.1 seconds. Mana Cost: 61, CD time: 27 secs.
  • Fire Arrow (Fire) – Deals 951 (scale with Spell level) fire spell damage on enemy units within a certain area and burns them, lasting 5 seconds. Mana Cost: 20, CD time: 15 secs.
  • Meteor Shower (Earth) – Summons meteors in the target area, dealing earth spell damage 6 times (adds up to 3192 (scale with Spell level)) to enemy units and the damage to stunned targets is doubled. Mana Cost: 35, CD time: 25 secs.
  • Frantic (Fire) – Reduce the HP of targeted friendly units by 30% (cannot kill units). Increase the damage they deal by 30% for 8 seconds. Mana Cost: 41, CD time: 27secs.

Mutare is a decent Dungeon Hero who decreases the Magic resistance of enemy units and increases the Magic resistance of all allies. With every Dungeon unit, Mutare’s Mana Pool increases which is much needed since her spells are quite expensive. Mutare has a powerful spell combo when casting <Meteor Shower> after <Landslide>. The damage inflicted by <Meteor Shower> will be doubled against all units in the AOE. In order to use this combo, Mutare must save at least 96 Mana meaning that she can use this combo when the battle is almost decided. Because of this and because of his basic attributes, Mutare is not considered as a Top Tier Hero. However, Dungeon Faction itself is very powerful and every Hero who can improve their capabilities is more than welcomed.

DRAGON MUTARE (DUNGEON)

Master of the Dungeons and Dragons, Mutare Drake provides significant benefits to her Dragon units. Her ideal army is full of Dragons, with some support from the Dungeon faction.

Dragon Mutare’s Bonuses on start:

  • Hero Attack +12
  • Hero Defense +18

Dragon Mutare’s Specialty:

  • 1 star – <Dragon Roar> can trigger the Black Dragon, Green Dragon and Red Dragon’s  Ultimate Skills. When a Green Dragon is on the battlefield, unit damage and ATK speed of friendly units will increase by 10%. When a Black Dragon is on the Battlefield, unit damage reduction and DEF of friendly units will increase by 10%
  • 2 star – When Dungeon units fight against burned targets, their unit damage increases by 20%. When attacked by bleeding targets, unit damage reduction increases by 20%.
  • 3 star – For every Flying unit deployed, unit damage, unit damage reduction and ATK speed of the Black Dragon, Green Dragon, and Red Dragon will increase by 3% (still effective with no heroes on the battlefield).
  • 4 star – When units trigger spell breaker skills, 2 seconds of magic immunity *CD of 6 seconds) will be granted and 10% of Max HP will be recovered. For every Dungeon unit deployed, the ATK speed of friendly units will increase by 4%.

Dragon Mutare’s Spells are:

  • Dragon Roar (Ultimate, Fire) – inflict Bleed on all enemy units, dealing damage equal to 0.5% (scale with Spell level) of their Max HP every 2 seconds, lasting for 16 seconds, and stunning them for 6 seconds. Some units may become immune to the bleed damage, and the bleeding units have reduced healing. Mana Cost: 54, CD time: 30 secs.
  • Fire Arrow (Fire) – Deals 951 (scale with Spell level) fire spell damage on enemy units within a certain area and burns them, lasting 5 seconds. Mana Cost: 20, CD time: 15 secs.
  • Curse (Fire) – Decreases targeted enemy units’ ATK by 50% (scale with Spell level) for 8 seconds (scale with Spell level). Mana Cost: 23, CD time: 18 secs.
  • Slayer (Fire) – Increases ATK by 60% (scale with Spell level) for friendly units within a large range, lasting for 10 seconds. The duration for 9-man units lasts for an additional 5 seconds. Mana Cost: 35, CD time: 24secs.

Dragon Mutare is fierce Dungeon Hero who utilizes the power of Dungeon in the best possible way by using the help of only one unit outside Dungeon – Green Dragon. His ultimate is devastating and game-changing – it inflicts Bleed on all enemies which is ideal for Green Dragon and some other Dungeon units and more importantly Stuns all enemies for 6 seconds. That practically means that during 30 seconds, your units will do what they want on the Battlefield for 6 seconds while the rest of the enemy team stays idle and that is insane. At this moment Dragon Mutare is possibly the only Hero who can counter Astral and that fact alone is enough for Dragon Mutare to be placed along with Top Tier Heroes. Upon the introduction of Red Dragon, Dragon Mutare will become even stronger.

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.

KENDAL (CASTLE)

A brave castle general, the natural commander of Offensive units, who can enhance all small units.<Rush Tactic> can protect units from spell damage and increases their attacking abilities.

Kendal’s Bonuses on start:

  • Hero Defense +8
  • Hero Knowledge +10

Kendal’s Specialty:

  • 1 star – <Mirth> can increase the ATK speed of 9-man units by an additional 50%.
  • 2 star – All normal attacks by Offensive units have a 4% chance of causing stun on their targets for 2 seconds.
  • 3 star – All friendly Offensive units’ unit damage increases by 10% (still effective with no heroes on the battlefield)
  • 4 star – Offensive units are guaranteed to land a Crit Hit when attacking <stunned> targets

Kendal’s Spells are:

  • Rush Tactic (Ultimate, Air) – Increases the ATK speed and magic resistance of friendly units inside the target area by 30% and 50% respectively for 8 seconds (scale with Spell level). The increase for 9-man units is doubled Mana Cost: 46, CD time: 32 secs.
  • Earth Arrow (Earth) – Deals 951 (scale with Spell level) earth spell damage to enemy units within a certain range and stuns them for 3 seconds. 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%. Lasts for 15 seconds (scale with Spell level). Mana Cost: 28, CD time: 24 secs.
  • Disrupting Ray (Earth) – Reduces the damage resistance and dodge of targeted enemy units by 20% and 20% respectively for 15 seconds (scale with Spell level). Mana Cost: 35, CD time: 24secs.

Kendal is another Castle Hero who is nothing special. He excels in leading offensive units but when we know that only Pikeman and Angel are Castle Offensive units we come to the conclusion that Kendal needs some other High Tier Offensive units for reaching his full potential. The problem is because Kendal also enhances 9-Man units and only Troglodyte and Goblin beside Pikeman fulfill the requirements needed by Kendal. It is true that Kendal provides the chance for Stun with every basic attack but that chance is too small to effectively influence the outcome of battle unless you are very lucky. The best course of action with Kendal is to spam Mirth on offensive 9-Man units and to hope that they will trigger stun often enough to give you a chance to prevail. However, it is not true that Kendal has no qualities at all, in matter the fact he is the best Hero in the game for farming Crystal Dragon.

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.

SANDRO (NECROPOLIS)

Sandro is the Necropolis leader shoes highly explosive earth spells inflict debuffs on multiple enemies. He is a powerful Hero who can end battle quickly and comprehensively enhance the power of all Necropolis units. <Sword of Frost> is recomanded.

Sandro’s Bonuses on start:

  • Hero Intelligence +20
  • Hero Knowledge +10

Sandro’s Specialty:

  • 1 star – Low Morale can reduce Magic resistance by 50% and unit damage by 10% for enemy units. ATK speed reduction will increase from 33% to 50%.
  • 2 star – <Implosion> reduces mana cost by 10, deals damage to targets equal to 2% of their Max HP, and doubles damage to units in “Low Morale” and doubles the chance to stun them.
  • 3 star – The unit damage reduction of friendly Necropolis units increases by an additional 10%. When fighting against units in “Low Morale”, the damage reduction will be doubled. When friendly Necropolis units go into “Low Morale”, the “Low Morale” will be dispelled, nad their unit damage will increase by 10%, Crit Hit by 200 and ATK Speed by 33%, lasting for 10 seconds.
  • 4 star – For every friendly Necropolis unit on the battlefield, mana recovery rate increases by 0.8. When an enemy unit dies, every living friendly Necropolis unit can recover Heroes’ mana by 7. When Sandro casts <Darkest Hours>, every Necropolis unit has a 30% chance to reduce the CD of Sandro’s skills by 1 second.

Sandro’s Spells are:

  • Darkest Hours (Ultimate, Earth) – Deals earth spell damage to all hostile non-Necropolis units equal to 2041 (+ Intelligence Bonus) (scale with Spell level) and 5% of their Max HP, and inflicts Low Morale on them for 15.5 seconds (scale with Spell level). Meanwhile, restores the HP of friendly Necropolis units by 2041 (+ Intelligence Bonus) (scale with Spell level), and inflicts Low Morale on them. Mana Cost: 48, CD time: 27 secs.
  • Earth Arrow (Earth) – Deals 1467 (+ Intelligence Bonus) (scale with Spell level) earth spell damage to enemy units within a certain range, and stuns them for 3 seconds. Mana Cost: 18, CD time: 15 secs.
  • Animate Dead (Earth) – Deals 1891 (+ Intelligence Bonus) (scale with Spell level) earth spell damage to enemy non-Necropolis Faction units within a certain range and restores the HP of friendly Necropolis units by 1891 (+ Intelligence Bonus) (scale with Spell level). Mana Cost: 41, CD time: 20 secs.
  • Implosion (Earth) – Deal 2580 (+Intelligence Bonus) (scale with Spell level) earth damage on enemy units within a certain range, and has a 50% chance to stun them for 2 seconds. Mana Cost: 41, CD time: 10secs.

Sandro is the mighty wizard who is leading Necropolis forces into certain victories. While Lord Haart is a Might Top Tier Hero from the Necropolis faction, Sandro is Magic Hero who is probably even stronger. Sandro has a very useful mix of Offensive and Defensive spells but his true power is his ability to cast Implosion every 10 seconds. Implosion has the shortest cooldown of all currently available spells in Era Of Chaos allowing Sandro to constantly harass enemies with major damage and 2-seconds stun (when Sandro is upgraded on 2 stars, the chance of stunning with Implosion rises to 100%). Definitely, Sandro will be a major asset in the hands of skillful payer but it remains to be seen who he will act when used by A.I. in the Arena. Obviously Sandro should only lead Necropolis units who are now even stronger after the introduction u Mummy, but it would be wise to help him with Earth Elemental who will be an ideal addition to Necropolis forces because he is immune to Low Morale and can enhance the power of Sandro’s spells. All in all, Sandro will be most welcomed by everyone who love Necropolis and from my experience the number of those players is not small.

HUMAN SANDRO (NECROPOLIS)

Sandro’s human form is an adept summoner of the undead. He excels as the leader of advanced Necropolis users, and his summoning creates a potent force to compliment the units of his army.

Human Sandro’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +14

Human Sandro’s Specialty:

  • 1 star – Sandro’s <Necromancy> can now summon Liches into battle and the duration is doubled. Also, <Earth Elemental> now can summon Walking Dead.
  • 2 star – Whenever a summoned creature dies, your Hero recovers 1 spell point and cooldown for all spells is reduced by 1 second.
  • 3 star – Whenever a friendly unit (other than a summoned unit) dies, Lich casts <Sacrifice> 1 time. Lich gains 20% increased unit damage and 20% increased unit damage reduction. (still effective with no Heroes on the battlefield)
  • 4 star – Whenever an earth spell is cast, friendly Necropolis units will recover 8% HP. Enemy units’ damage will decrease by 20% lasting 8 seconds.

Human Sandro’s Spells are:

  • Under Shadow (Ultimate, Earth) – Summons a shadow that lasts for 10 seconds, dealing 190 (scale with Spell level) earth spell damage on enemy units within range every second, and reduces their ATK speed by 30%. Meanwhile, increases the ATK speed and life drain of friendly Necropolis by 30%. Mana Cost: 49, CD time: 31 secs.
  • Necromancy (Earth) – Summons 9 Skeletons of Lvl.1 (scale with Spell level) in the target area. Skeletons will remain for 20 seconds with an ATK of 250 (scale with Spell level) and HP of 2800 (scale with Spell level). Mana Cost: 34, CD time: 25 secs.
  • Earth Elemental (Earth) – Summons 4 Earth Elementals of Lvl.1 (scale with Spell level) in the target area. Earth Elementals will remain for the whole battle with an ATK of 440 (scale with Spell level) and HP of 9600 (scale with Spell level). Mana Cost: 40, CD time: 35 secs.
  • Animate Death (Earth) – Deals 1226 (scale with Spell level) earth spell damage to enemy non-Necropolis Faction units within a certain range and restores the HP of friendly Necropolis units by 1226 (scale with Spell level). Mana Cost: 46, CD time: 20secs.

Human Sandro does not have Top Tier Attributes as original Sandro but he can be very dangerous if he is fully upgraded. He is not dangerous because he can summon Liches – he is dangerous because he can heal all allied Necropolis units whenever he casts a spell. This is especially effective after using Animate Dead. The main problem with Human Sandro is because all his spells are very expensive and he needs to use summoning spells all the time so that he gets enough mana to use spells fast enough. That practically means that he must choose between ultimate and Animate Death because he won’t be able to use both spells during the battle. Nevertheless, Human Sandro is far more deadly than some other summoners like Ryland for example. Just having him leading a Necropolis Army will draw off many of your opponents. The AI of Human Sandro will definitely decide his role in Era of Chaos because he is dependent on smart spells using more than most of the other Heroes.

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.

Astral (TOWER)

Rampart Leader, greatly increases the trigger frequency of <Magic Awakening>. <Brilliant Earth> greatly reduces the enemy’s physical attack. Suitable for fighting with units that have <Magic Awakening>.

Astral’s Bonuses on start:

  • Hero Intelligence +20
  • Hero Knowledge +10

Astral’s Specialty:

  • 1 star – Blind also silences. When an ally uses a non-artifact air magic spell, each Tower unit on the field grants allied units an additional 0.5% HP recovery.
  • 2 star – Any spell (other than Treasure) cast by friendly units can trigger <Magic Awakening> for friendly units, and blind can reduce unit damage reduction of enemy units by an additional 10%.
  • 3 star – Every time <Magic Awakening> is triggered by friendly units, unit damage and Magic resistance of friendly tower units will be increased by 1%, lasting 12 seconds, up to 50 stacks. (still effective with no heroes on the battlefield)
  • 4 star – CD for all spells decreases by 10%. <Brilliant Earth> has a 30% reduction in Mana cost and inflicts 5% maximum HP damage to all enemy units. The friendly Tower unit increases 200% tenacity and restores an additional 5% maximum HP. Each time your unit triggers <Magic Awakening>, your Hero restores an additional 2 mana.

Astral’s Spells are:

  • Brilliant Earth (Ultimate, Air) – Blinds all hostile units decreasing their accuracy by 1000, lasting 4 seconds Mana Cost: 54, CD time: 38 secs.
  • Air Arrow (Air) – Deals 951 (scale with Spell level) air spell damage on enemy units within a certain range and decreases the target’s accuracy by 30%, lasting for 8 seconds. Mana Cost: 20, CD time: 15 secs.
  • Blind (Fire) – Blinds enemy units with a large range, lasting 4 seconds (scale with Spell level). Mana Cost: 30, CD time: 24 secs.
  • Lightning Bolt (Earth) – Deals 1713 (scale with Spell level) air spell damage to all enemy units in AOE. Mana Cost: 39, CD time: 24secs.

Astral is a true leader of Tower units more powerful even than Solmyr or Dracon. Under his leading Tower units will trigger <Magic Awakening> after using any spell which means that Naga will use Blade Dance very often, that Iron Golem will practically be unkillable and that Genie will heal units twice as often. Also, Astral can Blind enemies with 2 spells for 4 seconds which can be devastating because that practically means that in every 38 seconds most dangerous enemies will be ineffective for 8 seconds. Overpowered, isn’t it? But that is not all –whenever Astral casts an ultimate all Tower units will be also healed. When we add Genies’ healing and Iron Golem healing into the equation we come to the conclusion that the Tower army will be able to sustain a ridiculous amount of damage. The only problem with Astral is because <Magic Awakening> opens for Tower units as the last skill meaning that all his units will have to be orange. For the end-game that is not an issue but it could be a problem for new players. All in all Astral will be a Top Tier Hero for sure who can be countered only with powerful Dungeon composition.

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.