Welcome to Might&Magic Era of Chaos Units page. On this page you will find short description about every unit, their skills, stats and usefulness. All units can be filtered by Role, Faction and Tiers. We divided units in 4 different Tiers according to their in-game value. Units that belong in Tier 1 are the best units in the game and units that belong in Tier 4 are the worst. Page will be updated immediately after introduction of any new unit or castle. Also, all stats and descriptions regarding some unit will be changed as soon as developers nerf or buff that unit. Enjoy!

CASTLE

Pikeman

GRADE ROLE ATTACK DEFENSE HP ATT SPEED
R Attack 9-Man Unit Medium Low Medium 0.48

Skills:

  • Spear Array (Ultimate) – Pikeman deals medium damage to hostile units and stuns them for 3 secs
  • Iron Armor (Blue) – Increases Def and gives extra HP for Pikeman
  • Dragon Slayer (Purple) – When facing 1-man or 4-man units Pikeman critical is increased.
  • Inspiring (Orange) – Increases Pikemen’s ATK. The effects are doubled if in <High Morale> state.

Pikemen are a decent unit that can help you at the start since they are only Offensive unit available for new players. Their ability to stun can be very effective especially if they are in the same row as Monks meaning that they are under the effect of <High Morale>. Later on, they will not be as useful as some other Offensive units but you should not forget about them in missions when you are facing single target Bosses on World Map or Crystal Dragon in Dragon Utopia. Pikemen should be upgraded at least to Purple for gaining third skill but you will not mistake if you invest resources in them even further.

Marksman

GRADE ROLE ATTACK DEFENSE HP ATT SPEED
R Ranged 9-Man Unit High Medium Low 0.63

Skills:

  • Exploding Arrow (Ultimate) – Marksman units deal heavy damage to their target.
  • Inspiring (Blue) – Increases Marksman’s ATK. The effect doubles if in <High Morale> state.
  • Double Strike (Purple) – Marksman has a chance to shoot 2 arrows when using a normal attack. The second arrow deals half damage on the target. When fighting against <Slow> targets, the trigger chance of <Double Strike> is increased to 100%.
  • Dragon Slayer (Orange) – When facing 1-man or 4-man units Marksman critical is increased.

Marksman is a core damage dealer at the start of the game and they can be your main units if you decide to use Gelu as your main Hero. Exploding arrows can be devastating but it is important to learn intervals when the skill is executed in order to maximize the potential by using Hero buffs at the same time. Marksman should always be under the effect of <High Morale> which indicates that Monks should be in the same row with them. Upgrading Marksman is essential until you assemble a team without Castle units. Nevertheless, even then, having Marksman at the top quality will help you in many ways (Crypt, Trial of Angels, Campaign).

Griffin

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Charge 4-Man Unit Medium Low Medium 0.50

Skills:

  • Diving Counterattack (Ultimate) – When Griffins are under attack, they have a chance of dealing 100% damage to 3 units. (Normal attack also has a chance to trigger Dive)
  • Command Tower (Blue) – When Griffins are on the battlefield all your units’ ATK is increased by 10% and Attack Speed by 3% (these percentages rise with levels)
  • Glorious Charge (Purple) – When Griffin units are in <High Morale> they receive 30 extra movement speed and increased units damage and Critical value for 15 secs.
  • Archangel (Orange) – Griffin HP is increased. Grants 10% extra HP for Griffins for every 1 friendly flying unit on the battlefield.

Griffins can be very deadly if they are maximized. Their defense is very low so it is best to send them as support for the Defender unit who will face several opponents simultaneously. They can indeed charge towards archers if their path is cleared but their full potential is reached only when they fight multiple units that focus on someone else. Griffins should be in the same row with Monks and Swordsman if possible but they shouldn’t be in front.

Swordsman

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 9-Man Unit Low High Medium 0.36

Spells:

  • Divine Protection (Ultimate) – When Swordsman is in battle, the 1st attack will grant you <Divine Protection> which grants damage reduction increased for 20 secs.
  • Inspiring (Blue) – The Swordsman’s unit’s damage reduction is increased. The effect is double in <High Morale>
  • Double Strike (Purple) – The Swordsman has a chance to attack the target twice when using a normal attack. The 2nd attack causes half damage to the target. When fighting against “Slow” targets, the trigger chance of <Double Strike> is increased to 100%
  • Salvation (Orange) – The Swordsman’s normal attack has a high chance of restoring HP equal to 4% (rises with skill level) of Max HP.

Swordsman is a decent defensive unit that will help you from the start. Your first Hero Catherine has a specialty to improve Swordsman so you will probably use them for a long time. They can survive a lot but their damage is very low. Placing them in a row with Monks is the obvious choice because of <High Morale>. Later on, it would be wise to maximize their Double Strike ability by placing them in the same row or close with Dendroid Guards or Centaurs who can apply Slow on enemies.

Monks

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 9-Man Unit High Low Low 0.5

Spells:

  • Prayer (Ultimate) – Monk units restore HP of the friendly unit with the lowest HP percentage every 17 secs.
  • Blessings of the Valiant (Blue) – When the battle starts, Monk units give “High Morale” to all friendly units in their path for 12 secs (increases with skill level). “High Morale” increases the unit’s Attack Speed by 50%.
  • Meditation (Purple) – When Monk units are on the battlefield, Hero’s spell recovery speed increases.
  • Recovery (Orange) – Monk’s HP increases by 20% and their Healing is increased by 50%.

Monk is another unit that helps you from the start. Along with Genies they are only healers in the game currently. Their damage output is high and they can buff everyone in their line with “High Morale”. Monk is the unit who will find his place in almost any team combination especially with Hero who relies on using spells. Every Castle unit benefits from Monk buffs so it is essential to place them in the same line if possible.

Cavalier

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Charge 9-Man Unit Medium Medium Medium 0.51

Spells:

  • Jousting (Ultimate) – When a Cavalier unit is on the battlefield, their first attack deals huge damage to their target and stuns them for 5 secs.
  • Glorious Charge (Blue) – Cavalier unit’s Crit Hit increases by 200%. The effect doubles in <High Morale> state.
  • Fast Breaching (Purple) – When Cavalier unit kills a target for the first time, they deal huge damage to their next target unit.
  • Knight Abilities (Orange) – Cavalier’s HP increases by 10% and their damage reduction increases by 5% (those bonuses increases with the skill level)

Cavalier is one of the best Charge units in the game second only to Black Knights. They are capable to destroy all enemy ranged units all alone. Like other Castle units, they also benefit from Monk’s <High Morale> so it would be best to place them in the same line with Monks. Cavaliers shouldn’t be engaged in combat with Defense units because their full potential is reached when they charge into Range or Caster units, so it is essential to place them in the line which will be breached first. Keep in mind that their first strike literally halves any 9-man unit.

Angel

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Attack 1-Man Unit High Medium Medium 0.5

Spells:

  • Condemn (Ultimate) – Angel unit deals high damage to 3 random hostile units, and <Stuns> them for 3 secs.
  • Radiance (Blue) – When Angel is on the battlefield, all allied units are granted extra HP regeneration every 2 secs equal to a small percentage of their Max HP.
  • Resurrection (Purple) – Angel resurrects 1 of your units and restores a percentage of HP for that unit.
  • Singleminded Sniper (Orange) – Angel’s ATK is increased by 30% (rise with skill level) and will increase by 10% unit’s damage. When Angel is fighting against Inferno Faction, the unit’s damage increases by 50%.

Angel is the only SSR unit from Castle Faction and he is the best Attack unit in the game currently. Their ability to grant constant healing and resurrection is amazing and it often decides the outcome of the Battle. Keep in mind that Angel could be squishy if engaged by units who are supported by strong range DPS, so it is wise to place Angel behind some powerful Defensive unit. Angels are really hard to obtain and every shard you collect will bring you closer to assembling ultimate army and Angels are definitely part of that army.

RAMPART

Centaur

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Defensive 4-Man Unit Low Medium High 0.33

Skills:

  • Battle Stomp (Ultimate) – Centaur unit deals medium damage to all surrounding hostile units and <Slows> them for 15 secs.
  • Strong (Blue) – Centaur’s HP is increased by 30% and DEF is increased by 3% (scale with skill level).
  • Ferocity (Purple) – Centaur’s additional attack is increased. Its normal attack makes the target Bleed for 6 secs.
  • Fearless Leader (Orange) – The Centaur’s unit’s damage reduction is increased by 5% (scale with skill level). Grants the Centaur with 2% extra unit’s damage reduction for every Defensive unit on the battlefield.

Centaur is a decent Defensive early unit that can greatly help you especially if you chose to lead Ryland as your main Hero. Centaur is very though and when fully upgraded it can be impenetrable especially if combined with other Rampart Defensive units. Also, all units who can execute <Double Strike> benefit from Centaur’s presence on the battlefield because it is one of the rare units (Dendroid Guards, Walking Dead) that can apply Slow. Centaurs should be upgraded even if you don’t want to lead them in your main army because they greatly help you in Trial of Angels and Dwarven Treasury.

Dwarf

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 9-Man Unit Low High High 0.35

Skills:

  • Dwarf Howl (Ultimate) – At the beginning of a battle, Dwarf units increase the HP of all your units within a large range as well as Damage and DEF. This lasts throughout the entire battle.
  • Smite (Blue) – Dwarf’s normal attack has a chance to deal triple damage (scale with skill level) to its targets and may <Stun> them for 2 secs.
  • Cry of Rage (Purple) – <Dwarf Howl> additionally increases HP, Attack and unit’s damage.
  • Magical Resistance (Orange) – Dwarves offer cover, increasing resistance by 30% for all your units for a medium amount of time (scale with skill level).

Dwarves are extremely useful Defensive unit. They are easy to farm (Campaign Shop) and they can enhance units around them greatly. Also, when fully upgraded they provide an incredible amount of Magic Resistance which can be deciding in fighting against Adelaide, Luna, Solmyr or Rashka. Because of its toughness, survivability, and ability to improve other units, Dwarves are much more useful than some other Defensive units of the same grade.

Wood Elf

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Range 9-Man Unit High Medium Low 0.82

Skills:

  • Rain of Arrows (Ultimate) – Wood Elf’s ATK speed increases to 500% for a brief amount of time (scale with skill level).
  • Double Strike (Blue) – The Wood Elf has a chance (scale with skill level) to shoot 2 arrows when using a normal attack. The 2nd arrow causes half of the damage (scale with skill level) to the target. When fighting against <Slow> targets, the trigger chance of <Double Strike> is increased to 100%
  • Elf Shelter (Purple) – Each Wood Elf gets <Shield> every time a hostile hero casts a spell, absorbing damage equal to 15% (scale with skill level) of Max HP for 5 secs. CD is 10 secs.
  • Concentrate Fire on their Leader (Orange) – Wood Elf’s Crit Hit is increased by 100% (scale with skill level). Grants 40 extra Crit Hit for the Wood elf for every Ranged unit on the battlefield.

Wood Elf unit is the true example of Rampart Power. If properly defended Wood Elves can bring down anything on the opposite side in few seconds. They can be used as damage support in any team but their full potential is reached when led by Gelu. Spells like Precise, Frenzy or Slayer additionally increases the effectiveness of elves. When fully upgraded they benefit from any other ranged unit on the battlefield becoming more deadly as the number of ranged units grows. It is of utmost importance that you upgrade the Wood Elf unit immediately because they will pay off every resource invested to them.

Pegasus

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Range 4-Man Unit Medium Low Medium 0.66

Skills:

  • Forest Guardian (Ultimate) – When Pegasus dies, it summons 1 other Pegasus to keep fighting. The summoned Pegasus has decent ATK and HP (scale with skill level) and exists throughout the entire battle.
  • Razor-Sharp (Blue) – Pegasus’ ATK speed is increased by a small percent (scale with skill level). Its normal attack makes the target unit “bleed” for 6 secs.
  • Vitality Protection (Purple) – Pegasus creates a “shield” for allied units within a large range that absorbs damage equal to 10% of Max HP (scale with skill level).
  • Cavalry of Silver Wings (Orange) – Pegasus and the summoned Pegasus’ ATK is increased by 15%, and HP is increased by 15% (scale with skill level).

Pegasus is another Rampart Ranged unit that can be extremely useful in certain situations. They have a great synergy with other units that can apply Bleed (Orcs, Green Dragon…) and they can protect all units around them (3 units in total: left, right, and front or behind) which can be decisive against Heroes who rely on AOE magic or when Charge units penetrate Defense. Pegasus does not make the high damage compared to some other ranged units but their bleeding strikes compensate that disadvantage. Pegasus is a versatile unit that can be used to protect backline or to improve overall Bleeding damage made by your team.

Dendroid Guard

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 1-Man Unit Low High High 0.33

Skills:

  • Bind (Ultimate) – The Dendroid Guard unit deals “Slow” to surrounding hostile units within a large range and reduces their ATK speed by 15% (scale with skill level) for 10 secs.
  • Armor of Petrified Wood (blue) – The Dendroid Guard is immune to “Bleeding”, and his HP is increased by 20% (scale with skill level).
  • Crushing Roll (Purple) – The Dendroid Guard’s normal attack has a chance to create a <shield> for himself to absorb damage equal to 4% (scale with skill level) of Max HP.
  • Wooden Stake (Orange) – When a Dendroid Guard is under attack, it will reflect damage equal to 2% (scale with skill level) of its ATK, making the attacker “Bleed” for 6 secs.

If you need a unit who will survive enough to enable your casters and archers to decide the battle Dendroid Guard is that unit. Dendroid Guard is one of the toughest units in the game, second only to Behemoth. Ryland is the Hero who makes Dendroid Guards even more sturdy, so if you prefer long battles where you will protect your DPS units with tough good Defense and healing you should lead Ryland and Dendroid Guards. On the other hand, Dendroid Guards are hard to farm so it will be hard to rely on them unless you are prepared to spend money. But, don’t get me wrong, Dendroid Guards are worth every penny.

Unicorn

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Charge 4-Man Unit Medium Low Medium 0.53

Skills:

  • Blind (Ultimate) – Unicorn unit casts <blind> on the row where the target is, “Blinding” the target for 8 secs (scale with skill level).
  • Flickering Figures (Blue) – Every time the Unicorn dodges it has a great chance of creating a “shield” for itself that absorbs damage equal to 7.5% (scale with skill level) of its Max HP.
  • Angelic Light (Purple) – Skill <Blind> increases the unit’s damage taken by the target by 10% (scale with skill level) further.
  • Bold Leader (Orange) – Unicorn’s dodge increased by 100% (scale with skill level). Grants Unicorn 40 extra dodge for every ranged unit on the battlefield.

Unicorns are not as deadly as some other Charged units but they are extremely effective against Offense units and they are ideal as damage support of Defensive units because its Blind will totally disable anyone who attacks the same place where Unicorns are. It is true that Unicorns can charge into the enemy’s back row but their role shouldn’t be to clear casters and archers but to support the front line of your team. Because of their role, it is unlikely that you will give Unicorns priority over Cavaliers or Black Knights but their usefulness in the Rampart team is unquestionable. Place the behind Dwarves and enjoy.

Green Dragon

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Caster 1-Man Unit High Low Low 0.53

Skills:

  • Flood of Poison (Ultimate) – The Green Dragon unit spits venom within a vast range in front of it every 30secs, dealing medium damage (scale with skill level) to non-flying hostile units within range. Its damage to “Bleeding target units is increased by 50%.
  • Venomous Breath (Blue) – when fighting against a 9-man unit, a normal attack deals 30% AOE damage (scale with skill level) to 3 targets.
  • Green Dragon Scale (Purple) – The Green Dragon is immune to <Bleeding> and all friendly units’ damage reduction to water spells is increased by 30%. When Green Dragon gets <Shield>, it will increase attack speed by 21%, this effect will keep 15 secs. When a friendly fly unit in the battle, Green Dragon will increase the 3% unit’s damage.
  • Reinforcement from the Skies (Orange) – The Green Dragon unit deals heavy damage (scale with skill level) to 3 back-row enemy units. Its damage to “bleeding” targets is increased by 30%.

Green Dragon is leading Rampart unit who has great synergy with any unit who can apply Bleed to opponents and especially Pegasus who can cast <Shield> on him. The damage output of the Green Dragon is second only to Titan and he can devastate all non-flying units in the line with the use of Poison. It may seem that Green Dragon is not though as some other SSR units but he can survive long enough without protection to kill Charge enemies before they kill him. Green Dragon is very expensive and hard to get but if you lucky enough to summon him in the Altar your game-play will be drastically easier. Green Dragon > Phoenix!

NECROPOLIS

Skeleton

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Defensive 9-Man Unit Medium Medium High 0.41

Skills:

  • Bone Shield (Ultimate) – The Skeleton generates a bone shield for itself when its HP falls below 50% for the first time that decreases unit damage taken by 30% (scale with skill level) for 15 secs.
  • Bone Thorn (Blue) – Skeleton reflects 10% (scale with skill level) of damage taken.
  • Turn to Stone (Purple) – Skeleton’s HP is increased by 10% (scale with skill level), DEF is increased by 3% (scale with skill level), and damage reflection is increased by 10%
  • Rib Cage (Orange) – Skeletons are immune to “Bleeding” and damage done to them by Ranged units is decreased by 15%.

Skeletons are the core of the Necropolis army. Their Defense is lower compared to other Defensive units but their Attack is somewhat higher. Damage Reflection could be very dangerous to an opponent especially against Attack units. Skeletons cannot sustain the same damage amount as the majority of other Defensive units but in cooperation with other summoned skeletons from Necropolis Heroes, they could be very annoying.

Walking Dead

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Defensive 4-Man Unit Low Medium High 0.3

Skills:

  • Poison Gas (Ultimate) – Within a certain range, Walking Dead units deals minor damage (scale with skill level) to all surrounding units every 2 secs. Its damage to “bleeding” targets is increased by 30%.
  • Infectious (Blue) – Walking Dead’s <Poison Gas> decreases the target’s ATK by 12% (scale with skill level), and <Slows> the target over time.
  • Explosive (Purple) – The Walking Dead deals medium damage (scale with skill level) to hostile units within a large range for 8 secs. Its damage to <Bleeding units> is increased by 30%.
  • Barricade of Corpses (Orange) – Walking Dead’s unit’s damage is increased by 10% (scale with skill level). If the enemy attacking the Walking Dead is in “Low Morale”, the effect doubles.

Walking Dead is another low-grade Necropolis Defensive unit. Walking Dead reaches full potential if he is supported by ranged units that cause “Bleed” (Pegasus, Orcs). Similar to Skeleton, Walking Dead cannot sustain a lot of damage but its damage output is considerably higher compared to other Defensive units. When fully upgrade Walking Dead additionally benefits from Black Knight’s and Bone Dragon’s ability to apply “Low Morale” and from Lord Haart’s spell Sorrow.

Wight

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 9-Man Unit High Low Low 0.47

Skills:

  • Horrific Shrieking (Ultimate) – When a Wight unit is on the battlefield, its 1st attack <Silences> enemy units in its path within a large range for 4.8 secs (scale with skill level).
  • Incarnation of Horror (Blue) – Wight’s ATK is increased by 15% (scale with skill level). Increases ATK by 8% for every allied unit’s death on the battlefield. Works throughout the entire battle, up to 10 stacks.
  • Misfortune Curse (Purple) – When a Wight unit is downed, it “Silence” all hostile units for 5 secs (scale with skill level).
  • Invisibility (Orange) – Wight’s magic resistance is increased by 10% (scale with skill level). Whenever it takes enemy spell damage, the Hero restores 10 mana.

Wight is the Necropolis Caster unit whose damage increases as allied units vanish on the battlefield. This ability is especially effective with Vidomina who can summon a horde of Skeletons that will die fast enabling Wight to have up to 80% higher damage output. Wights are also very effective against Monks, Genies and Arch Mages because if they are placed in the same line as Wight they will be silenced for a considerable amount of time at the start of the battle.

Vampire

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Charge 9-Man Unit Medium Low Medium 0.53

Skills:

  • Life Drain (Ultimate) – Vampire randomly deals a high amount of damage (scale with skill level) to 1 hostile unit within a large range and steals a medium amount of HP (scale with skill level) from it each 12 secs.
  • Life Drain (Blue) – Vampire’s life drain is increased by 8% (scale with skill level).
  • Swell Curse (Purple) – When a Vampire casts <Life Drain> life drain increases by 15% (scale with skill level). Works throughout the entire battle, up to 3 stacks.
  • Blood Hunting (Orange) – When fighting against a target whose HP percentage is lower than yours, Vampire ATK is increased by 40% (scale with skill level) and Attack Speed is increased by 16% (scale with skill level).

Vampire is the first Necropolis Charge Unit that relies on its life drain. Vampire’s Attack is mediocre but they are capable to sustain a lot of damage by feeding on their enemies. The full power of Vampires is enabled when they are upgraded to Orange Gear because then they will devastate every unit whose Health is lower than theirs. However, before that Vampire is an average unit that can’t be compared to Cavaliers. Because of their high sustain Vampires can be used as another Defense unit especially if they are matched against Offensive units. If you are patient enough to upgrade Vampires to Orange you will be definitely awarded a Top Tier unit.

Lich

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 4-Man Unit High Low Medium 0.5

Skills:

  • Sacrifice (Ultimate) – If the target is downed, Lich has a chance of summoning 1 Skeleton with 120 ATK (scale with skill level) and 2500 HP (scale with skill level) that lasts entire battle.
  • Dark Boost (Blue) – Lich’s ATK is increased by 20% (scale with skill level). The Lich’s attack range will be increased by 50 for every Necropolis unit’s death on the battlefield.
  • Poisonous Cloud (purple) – Lich’s normal attack has a chance to deal 100% (scale with skill level) damage to 3 targets. Its damage to “Bleeding” targets is increased by 30%
  • Skeletal Sacrifice (Orange) – When Lich is on the battlefield, HP and ATK are increased by 15% (scale with skill level) for Skeletons and Bone Dragons.

Lich is another Caster Unit from a Necropolis Faction. It has an amazing damage output and can raise Skeletons from killed enemies. Lich works best with someone who can bleed targets so it would be wise to add Orcs or Pegasus to the Lich’s line. This means that the Lich should be protected with Walking Dead since it also benefits from bleeding damage. Lich is very hard to obtain for a reason – your Bone Dragon and Skeleton will never reach their full potential if there is no Lich to support them.

Black Knight

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Charge 9-Man Unit High Medium Medium 0.53

Skills:

  • Critical Strike (Ultimate) – Black Knight deals heavy damage (scale with skill level) to its target and causes them “Low Morale” for 10 secs.
  • Knight Abilities (Blue) – Unit HP is increased by 10% (scale with skill level), and unit damage resistance is increased by 5% (scale with skill level).
  • Death Charge (Purple) – If a target is downed, the Black Knight’s ATK is increased by 20% (scale with skill level), unit’s damage is increased by 3% (scale with skill level), and Critical Hit value is increased by 30% (scale with skill level). It works throughout the entire battle, up to 5 stacks.
  • Terrifying Suppression (Orange) – Black Knight’s Critical hit is increased by 100 (scale with skill level) and Critical DMG is increased by 50%.

Black Knight is the best Charge unit in the game! Their damage is devastating and it is further increased with every unit killed by Black Knight. Lord Haart is the Hero who enhances Black Knights even further into Death Knights who have more HP and greater damage. Black Knight will have a great contribution in every army but it is very difficult to acquire it unless VIP 10 Privilege is bought. All in all, Black Knight is one of the few units whose presence drastically changes the game in every aspect.

Bone Dragon

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Attack 1-Man Unit High Medium Medium 0.36

Skills:

  • Fear (Ultimate) – The Bone Dragon causes ”Low Morale” to a large area of hostile units every 30 secs (scale with skill level) for 15 secs (scale with skill level) and decreases their unit’s damage reduction by 20% for 10 sec.
  • Penetration (Blue) – The Bone Dragon’s defense increases by 40 (scale with skill level). When attacking “Low Morale” hostile units, the bonus doubles.
  • Crushing Roll (Purple) – Bone Dragon’s normal attack has a chance to deal medium damage (scale with skill level) to its target, and silence them for 10 secs.
  • Aging (Orange) – When a bone Dragon is on the battlefield, all hostile units’ unit’s damage reduction decreased by 10% (scale with skill level).

Bone Dragon is another SSR-rage unit from Necropolis Castle. As an Attack Unit Dragon should be behind some Defense unit but their Defense is high enough to endure enemy attack by itself. However, placing them behind Walking Death is the best option since both units benefit – Walking Dead from “Low Morale” and Bone Dragon is protected from incoming damage. Having Bone Dragon in your team will greatly help you in dealing with enemy Defense units but frankly, Bone Dragon’s full potential is reached only when in a team with Lich and other Necropolis units. Assembling a full Necropolis Army is a hard task which will be rewarding at the end. Obviously, Lord Haart and Vidomina are the Heroes who should be in charge of Bone Dragon although it can be used by other Heroes as well.

STRONGHOLD

Goblin

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Attack 9-Man Unit Medium Low Medium 0.41

Skills:

  • War Storm (Ultimate) – The Goblin’s normal attack has a chance to cause damage equal to 60% of ATK (scale with skill level) to 3 Hostile units.
  • Bone Thorn (Blue) – Goblin’s Crit Hit is increased by 200 (scale with skill level). When its HP is less than 35%, the effect doubles. (It is still active when HP is restored)
  • Execution (Purple) – When fighting against a unit with HP lower than 30%, the Goblin’s ATK is increased by 30% (scale with skill level).
  • Bloodlust (Orange) – Goblin’s HP is increased by 15% (scale with skill level). 2% of HP will be restored for every Crit Hit done.

Goblin is the first Stronghold unit that can cause serious damage if properly commanded. As an Attack unit, it has a low sustain but its damage can be brutal. When fully upgraded, Goblin is capable of self-healing which could be essential in some battles. Crag Hack is the Hero who is ideal for Goblins because of his Ultimate that improves melee units. Goblin could be used in front-line against low-grade units but it would be best that it is protected by Ogre or Behemoth.

Wolf Rider

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Charge 9-Man Unit Medium Low Medium 0.41

Skills:

  • Beast Companion (Ultimate) – Wolf Rider summons 1 Warg to fight after it dies. Wargs have 1600 ATK (scale with skill level) and 19200 HP (scale with skill level) and exist throughout the entire battle.
  • Double Strike (Blue) – The Wolf Rider has a 10% chance (scale with skill level) to attack twice on end when using a normal attack. The 2nd attack causes 50% damage (scale with skill level) to the target. When fighting against <Slow> targets, the trigger chance of <Double Strike> is increased to 100%.
  • Rampage (Purple) – Wolf Rider’s Crit Hit is increased by 200. When its HP is lower than 35% the effect doubles. (It still works when HP is restored)
  • Bloodlust (Orange) – Wolf Rider’s HP is increased by 15% (scale with skill level). 2% of HP will be restored for every Crit Hit done.

Wolf Rider is similar to Goblin except it is a Charge unit that summons Wargs upon death. <Double Strike> skill is granted against Slowed targets which means that would be ideal that Wolf Rider stands behind Dendroid Guard for example. For an R-Grade unit, Wolf Rider is capable of delivering enormous damage that can be enhanced with self-healing if the Wolf Rider is fully upgraded. Crag Hack is specialized for melee units so his presence would help Wolf Rider a lot. Wolf Rider is weak against ranged attacks so it should be best to avoid frontal confrontation if it is not protected by the Defense unit.

Orc

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Range 9-Man Unit High Low Medium 0.74

Skills:

  • Expert Execution (Ultimate) – When fighting against a target with HP lower than 30%, Orc’s attack is increased by 70 (scale with skill level) and Crit Hit damage is increased by 20% (scale with skill level).
  • Cutting (Blue) – Orc’s additional attack is increased by 650 (scale with skill level), the unit’s damage is increased by 5% (scale with skill level). Orc’s normal attack makes the target <Bleed> for 6 secs.
  • Rampage (Purple) – Orc’s Crit Hit is increased by 200 (scale with skill level). When its HP is lower than 35% the effect doubles. (It still works when HP is restored)
  • Bloodlust (Orange) – Orc’s HP is increased by 15% (scale with skill level). 2% of HP will be restored for every Crit Hit done.

Orc is the main damage dealer from a Stronghold Castle. Its attack is somewhat lower compared to Wood Elf or Marksman but Orc inflicts devastating damage against injured targets, Unlike other ranged units Orc has a decent amount of Health and it can survive the majority of Offensive Spells. Its Bleeding Attack makes it super effective in combination with units that benefit from Bleeding like Green Dragon for example. If you want to have a reliable range damage dealer, Orc is the solution for you.

Ogre

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 4-Man Unit Low High High 0.39

Skills:

  • Blood Pool (Ultimate) – The Ogre unit summons a blood pond to improve life drain for friendly units within a large area by 35% (scale with skill level). The blood pond exists for 15 secs.
  • Skin of the Sorceror (Blue) – Ogre’s DEF is increased by 150 (scale with skill level), HP regeneration is increased by 1500 (scale with skill level), and the unit’s damage is increased by 3% (scale with skill level).
  • Rampage (Purple) – When the Ogre unit’s HP is lower than 35%, all friendly units’ ATK will be increased by 10% (scale with skill level) throughout the entire battle.
  • Cure Poison (Orange) – When an Ogre is on the battlefield, healing of all friendly units is increased by 15%

Ogre is one of the best Defensive units in the game, second only to Behemoth. Its Health Pool and Defense is considerably higher compared to other Defense units of the same grade and it has an ability to grant life drain to all nearby allies. Ogre can defend a line against up to 3 melee units long enough while allies deal with the rest of the enemy team and it can do it all by itself. Placing Vampires behind Ogre is very smart because Vampire’s life drain will be doubled meaning that they will be impossible to kill. Investing in Ogre is definitely a safe decision.

Roc

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR CASTER 1-Man Unit Medium Low Low 0.5

Skills:

  • Thunder (Ultimate) – Roc deals heavy damage (scale with skill level) to a large area of hostile units in front of it, and decreases their Accuracy by 200 for 10 secs.
  • Lightning Ball Strike (Blue) – When Roc is fighting against a 9-man unit, its normal attack deals 40% AoE damage (scale with skill level) to 3 hostile units.
  • Rampage (Purple) – Roc’s Crit Hit increased by 200. When its HP is less than 35%, the effect doubles. (It still works when HP is restored)
  • Hurricane Barrier (Orange) – When Roc is on the battlefield, all hostile units’ Hit decreases by 100%.

Roc has mediocre damage output and it is very squishy but its Thunder skill can kill some low-grade units immediately. Also, Thunder skill lowers Accuracy of the targets which especially effective against enemy Range and Attack units. When fully upgraded Roc becomes a beast that permanently lower enemy hit chance by 100% which is decisive for some battles. Shiva is a master of Rocs who can upgrade them into Stormbringers with increased Crit chance and ability to stun enemies in its line.

Cyclops

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Range 1-Man Unit Medium Low Low 0.53

Skills:

  • Flamestone (Ultimate) – Cyclops throws fire-stones within a large range in front of it, <burning> the hostile units there and causing 617 damage (scale with skill level) every 2 secs for 8 secs.
  • Siege Strike (Blue) – Cyclops increase 3% unit’s damage (scale with skill level) and 3% Attack Speed (scale with skill level), when HP lower than 35%, Cyclops can get the double effect (Health is restored will keep the effect). When the Cyclops is fighting against the 9-man unit, its normal attack deals 40% AoE damage to 3 hostile units.
  • Earthshaker (Purple) – The Cyclops has a chance to deal 617 damage (scale with skill level) against hostile units within a large range, and “stuns” them for 3secs when under attack.
  • Giant (Orange) – Cyclops’ HP is increased by 20% (scale with skill level). When facing a 9-man unit, the unit’s damage is decreased by 15%

Cyclops is a 1-Man Ranged unit with average ATK who can Burn enemies and Stuns them. Cyclops is especially effective with Luna who benefits from burning targets and when in the same line with Firebird. Cyclops should be placed in a lane where it will be able to target as many enemies as possible. Unlike 9-Man Range Units with higher damage, Cyclops can survive the charge and continue delivering damage where it is needed.

Behemoth

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 1-Man Unit Medium High High 0.4

Skills:

  • Wild Roar (Ultimate) – Behemoth deals damage equal to 40% (scale with skill level) of its Attack to surrounding enemy units within a wide range, inflicting <Stun> on them for 6 secs, and reducing their damage resistance by 20% (scale with skill level) for 20 secs.
  • Sharp-Claw Threshing (Blue) – Behemoth deals 2044 damage (scale with skill level) to its target every 20 secs, and makes them <Bleed> for 6 secs.
  • Rampage (Purple) – Behemoth’s damage resistance is increased by 10%. The effect doubles when HP is below 35% (It still works when HP is restored)
  • Infuriate (Orange) – Every hostile unit’s death restores 5% (scale with skill level) of this unit’s Max HP, and increases its damage by 10% for 10 secs.

Behemoth is the best Defensive unit in the game. It can control multiple enemy melee units with its prolonged Stun while reducing their defenses at the same time. Behemoth is extremely hard to kill but it is vulnerable to ranged attacks. Crag Hack or Yog are Heroes who should lead Behemoth but all other Heroes also greatly benefits from its presence. If it is possible, try to combine Green Dragon, Orcs and Behemoth in the same line to witness the true might of Bleeding strikes.

INFERNO

Imp

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Defensive 9-Man Unit Low High Medium 0.39

Skills:

  • Impulse (Ultimate) – When an Imp is downed, it has a 10% chance (scale with skill level) to revive with full HP.
  • Smite (Blue) – The Imp’s normal attack has a chance to deal 150% damage (scale with skill level) to its target and may “stun” them for 2 secs.
  • Agility (Purple) – Imp’s dodge is increased by 150 (scale with skill level). When Imp dodges enemy’s damage, it has a 20% rate to reduce enemy hero’s 5 mana. This skill has 5 secs CD.
  • Inferno Minion (Orange) – Imp’s HP is increased by 15% (scale with skill level). Healing is increased by 30%.

Imp is Inferno basic unit that is often expendable even it is a Defense unit. Imp’s main strength is its ability to fully revive in combat. Chance is small but when that happens, the battle will probably be won. Also, Imp can sometimes stun opponents which can be essential if Imp is fighting against a stronger enemy. However, there are much better options for Defense units in Era of Chaos meaning that it is highly unlikely that you use Imp in your main army.

Gog

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Caster 9-Man Unit High Low Low 0.48

Skills:

  • Fire Wall (Ultimate) – Gog builds a firewall in front of her dealing medium damage (scale with skill level) to hostile units surrounded by it. The firewall exists for 8 secs.
  • Flaming Explosion (Blue) – Gog’s normal attack has a chance to deal 100% damage (scale with skill level) to 3 targets, and may “burn” them for 6 secs.
  • Incineration (Purple) – Gog’s ATK is increased by 20 (scale with skill level).
  • Fire Phantom (Orange) – Gog’s HP is increased by 20% (scale with skill level), and damage reduction of fire spells is increased by 40%.

Gog is a low-grade Inferno Caster unit that can be very useful and deadly. Gog can burn targets which is ideal for Devil, Efreeti, Firebirds and Heroes Luna and Rashka. Also, when someone attacks Gog in melee combat, Gog summons a FireWall which can be very effective against Charge units. The damage output of Gog is decent and it can endure more than other Range or Caster units of R-grade.

Hell Hound

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Charge  9-Man Unit Medium Low Medium 0.55

Skills:

  • Fire (Ultimate) – Hell Hound is guaranteed to land Crit Hit for 10 secs (scale with skill level).
  • Three-Headed Attack (Blue) – When the Hell Hound is fighting against the 9-man unit, its normal attack deals 47.3% damage (scale with skill level) to 3 hostile units and makes them <Bleed> for 6 secs.
  • Bloodlust (Purple) – When the Hell Hound is fighting against “bleeding” units, its unit’s damage is increased by 15%.
  • Inferno (Orange) – Hell Hound’s Crit DMG is increased by 15% (scale with skill level). Hell Hound’s Crit DMG will be increased by 3% for every Inferno Faction unit deployed.

Hell Hound is Inferno’s only charge unit who can apply Bleed and who additionally benefits from “bleeding” targets. Hell Hound starts combat with guaranteed Critical Strike which can helpful but not nearly as powerful as Cavalier’s Charge. Heel Hound’s position should be behind some good Defense unit in a line where it will face multiple 9-man units. It would be ideal that Green Dragon is in Hell Hound’s line.

Demon

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 4-Man Unit Low High Medium 0.34

Skills:

  • Scalding Strike (Ultimate) – Demon units randomly deal 6313 DMG (scale with skill level) to 1 hostile unit within a large range and increase their own dodge by 300 for 12 secs.
  • Burns (Blue) – The Demon restores 5% (scale with skill level) of its Max HP for every dodge.
  • Inferno Minion (Purple) – Demon’s HP is increased by 15% (scale with skill level). Healing is increased by 30%.
  • Fire Unit (Orange) – Demon’s dodge is increased by 100 (scale with skill level). Demon’s dodge will be increased by 40 for every Inferno unit deployed.

Demon is a powerful Inferno Defensive unit that relies on a dodge that grants Demon a high self-healing rate. Demon is extremely hard to kill but it would be wise to support it with Monk or Genie because they will make Demon nearly immortal. However, Demon’s full potential is reached when it is in fully assembled Inferno team so it is very important to carefully assemble a team around Demon which will have enough Inferno units helped with 2 or 3 well-chosen units from other factions. Demon does not have HP and Defense high enough to be compared with Ogre but its self-healing and dodging seem to provide Demon more survivability than Ogre’s.

Pit Fiend

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Attack 4-Man Unit Medium Low Medium 0.53

Skills:

  • Firespring (Ultimate) – Pit Fiend units cast 1 Fire Spring in their path, restoring HP equal to 5.2% (scale with skill level) of Max HP of friendly units in a large area in front of them every 2 secs for 8 secs.
  • Lord’s Summon (Blue) – When a Pit Fiend unit is on the battlefield, it summons 4 Demons to fight. Demons have ATK and HP that scale with level, 700 DEF, and 500 Crit Hit value, and exists throughout the entire battle.
  • Heat (Purple) – Pit Fiend’s <Fire Spring> increases healing by 50% (scale with skill level). <Fire Spring>’s healing will be increased by 5% for every 1 Inferno unit deployed.
  • Lord’s Will (Orange) – When Pit Fiends go into battle, your imps’, horned demons’ and fire elementals’ health and attack are both increased by 15% (scale with skill level).

Pit Fiend is the core of the Inferno army even it doesn’t seem so at first glance. Its ability to summon Demons and heal units in front of themselves makes Inferno Defensive line almost impenetrable. Pit Fiend alone is a squishy unit who cannot withstand a lot of damage so there is important to place it behind some Defensive unit. If that Defensive unit is Demon you will get a mighty combination which is stronger than any other Defensive combo because you will have 2 Demon units capable of healing with every dodge healed by Pit Fiends Firespring and supported by Pit Fiends more than decent damage output. Keep in mind that Pit Fiend’s presence on the battlefield also increases the fighting capabilities of Imps and Fire Elementals.

Efreeti

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 4-Man Unit High Low Medium 0.51

Skills:

  • Firestorm (Ultimate) – Efreeti cast Firestorm on a target area, which will deal a very high amount of damage (scale with skill level) to all enemy troops within the area, and cause burning for 15 secs.
  • Flaming Shield (Blue) – At the beginning of battle Efreeti unit creates a <Fire Shield> for all friendly Inferno units that reflects 15% of damage taken over the next 25 secs (scale with skill level).
  • Red-hot (Purple) – Efreeti <Fire Shield> increases the unit’s damage reduction by 10% (scale with skill level) and magic resistance by 10 (scale with skill level).
  • God of Fire (Orange) – Efreeti HP is increased by 15% (scale with skill level), the unit’s damage reduction is increased by 5% (scale with skill level).

Efreeti is the Inferno main damage dealer besides Devil. Its ability to burn targets for a considerable amount of time making it ideal for combining with Firebird and Luna. Rashka improves Efreeti even further by transforming it into Fire Lord who has upgraded Firestorm, but it is important to say that Efreeti contributes more to Luna’s Army. Efreeti’s <Fire Shield> applies on all Inferno unit so it is very important to lead at least Pit Find, Demon and Devil if possible alongside Efreeti. In the right army Efreeti’s damage output could be greater than Orc’s or Wood Elf’s.

Devil

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Attack 1-Man Unit High Low Medium 0.5

Skills:

  • Painful Reaper (Ultimate) – Strike the furthest unit in front as soon as battle starts (attack a random back-row unit if there is no valid target) dealing 384 damage (scale with skill level), and summon a chasm of fire that causes 128 damage (scale with skill level) every 0.5 secs for 6 secs. Causes a 6 secs <Silence> the first time. (Can be deployed in any position. Skill reset when the target unit dies)
  • Withering (Blue) – While this unit is on the battlefield, it deals damage equal to 0.5% of its Max HP (scale with skill level) to all hostile units every 2 secs.
  • Cruel Torture (Purple) – Deals 2561 damage (scale with skill level) to 3 random hostile units. Critical Hit dealt to <burning> units is increased by 500.
  • Soul Slaying (Orange) – Unit ATK is increased by 20% (scale with skill level). When fighting against a Castle unit, the damage is increased by 50%.

Devil is an ultimate Inferno unit who backstabs into enemy ranks by teleporting in front of unfortunate Caster or Range unit. Devil silences his opponent after the initial strike so it is important to place him in the same line as enemy’s Monk or Genie to disable their healing. Devil is squishy so be careful if you are against an army who has a lot of Ranged or Caster units because after Devil teleports to them he will draw all the fire to himself and he will die fast. As long as Devil lives all enemy units slowly lose their health which means that it is of utmost importance that Devil lives as much as it is possible. Devil causes increased damage against Castle units and against <burning> targets so try to place him near the Efreeti’s, Gog’s or Cyclop’s line. Devil is extremely difficult to obtain for a reason. With the Devil in your army, you will control the flow of the battle.

TOWER

Gremlin

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Range 9-Man Unit Medium Medium Low 0.59

Skills:

  • Magic Ironball (Ultimate) – Gremlin’s ATK speed is increased by 100% for 4 secs (scale with skill level).
  • Dragon Slaying (Blue) – When facing 1-man or 4-man units, Gremlin’s normal attack has a chance to “stun” the target for 1sec.
  • Magic Will (Purple) – Gremlin’s HP is increased by 10% (scale with skill level), and Magic Resistance is increased by 5% (scale with skill level).
  • Magic Awakening (Orange) – When Gremlin units are enhanced by a friendly Hero’s secondary spell, its ATK is increased by 10% secs (scale with skill level). Works throughout the entire battle, up to 10 stacks.

Gremlin is not an ordinary range unit since its attack is not very high and its Health is considerably higher compared to other range units. It is true that Gremlin is effective against 1-man and 4-man units and that it can be very powerful when fully upgraded and blessed with support spells but since all Tower units benefit from secondary spells it is unlikely that you will spend spells on Gremlin. However, Gremlin is more useful than the majority of low-grade units therefore you will not mistake to invest in it.

Stone Gargoyle

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Attack 9-Man Unit High Low Medium 0.5

Skills:

  • Stone Form (Ultimate) – The Stone Gargoyle will be in <Stone Form> for 10 secs every 20 secs. During this time, its ATK is increased by 30% (scale with skill level) and its ATK speed is increased by 15% (scale with skill level).
  • High Suppression (Blue) – When facing a legion that cannot fly, the stone gargoyle’s attack is increased by 30% and the unit’s damage is increased by 6%.
  • Sharp Claw (Purple) – The Stone Gargoyle’s defense penetration is increased by 10 (scale with skill level). For Defensive units, the effect doubles.
  • Stone Reinforcement (Orange) – When the Stone Gargoyle is in <Stone Form>, the unit’s damage reduction is increased by 30% (scale with skill level) and magic resistance is increased by 30% (scale with skill level).

Stone Gargoyle is a very powerful unit which usefulness exceeds its quality grade. Stone Gargoyle is especially effective against non-flying Defensive units (all Defensive units) but it shouldn’t be exposed to enemy ranged attacks. It is best to place Stone Gargoyles behind some Defensive units but if that is not possible they will do just fine in the frontline alone. Stone gargoyle is the best Attack unit that is not SSR grade.

Iron Golem

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defensive 4-Man Unit Low High High 0.3

Skills:

  • Metal Resonance (Ultimate) – The Iron Golem opens a shroud, increasing unit’s damage reduction for friendly units in it by 30% for 10 secs (scale with skill level).
  • Strong (Blue) – Iron Golem’s HP is increased by 10% (scale with skill level), and the unit’s damage reduction is increased by 5% (scale with skill level).
  • Iron Body (Purple) – The Iron Golem is immune to “bleeding”. When the Iron Golem takes spell damage from a Hero, his magic resistance increases by 100% for 8 secs (scale with skill level).
  • Magic Awakening (Orange) – When an Iron golem unit is enhanced by a friendly hero’s secondary spell, restores 1.5 % (scale with skill level) of Max HP. At the same time, the unit’s damage reduction is increased by 3% (scale with skill level). Works throughout the entire battle up to 3 stacks.

Iron Golem is one of the best non-SSR Defensive units in the game that can withstand tons of incoming damage. When fully upgraded he benefits from secondary spells meaning that Heroes with more than one secondary spell, like Catherine, Ryland or Roland are much better choices for Iron Golem than Solmyr who relies on offensive spells only. Iron Golem in synergy with Genies can be a formidable opponent to any other front-line unit, especially since he is almost immune to Hero spells.

Arch Mage

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 9-Man Unit High Low Low 0.52

Skills:

  • Spell Penetration (Ultimate) – Mage’s normal attack increases its own ATK by 5%(scale with skill level), up to 20 stacks. The stacks are permanent if the target doesn’t change. They will be cleared once a new target is chosen.
  • Energy Loss (Blue) – When Mage units are on the battlefield, Enemy Hero’s spell recovery speed decreases by 0.3 (scale with skill level). When friendly Hero cast air spell, Mage will recover friend Hero 2 mana.
  • Hurricane (Purple) – The Mage unit summons a tornado to pick up 1 random enemy back-row unit, making it unable to attack and cast skills, while increasing its unit’s damage reduction by 100%. A tornado applies “Static” to the target unit. The tornado and static last for 5 secs (scale with skill level). (The back-row refers to the hostile unit standing at the end of each line)
  • Magic Field (Orange) – When the battle starts, the Mage unit increases all friendly units in its path’s unit’s damage by 3% (scale with skill level). For Caster units, the effect doubles.

Arch Mage is Tower’s formidable damage dealer that can control one enemy back-row unit almost all the time as long as Mage lives. The damage output of Arch Mage gradually increases against a single target but the problem is when it acquires a new target since its damage comes back to start. When fully upgrade Arch mage increases the damage of all units in its line which is extremely important especially if one of those units is also caster who benefits from Arch Mage even more. Arch Mage is useful in any army but since its shards are extremely rare and difficult to farm at the moment, some other units are used more.

Genie

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 4-Man Unit High low Medium 0.51

Skills:

  • Spell Gift (Ultimate) – When the Genie’s attack switches to healing, it restores the HP of the friendly unit with the lowest HP percentage by 80% of the Genie’s ATK. Genie’s healing is increased by 5% (scale with skill level).
  • Magic Wick (Blue) – Genie’s HP is increased by 10% (scale with skill level), its Magic Resistance is increased by 5% (scale with skill level), and its unit’s damage reduction is increased by 3% (scale with skill level).
  • Three Wishes (Purple) – When a Genie unit is on the battlefield, they will bless 3 random friendly units, granting them 1 of the following effects: 5% (scale with skill level) unit’s damage reduction, 5% (scale with skill level) unit’s damage, or 5% (scale with skill level) ATK Speed.
  • Magic Awakening (Orange) – When a genie unit is enhanced by a friendly Hero’s secondary spell, it restores 5% (scale with skill level) of Max HP for the unit with the lowest HP percentage.

Genie is the best healing unit in the game better even than Monks. Their healing is powerful and constant and their damage is formidable. Genie can withstand any charge long enough to get help from allied units and when fully upgraded every secondary spell used on them heals the most injured allied unit. Genie will be an irreplaceable part of any army but its full potential is reached when in the same line with Arch Mages. Solmyr is the only Tower Hero at the moment but the truth is that Genies benefit more from some other Heroes whose spells are focused on support instead of offense.

Naga

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Attack 4-Man Unit High Low Medium 0.58

Skills:

  • Blade Dance (Ultimate) – Naga unit deals medium (scale with skill level) damage to 3 random enemy units within a wide range and reduces their DEF by 10% for 10 secs. Stacks up to 4 layers.
  • Cruelty (Blue) – Naga’s attack is guaranteed to hit. Increases Naga’s Life Drain by 5.5% (scale with skill level), its Attack Speed by 5.5% (scale with skill level). The target suffers higher damage as its HP reduces, talking up to 80% (scale with skill level) increased damage.
  • Blade Queen (Purple) – When Naga unit is on the battlefield, it increases all friendly Offensive units’ Crit Hit by 50 (scale with skill level). At the same time, Naga’s Crit Hit will be increased by 20% (scale with skill level).
  • Magic Awakening (Orange) – When Naga unit is enhanced by a friendly hero’s secondary spell it uses <Blade Dance> on the target unit, dealing 10160 (scale with skill level) damage and reducing their DEF by 10% for 10 secs. Stacks up to 4 layers.

Naga is a fearsome Attack unit from Tower Faction capable of utterly destroying everything in her path in just a few seconds. Naga has a LifeDrain but it is kinda squishy unit so it is best that she is protected by the Defensive unit. For example, Ogre will be an ideal Naga companion since it improves Naga’s LifeDrain. When fully upgraded Naga benefits from any support spell so it is important to put Naga in the army of the Hero who can buff her with offensive spells. Ability to cast 2 Blade Dances one after another is matched only with Lord Haart’s ultimate which grants Black Knight another Critical hit.

Giant

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Caster 1-Man Unit High Low Medium 0.55

Skills:

  • Nemesis (Ultimate) – No range limit to Giant. His normal attack causes damage to 2 targets while dealing additional damage equal to 1.4% (scale with skill level) of Max HP.
  • Giant’s Strength (Blue) – The further the Giant is to the target, the higher its attack is. 10% (scale with skill level) attack is added for every 100 range. When <Magic Awakening> is activated all debuffs from Giants (except aura effects) are removed.
  • Thunder Rage (Purple) – The Giant unit deals damage equal to 3% (scale with skill level) of Max HP to all hostile units while decreasing their ATK by 22% (scale with skill level) and Crit Hit by 100 (scale with skill level) for 10 secs.
  • Magic Awakening (Orange) – When the Giant unit is enhanced by a friendly Hero’s secondary spell, its unit’s damage is increased by 3.8% (scale with skill level), It works throughout the battle, up to 6 stacks. At the same time, it deals damage equal to 3% (scale with skill level) of Max HP to the target.

Giant is currently the best damage dealer in the game. His damage is very high and constant and it always strikes 2 targets at the same time. Giant unleashes his mighty attacks as the battle starts since he doesn’t need to come close in order to shoot. On the other hand, that means that he will not change his starting position which is difficult if you want to buff him because you will not see the battle screen as you cast spell on Giant and you will not be able to benefit from that spell for another unit since no one will be close enough. This practically means that you will never buff the Giant which indicates that his 4th skill is useless. Nevertheless, having a Giant in your army is always a good thing and if you lucky enough to acquire him do not hesitate to invest everything you have in him – it will pay off for sure.

CONFLUX

Sprite

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
R Charge 9-Man Unit Medium Low Low 0.6

Grade – R

Role – Charge 9-Man Unit

Attack: Medium

Defense: Low

HP: Low

Attack Speed: 0.6

Skills:

  • Energy Breakage (Ultimate) – When a Sprite is downed, deals damage equal to 3% (scale with skill level) of the target’s Max HP (the max damage amounts to 1000% of its ATK).
  • Inspiration (Blue) – When Sprite units are on the battlefield, it increases friendly Heroes’ basic mana by 1.7 (scale with skill level).
  • Sprites’ Blessing (Purple) – When the battle starts, the Sprite unit increases all friendly unit’s magic resistance by 3% (scale with skill level). This effect also doubles for the Sprite unit.
  • Dedication (Orange) – When a Sprite is downed, it “silence” the target unit for 2 secs (scale with skill level).

Sprite is the basic Conflux unit and it is the only Charge unit for Conflux Faction. Sprite is fast and it can break through defensive lines easily if supported by other units but Sprite is very squishy. It is uncertain that Sprite can deal with more than 1 range or caster unit alone. Its ultimate causes decent damage when Sprite dies which indicates that the role of Sprite is to die surrounded by enemies. If you can accept that one of your units will die in every battle, Sprite can actually be useful for your army.

Storm Elemental

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Range 9-Man Unit High Low Low 0.72

Skills:

  • Static Marker (Ultimate) – When battle starts, Storm Elemental units apply “Static” to all friendly units in its path for 12 secs (scale with skill level).
  • Elemental Force (Blue) – When Storm Elemental is on the battlefield, it increases damage reduction of air spells for all friendly units by 7.5% (scale with skill level) and reduces damage reduction of air spells for all enemy units by 5% (scale with skill level). When Strom Elemental is on the battlefield, it increases Hero’s initial Mana by 10% (scale with skill level).
  • Lightning Bounce (Purple) – The Storm Elemental’s attack has a 6% chance (scale with skill level) of casting lightning at the target, causing 300% damage.
  • Static Pierce (Orange) – Storm Elemental’s unit’s damage reduction is increased by 10% (scale with skill level). The effect doubles if the target suffering from “Static”.

Storm Elemental is a fierce Range unit from Conflux that can deliver an enormous amount of lightning damage for a short time. Static buff decreases enemy Hero’s Magic Resistance by 20% which further enhances Storm Elemental’s damage output. Also, all offensive Air spells are more potent while damage reduction against Air is increased. Storm Elemental is very vulnerable to charge attacks but when fully upgraded it can survive long enough to get help from other allied units. Storm Elementals are usable by any Hero who has Air spells but Gelu and Solmyr are Heroes who benefit the most from the Storm Elemental unit.

Ice Elemental

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Caster 9-Man Unit High Low Low 0.51

Skills:

  • Ice Wall (Ultimate) – The Ice Elemental units build an icy wall in front of the target, the targets along a horizontal row within a large range for 5 secs (scale with skill level).
  • Elemental Force (Blue) – When Ice Elemental unit is on the battlefield, it increases damage reduction of water spells for all friendly units by 7.5% (scale with skill level) and reduces damage reduction of water spells for all enemy units by 5%. When Ice Elemental is on the battlefield, it increases friendly Hero’s Mana Regeneration by 0.2% (scale with skill level).
  • Cold Grip (Purple) – Ice Elemental’s normal attack has a chance to <slow> the target for 15 secs. In addition, decreases ATK Speed of the target by 3% (scale with skill level) for 10 secs up to 5 stacks.
  • Freeze (Orange) – Ice Elemental freezes hostile units within a large range along the back row for 3 secs every 20 secs (scale with skill level).

Ice Elemental is a very useful caster from Conflux Faction that can control the enemy back-row on the battlefield with Ice Wall and Freeze. Heroes like Katherine or Adelaide who rely on offensive Water spells are ideal for leading Ice Elemental, although Monere can also greatly benefit from it. The damage output of Ice Elemental is very good but it is not as high as Efreeti’s. Also, Ice Elemental’s ability to apply “Slow” can further enhance the damage output of some Range units like Wood Elf or Marksman. When fully upgraded Ice Elemental can freeze random enemy units in the back-row drastically decreasing enemy attacking and healing potency.

Fire Elemental

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Attack 4-Man Unit Medium Low Medium 0.53

Skills:

  • Heavenly Fire (Ultimate) – The Fire Elemental deals 6759 (scale with skill level) damage to 1 hostile unit, and “Burns” it for 15 secs.
  • Elemental Force (Blue) – When Fire Elemental unit is on the battlefield, it increases Magic Resistance of fire spells for all friendly units by 7.5% (scale with skill level) and reduces Magic Resistance of fire spells for all enemy units by 5%. When Fire Elemental is on the battlefield, it reduces enemy Hero’s Mana Regeneration by 0.2% (scale with skill level).
  • Blast (Purple) – The Fire Elemental unit deals 1127 (scale with skill level) damage to all hostile units and “Burns” them for 15 secs after dying.
  • Fire Energy Conductor (Orange) – Fire Elemental restores 5% (scale with skill level) Max HP whenever it kills a hostile unit and increases ATK by 7.5% (scale with skill level). Works throughout the entire battle, up to 3 stacks.

Fire Elemental is a decent Attack unit from Conflux Faction with enormous damage potential if well protected and in a suitable army. Luna and Rashka are Heroes in whose army Fire Elemental will contribute the most, although Monere has also many uses for it. Fire Elemental can burn everything in its path but truth to be told it dies fast so it is of utmost importance that it is protected with capable Defensive unit. When fully upgraded, Fire Elemental damages and burns all enemies upon dying which drastically changes the perspective of using it. One thing is certain – for reaching the full potential of Firebird, Fire Elemental must be in the same line, so it’s up to you to decide will you invest in Fire Elemental before some other Attack units.

Earth Elemental

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SR Defense 4-Man Unit Low High High 0.33

Skills:

  • Shatter Rocks (Ultimate) – An Earth Elemental will split into 2 smaller Earth Elementals after it dies. The smaller Earth Elemental has 200 ATK (scale with skill level) and 10000 HP (scale with skill level), and exists throughout the entire battle.
  • Elemental Force (Blue) – When Earth Elemental unit is on the battlefield, it increases Magic Resistance of earth spells for all friendly units by 7.5% (scale with skill level) and reduces Magic Resistance of earth spells for all enemy units by 5%. When Earth Elemental is on the battlefield, it reduces enemy Hero’s initial Mana by 10% (scale with skill level).
  • Rock Solid (Purple) – Earth Elemental’s unit’s damage reduction is increased by 10% (scale with skill level). The effect doubles when the Earth Elemental takes unit’s damage from Ranged units.
  • Earth Echo (Orange) – When the Earth Elemental and smaller Earth Elementals are killed they deal 40% (scale with skill level) damage to hostile units within a large range and “Stun” them for 1 sec (scale with skill level).

Earth Elemental is a mighty protector of all other Conflux units who can be used as a main Defender in any army. Earth Elemental can sustain the same amount of damage as Ogre without Life Drain but with partial immunity to ranged attacks. When some finally succeed in killing Earth Elemental it split into 2 smaller Elementals with almost the same defensive capabilities. There are not enough words to describe the usefulness of Earth Elemental except to conclude that it is the best Defense unit in the game currently. Literally, every Hero is stronger with Earth Elemental in it their army, even Necropolis Heroes.

Psychic Elemental

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Attack 4-Man Unit High Low Medium 0.59

Skills:

  • Energy Blast (Ultimate) – Psychic Elementals are immune to <Silence>. Each Psychic Elemental attacks 3 hostile units of the targeted unit every 4 secs, causing damage equal to 60% of its ATK.
  • Fire (Blue) – Psychic Elemental unit damage reduction is increased by 5% (scale with skill level). Psychic Elemental’s <Energy Blast> has a 30% chance to <Burn> the target for 6 secs.
  • Earth (Purple) – Psychic Elemental unit’s damage is increased by 5% (scale with skill level). The Psychic Elemental’s <Energy Blast> has 30% chance to <Stun> the target unit for 3 secs.
  • Lord of Element (Orange) – Psychic Elemental’s Magic Resistance is increased by 6% (scale with skill level) and its unit’s damage is increased by 7% (scale with skill level). Whenever a Psychic Elemental dies, it reduces enemy Hero’s Mana by 20.

Psychic Elemental is a powerful Attack unit from Conflux Faction that utilizes all elements to become incredibly strong. Unlike other Attack units, Psychic Element is tough enough to face enemy front-line alone without protection and to survive enough to cause devastating effects. It can “Burn” and “Stun” at the same time and it deals massive AOE damage to anyone in its path. Monere is the Hero who further enhances the might of Psychic Elemental by transforming it into Magic Elemental that has increased Damage, Damage Reduction, and Life Drain. Psychic is SSR grade for the reason and it is far more useful than Naga who is the same grade. Unfortunately, the full might of Psychic Elemental can be seen only when it is combined with other Elementals in the fully Conflux Army.

Firebird

GRADE ROLE ATTACK DEFFENSE HP ATT SPEED
SSR Caster 1-Man Unit High Low Low 0.48

Skills:

  • Flame Breath (Ultimate) – The Fire Bird decimates hostile units within a large range in front of it, causing 26682 (scale with skill level) damage. Crit Hit dealt to “Burned” units is increased by 500.
  • Flametongue (Blue) – When the Firebird is fighting against a 9-man unit, its normal attack deals50% AOE (scale with skill level) to 3 hostile units.
  • Resurrection (Purple) – Firebird revives 5 secs after its first death restoring 60% (scale with skill level) of its HP.
  • Fire Boost (Orange) – Firebird is immune to “Burning” and receives an increase of 30% (scale with skill level) Crit DMG.

Firebird is the core of the Conflux Army. It utilizes all burning effects made allies who cause “burning” into critical strikes. Luna is the Hero who enhances Firebird abilities but Firebird is a welcome sight in any army assembled of units that can cause “Burn”. After the last update statistics of Firebird are boosted so now Firebird > Green Dragon. Because of its Resurrection ability, Firebird can freely absorb any charge because when Firebird dies Charging unit will move onto the next target liberating Firebird for additional damage. So basically, Firebird can be used as a Defensive unit in its line without losing much of Firebird’s damage potential.

We hope that you found our Might&Magic Era Of Chaos Units page interesting and useful. If you want to know more bout Heroes in Era of Chaos check our Tier List page.