Era of Chaos Best Armies and Tactics
How to become the best
[Game Version 1.0.122]
(3 New Armies are added – Dracon’s Full Healing, Dragon Mutare’s Death from Above, and Astral’s The Power of Crowd Control)
If you like to check the current state of the game, go over guides and tips or take a look at the best armies, please use the links below.
Era of chaos best armies
Our recommendation for the top armies in the game…
Welcome to Era of Chaos’ Best Army page. Here you will find the Best Armies in our opinion, which can be assembled currently. With the introduction of new units and Heroes, we will change them and make sure they are always up to date. Armies are assembled according to our game experience and we will try to be accurate although we are open to suggestions and criticism. We will listen to all your ideas and we will implement the best on our page, so please give us any feedback in order that we make the content that will be helpful to all community. Thanks in advance. Enjoy!
EZIO’s Army – Full OFF/ANTI-Healing
UNITS: Minotaur, Spartan Warriors, Assassins, Black Knight, Mummy, Bone Dragon, Black Dragon, Angel
SUBS: Unicorn, Iro Golem, Genie
Ezio’s army is completely focused on offense, more specifically, for quickly breaking through a single front line and proceeding to wreak havoc in the rear. Note that Ezio’s army composition will likely change with the introduction of additional Neutral Faction units. The whole point of this army is a very strong offense that is achieved through huge debuffs to damage reduction, and healing received. Of course, that is combined with a powerful attack of the Assassins and Spartan Warriors which is significantly increased under Ezio’s command since he grants them a bonus to attack speed and damage for every melee unit, and this composition consists of melee units only. Black Knight is the other main offensive addition that will proceed, alongside Assassin, into the enemy rear once the front line has been dealt with.
So how does it work? Well, it all revolves around the main, breakthrough battle line that consists of Minotaur, Spartan Warriors, Assassin, and Black Knight. The Minotaur is our choice for frontline because it can deal more damage than most defensive units, and that’s exactly what we need here. Spartan Warriors are right behind him, contributing with the strong offensive capability and the ability to reduce damage reduction. Next comes the Assassin, striking for higher damage from stealth at the beginning of the battle, and reducing the opponent’s ability to heal, followed by a hard-hitting Black Knight. Assassin’s Smoke Bomb and Black Knight’s ability to cause low morale will help a bit with survivability.
In the second row, we have Mummy which further reduces healing received for everyone on the enemy team, deals some AoE damage, and can take a fair amount of punishment. Bone Dragon is there to further reduce the damage reduction, and cause low morale. Both units in this row have AoE abilities, so enemies directly facing your main attacking force will be debuffed.
The third row consists of Angel and Black Dragon. The Angel is there to provide some much-needed sustain, because Ezio doesn’t have any healing abilities, and the Black Dragon’s main job is to take damage and deal some AoE with the Dragon Breath. He is the tankiest unit on this team, and also has some sustain.
At the start of the battle, I would suggest using Quiet against enemies that are directly facing your main strike force, silencing them and reducing their DR. The combination of Quiet, Spartan Warriors, and Bone Dragon can lead to almost 100% reduced damage reduction and this will make squishy targets out of even the toughest defenders. On the other hand, Assassin (Ulti – improved damage from stealth) and Mummy (AoE) will almost completely negate him the ability to heal, so you can quickly run over the first enemy unit, enabling your Assassin and Black Knight to run into the enemy rear. On the side note, getting a quick first kill will buff both the of them, so once the tank goes down, the squishy backline will die very quickly. Also, remember to upgrade the talent of your charging units since it will grant them a significant bonus to damage vs caster and ranged units.
Now, comes the final part and that is Ezio’s ultimate which should be used either at the very start of battle or right after casting Quiet. With four-star Ezio, the Ulti can potentially disable the entire opposing army, while granting your units Hawkeye, which boosts critical hit and accuracy. The Assassin will get an even higher boost and the bonus to critical hit has a very nice synergy with already extremely powerful crits of the Black Knight.
Use Stealth on your main strike force if they get low on health, to temporarily prevent damage from units. On the downside, the stealth won’t prevent damage from spells, and Heroes with powerful damage-dealing spells are the greatest weakness of this army because they might be able to meltdown your main DPS-ers. On the positive side, you don’t have to worry about the backline as there are no ranged/caster units in this composition.
NOTE: Most spells do not have to be manually targeted which makes this army a decent choice for the Arena. The Ultimate has huge AoE so it will always affect everyone, and not having manual control over Quite and Stealth shouldn’t be a big deal.
Unicorn deals bonus damage against blinded opponents so it has some synergy with the Assassin that can also cause blind status. A decent choice if you don’t have a Black Knight. Cavalier could also work since it deals high damage on the first hit and stuns the target. Quickly breaking through the first line of defense is the main goal when using this team.
In the third row, Iron Golem and Genie could be used instead of Angel and Black Dragon. Both of these units will benefit from Ezio’s Ulti because Hawkeye is a buff effect, and you could cast this spell every 20 seconds or so, which is quite often.
Dracon’s Army – Full Healing
UNITS: Genie, Iron Golem, Monk, Angel, Swordsman, Giant, Arch Mage, Behemoth
SUBS: Black Dragon, Ogre, Naga, Stone Gargoyle, Ice Elemental, Beholder
Unlike Katherine’s Maximum Healing Army, Dracon’s Full Healing Army is capable of causing significant damage as well as providing the best healing in the game that is almost twice as strong. Monks in Dracon’s Army will heal 2 units instead of one while Mages will cast Hurricane on 2 units as well. When we add Genie and Angel into the equation we conclude that the healing available in Dracon’s army can provide enough sustain to counter the strongest offensive compositions. At the top of that, you can always clone Monk for additional healing. Because Monk also provides <High Morale> we decided to place Swordsman in his line along with Angel. Giant and Arch Mage are core damage dealers of this Army so they should be protected with best available Defense. Behemoth is ideal for that role although Black Dragon can also be a very good choice. Iron Golem is an obvious solution for Genie’s line since it is the only defensive unit in Tower and has great synergy with Genie. Dracon’s major advantage against other Heroes is his Clone spell that can solely change the outcome of a battle. I do not suggest that Clone is used on anyone except Monk or Arch Mage. Also, Clone should be used during the time while allied casters have immunity from Magic Damage (4 seconds in every 12 seconds) because Cloned units are easily removed by any offensive spell. This army is not that potent when controlled by A.I. because it tends to use Clone on the most powerful allied unit on the battlefield which is not smart in my opinion. After all, the damage of the Cloned units is irrelevant compared to their healing or crowd control. All in all, Dracon’s Full Healing army is very powerful and can be very effective in various game segments when you are in control of them.
Dragon Mutare’s Army – Death from Above
HERO: Dragon Mutare
UNITS: Efreeti, Firebird, Fire Elemental, Black Dragon, Pegasus, Green Dragon, Manticore, Minotaur
SUBS: Harpy, Meduse, Beholder
Dragon Mutare is a very powerful Hero who is good with almost any composition that has Black Dragon and Green Dragon, especially with Dungeon units. Death from Above Army is assembled to utilize all Dragon Mutare, Black Dragon, and Green Dragon advantages in the best possible way. The entire army is filled with flying units (except Minotaur) granting that Dragons will have their Damage Reduction and Attack speed increased by 15% permanently. The Upper middle line contains units that can inflict <Burning> and Firebird who benefits from attacking burning Targets. This line is protected by mighty Black Dragon who is carried by Efreeti’s and Fire Elemental’s incredible damage output. The Bottom middle line is filled with units that can help Green Dragon by inflicting <Bleeding>. Those units are Minotaur who inflicts amazing damage while defending the line and Pegasus who is also a very good carry and who provides <Shield> to all adjacent units. Manticore is added to this line for 3 reasons – she is Dungeon unit, she is Flying unit and she can increase the effects of <Bleeding> by placing nasty debuffs that lower enemy Defense. This army is versatile and can be used for both attacking and defending purposes. It lacks healing but the sustain and magic resistance provided by Black Dragon and Dragon Mutare combined should be sufficient to match any opposing threat while the damage potential of this army is second to none. If you don’t want to use Conflux units with Dragon Mutare, replacing Efreeti and Firebird with Beholder and Medusa is a viable option but not as dangerous as an original combination. Also, Manticore can be replaced with Harpy if Manticore is not available in your roster. Death from above Army is literally Death from Above to anyone who opposes them so if you are in a position to maximize its members you will be in a position to deal with all possible threats in the Era of Chaos.
Astral’s Army – The Power of Crowd Control
UNITS: Genie, Stone Gargoyle, Iron Golem, Beholder, Black Dragon, Arch Mage, Naga, Behemoth
SUBS: Ogre, Minotaur, Meduse
Astral is the new Hero who empowers Tower units in various ways and who has the strongest crowd control spell in the entire game. With every Tower unit on the battlefield HP recovery of all allied units is increased by 0.5% so it is of utmost importance that Astral leads as many Tower units as possible. Also, while he is on the battlefield, every blinded unit is also silenced meaning that Beholder is an obvious choice for his Army. Giant is the Strongest Tower unit but leading him reduces the options of frontal defense, therefore, replacing him with a powerful Defender unit like Behemoth is a wise decision. Gremlin is another Tower unit whose presence should be replaced with some other more useful unit. I have chosen to place mighty Black Dragon in Beholders line because of many reasons, mainly since it is the strongest unit currently available in the game. The other 5 units are all from Tower and they will trigger their Magic Awakening whenever a spell is cast. For reaching the full potential of this army all Tower units must have Magic Awakening ability meaning that they must be Orange. If you succeeded in obtaining everything needed for this army you will have an unstoppable force capable of beating almost anyone. Fully assembled Dungeon Army with significantly increased Magic Resistance could be a problem for this Army but even against them Astral can perform better than anyone else. Behemoth and Black Dragon can be replaced with some weaker Defensive units if you don’t have them in your roster while Beholder can be replaced with Medusa, but keep in mind that Blind is much more powerful in Astral hands than Paralyze. With this army, the damage potential of the enemy will be reduced almost by double because they will be under the effect of Blind for 24 seconds every minute. Incredible, isn’t it?
Burning – Bleed Army
UNITS: Efreeti, Firebird, Pit Fiend, Demon, Pegasus, Green Dragon, Naga, Ogre
SUBS: Gog, Orc, Cavalier
This army is probably the best offensive army in the game. If you are able to control the casting of Luna you will easily win against much stronger armies. Luna enhances Firebird and Efreeti’s burning while Firebird benefits from Efreeti. Pit Fiend behind Demon is probably one of the best front-line combinations because Pit Fiend heals Demon and summoned additional Demon unit who further heals themselves whenever they dodge (Demon’s ultimate inflicts heavy damage to the single target and drastically increases Demon’s Dodge rate). This means that a Demon will receive a healing amount that is two times bigger than Monk’s healing or Genie’s. This line does not have deadly damage output but it is almost impenetrable leaving enough time for Luna to destroy the enemy with Infernal Wall and Land of Fire. Bottom Line is made of Pegasus, Green Dragon, Naga, and Ogre. This line is not solid as a Burning line but it has enormous bleeding damage potential and Life Drain. Pegasus is one of the best ranged damage-dealers in the game who also applies Bleed to enemies and shields nearby allies. Green Dragon’s ultimate inflicts increased damage against bleeding targets and strike all enemies in the line. Naga is the top damage dealer who also has Life Drain. When you know that Ogre ho is one of the toughest defensive units in the game enhances Life Drain it is obvious why them two should stand together. The damage output of this line is incredible and Ogre buys enough time to successfully eliminate threats before enemies penetrate the defense. This strategy is vulnerable to charge units on top or bottom si it is of utmost importance that Infernal Wall is used on them if they charge to Pegasus or Efreeti. Otherwise use Infernal Wall where you can target most units which is usually the front line when your Ogre and Demon hold defense. Land of Fire should be used against enemy’s Range or Caster units but keep in mind that Infernal Wall is a spell that decides the battle outcome. This army is also very strong in the Arena but because you can’t control Luna’s casting it may seem that there are better options currently.
Castle Army – Maximum Healing
UNITS: Monk, Cavalier, Angel, Swordsman, Orc, Behemoth, Genie, Iron Golem
SUBS: Ogre, Dwarf, Demon, Marksman, Pegasus
This army is a safe choice because it combines Catherine who probably already has all spells at maximum level, her specialty Swordsman, Monk’s High Morale and healing of Angel, Genie, and Monk. This army damage output is mediocre since Orc and Cavalier are only true damage dealers but its front line is almost indestructible. Top-line is made of Castle units with Iron Crusaders in front (Catherine upgrades Swordsman). Iron Crusaders with High Morale are literally immortal in the first 20 seconds of the Battle. During that time Angel and Cavalier should soften enemy defenses making possible for Cavalier to charge into back-row. The middle-line will be defended with Behemoth who is the toughest unit in the game supported by Orc who proved to be the most useful Range unit considering price and efficiency. The bottom line will be defended Iron Golem supported by Genie. Genie will heal Iron Golem all the time which will give enough time to Golem to survive until it gets help from Angel and Behemoth. All support spells should be used on Golem because when you use cast buff on Golem it receives additional healing. Angel heals a percentage of health to all units during an entire battle and resurrects first fallen unit meaning that if one of your Defensive units or Cavalier dies it will rise again immediately. This army will not give you fast victories but it will give you certain victories. Also, this army is very good for PVP Defense since its synergy does not depend on accurate spell casting.
Rampart Army – Maximized Frenzy and Slow
UNITS: Marksman, Monk, Swordsman, Pegasus, Green Dragon, Dwarf, Wood Elf, Dendroid Guard
SUBS: Orc, Ogre, Demon
Gelu is often underestimated because Wood Elf and Marksman are an easy target in PvP and vulnerable to Charge. However, for Campaign, Underground, World Map and Duel of Champions Gelu could be your ideal choice especially since it is not that hard to assemble the Army which will utilize his abilities in the best possible way. Top-line is made of Castle units who will benefit from High Morale. The middle-line contains Pegasus, Green Dragon, and Dwarf. Green Dragon will benefit from Pegasus bleeding attack and Pegasus will Shield Sharpshooters and Green Dragon making this back-row less susceptible to charging units. Dwarf should be in the middle so he could buff with HP adjacent defensive units at the start of the battle. In the bottom-line, there are only Wood Elf and Dendroid Guard. Dendroid Guard is one of the toughest Defense units in the game and it applies Slow on enemies. Sharpshooters inflict additional damage against Slowed targets, therefore Wood Elf will maximize its damage against anyone who opposes Dendroid. Those lines should be shifted according to the position of enemy Charge unit but the most important thing is to place Pegasus and Dwarf between two lines. Also, Green Dragon should be placed in the line where the most enemy’s non-flying units are present in order to utilize its ultimate most efficiently. Gelu’s spell Frenzy is what makes this army unique. Frenzy is very powerful but drains a portion of health on the selected unit so it is important to always use Frenzy on Green Dragon and Pegasus because you will be able to cover both units with the spell and their damage-done-after will be less affected than if it is used on Wood elf or Marksman. As you will see with every use of Frenzy your Range units will kill the target they attack. This army is capable to destroy enemies very fast which is important for battles where you have 1 min to acquire the maximum number of stars. Having Bow of the Sharpshooter makes this army even more dangerous.
Necropolis Army – True power of Necromancy
UNITS: Black Knight, Vampire, Ogre, Wight, Lich, Bone Dragon, Skeleton, Behemoth
SUBS: Demon, Walking Dead, Cyclops, Efreeti
It may seem that collecting the Necropolis army is an extremely hard task but with a little luck, you will be able to assemble an unbeatable army. Vidomina is the Hero who should lead the Necropolis army because her ability to Animate Dead, use Necromancy and summon Undead Army is what characterizes the power of Necropolis. Top-line is made of Black Knight, Vampire, and Ogre. Ogre will buff Vampire’s life steal and protect Charge units while Black Knight will deliver damage output needed to swiftly break enemy defenses and enable the charge to enemy’s back-row. Middle line is fully Necropolis based and here you will have Wight with decent damage output and ability to silence casters, Lich who will be the main damage dealer and Necromancer, Bone Dragon who will lower defenses of enemy front line and Skeleton who is not toughest Defensive unit but who can reflect damage and enable Lich to maximize its Necromancy. As you can see this line will be impenetrable with the help of Vidomina and a Lich. Lone Behemoth is the ideal unit to guard bottom lines while top lines deal with enemies. This Army is so powerful that only your own experience can witness its power. Zounds of Skeletons will overwhelm anyone who opposes you while your mighty Black Knights get stronger and stronger as the battle comes to an end. Necropolis troops are indeed stronger with Lord Haart but until you open Commander of Dead Knights you will be more than satisfied with Vidomina.
Solmyr’s Army – Power of Lightning
UNITS: Giant, Roc, Naga, Ogre, Genie, Iron Golem, Storm Elemental, Earth Elemental
SUBS: Mage, Monk, Dwarf, Demon, Stone Gargoyle, Pit Fiend
Solmyr is the Hero who can shine in any army but we tried to assemble an army which will maximize his lightning spell damage. Top-line is assembled from Giant, Roc, Naga, and Ogre. Giant and Roc will cause lightning damage to anyone in this line so this line must be shifted according to an enemy position to affect the maximum number of enemy troops. We already spoke of synergy between Ogre and Naga and how Naga’s Life Drain is enhanced by Ogre’s Aura. This line accumulates so much damage that it will utterly destroy anyone on the opposite side in several seconds. The middle-line is another already mentioned synergy – Genie and Iron Golem. This line will be rock-solid but if you succeed in placing Wind Wall with Solmyr so it could affect both Naga and Iron Golem you will make your troops twice as dangerous. The bottom-line is made of Storm Elemental and Earth Elemental. Those Elementals are hard to farm but when combined they provide unlimited power for Solmyr. Earth Elemental is so tough that it will endure deadliest attacks long enough to Storm Elemental unleash its ranged damage and kill opposite front-liner. And even when Earth Elemental is downed, Storm Elemental will be still protected since Earth Elemental will split into two smaller Elementals of almost equal toughness. Storm Elemental is not only one of the best Range units in the game, but it also enhances Lightning damage of allied Hero and troops meaning that all Solmyr’s spells, Giant’s and Roc’s skills will be enhanced. According to skill descriptions, this army should be able to deal with anything on the opposite side with ease. The damage potential of this army is enormous while its defense is one of the best. If you are able you should definitely try this army!
Kilgor’s Army – Full Might
UNITS: Cyclops, Roc, Wolf Rider, Goblin, Orc, Angel, Ogre, Behemoth
SUBS: Naga, Pit Fiend
With the introduction of Kilgor, Stronghold units gained a totally new perspective. Kilgor’s specialty is to enhance already overpowered Behemoth who is now immune to almost all effects and whose death will guarantee Invincibility for all Stronghold units for from now on. Also, Kilgor’s ultimate enhance Defense of all Stronghold units, increase their Critical Damage and grants significant healing over time. When Kilgor is fully upgraded (4 stars) effects of his ultimate are doubled, prolonged and its mana cost is reduced by 40%. This practically means that his ultimate becomes broken and that will be probably nerfed as we have seen before with Luna’s Infernal Wall. Because of all of this, Kilgor must lead a fully assembled Stronghold army with all its subjects. Every single Stronghold unit will benefit from Kilgor’s skills and they will last 5 seconds more because of Behemoth’s passive ability. As Stronghold has 7 different units, the question is which unit is the best to be added with them. The simple answer is an Angel because he will provide constant healing, 1-time Resurrection and his attack is formidable. If you are not able to combine Angel with the rest of the Stronghold team, you should use Naga who has a great synergy with Ogre (increased life-drain) or Pit Fiend who can improve Ogre’s healing. If you don’t want to use all Stronghold units and you want to use Kilgor nevertheless, be sure to pick all Melee Stronghold units since Kilgor’s unique spell is definitely more potent for them. All in all, Kilgor will change the balance of the game and this is the right time to start farming his green minions.
We hope you liked our selection of the best Armies. If you have your ideas be free to share it with us because will implement the best armies suggested by the community on this page. Also, as the game grows and new units are introduced we will update this page accordingly. If you want to learn more about Heroes and Units in Ear of Chaos please check our Hero Tiers page and Unit Tiers page.