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


m&m era of chaos tier list

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Have in mind that tier lists and best champions can differ from one player to another, and this is not meant to be a strict way of deciding what to do in the game, this is meant to give you a pro player’s guideline throughout the game. Have fun and enjoy the game!

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JENOVA (RAMPART)


The exclusive user of Unicorns, who can upgrade a Unicorn to the Unicorn King.<Heart of Purity>: Jenova can summon an additional unit of Unicorns and greatly increases the offensive capabilities and survival rate of Unicorns.

Jenova’s Bonuses on start:

  • Hero Attack +10
  • Hero Intelligence +8

Jenova’s Specialty:

  • 1 star – The Unicorn upgrades to Unicorn King. <Blind> upgrades to < Flash of the Cross>, and is able to blind units along the target’s horizontal and vertical rows.
  • 2 star – The Unicorn King summoned by Unicorns and <Heart of Purity> can increase dodge by 1200 when attacking 1-man or 4-man units
  • 3 star – Every time a Unicorn gains a shield, it will deal a Crit Hit in the next attack. The damage dealt by Unicorns increases by 20% when attacking blinded enemy units. (still effective with no heroes on the battlefield).
  • 4 star – The effect of Unicorn’s <Angelic Light> increases by 100%.

Jenova’s Spells are:

  • Heart of Purity (Ultimate, Air) – Summon 4 Unicorn Kings of Level.2 (scale with Spell level) in the target area. They will remain for 20 seconds with an ATK of 1520 (scale with Spell level) and an HP of 7200 (scale with Spell level). Mana Cost: 54, CD time: 34 secs.
  • Air Arrow (Air) – Deals 1467 (scale with Spell level + Intelligence Bonus) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30% for 8 seconds. Mana Cost: 18, CD time: 15 secs.
  • Wind Wall (Air) – Summons 1 Wall of Wind which increases dodge by 21% (scale with Spell level) and movement speed by 20 for friendly units which pass through it, lasting for 10 seconds. Mana Cost: 30, CD time: 24 secs.
  • Air Shield(Air) – Increases the dodge of friendly units within a certain range by 30 (+3)% (scale with Spell level) and grants them immunity to Air spell damage, lasting for 8.4 seconds (scale with Spell level). Mana Cost: 25, CD time: 18 secs.

Unicorns under Jenova’s command become a very nasty unit who can place Blind on multiple enemies along with its vertical and horizontal point of view. Reduced accuracy on enemy units can be extremely effective especially if your healing is not high enough (which is the main problem of Rampart units). Jenova’s ultimate can summon an additional unit of Unicorn Kings but summoned units are not very dangerous and can only draw the attention of enemies while placing Blind at the same time. Jenova also has 2 spells that emphasize Dodge increase which is very important for Unicorns because they generate <Shield> after every successful Dodge. Whenever Unicorns get <Shield> they will automatically place Critical Strike even without Jenova, so it is important to recruit Jenova only because of this skill that can be essential for Gem’s Rampart Army. Besides improving Unicorns, Jenova has nothing more to offer therefore she cannot be compared with Top Tier heroes and her usefulness is limited. Unicorns alone cannot prevail against strong synergized teams and since Jenova offers nothing to other units and her spells emphasize only Unicorns, she cannot be placed above Tier 3 of our Tier List.


GEM (RAMPART)


Gem has strong ties to the Rampart, and she imparts significant benefits to its units. Her spells provide protection, healing, and enhancement, and she is the ideal leader of the Rampart Army.

Gem’s Bonuses on start:

  • Hero Defense +10
  • Hero Knowledge +20

Gem’s Specialty:

  • 1 star – For every friendly Rampart unit on the battlefield, mana recovery increases by 0.7, and initial mana increases by 7.
  • 2 star – <Tranquil Rain> increases healing by 15% throughout the entire battle, up to 5 stacks. <Tranquil Rain> and <Cure> can dispel debuffs and provide a shield that’s equal to the tenfold healing amount for friendly Rampart units.
  • 3 star – When Rampart units gain a shield, their Magic Resistance can increase by an additional 10%, up to 10 stacks. They will also recover 8% HP, with CD of 6 seconds. (still effective with no heroes on the battlefield).
  • 4 star – When Rampart units gain a shield, their unit Damage, unit Damage Reduction, and ATK Speed increase by an additional 5%, up to 10 stacks.

Gem’s Spells are:

  • Tranquil Rain (Ultimate, Water) – Restores HP of friendly units equal to 469 (scale with Spell level + Intelligence Bonus) and 1% of their Max HP for 6 seconds. Mana Cost: 48, CD time: 27 secs.
  • Frozen Arrow (Water) – Deals 1467 (scale with Spell level) water spell damage to enemy units within a certain range and slows them for 8 seconds. Mana Cost: 18, CD time: 15 secs.
  • Stone Skin (Earth) – Gives a shield to friendly units in a certain range that absorbs 1380 (scale with Spell level + Intelligence Bonus) damage, lasting 15 seconds. Mana Cost: 26, CD time: 22 secs.
  • Cure (Water) – Restores 1996 (scale with Spell level + Intelligence Bonus) HP for friendly units within a certain range. Mana Cost: 20, CD time: 15 secs.

With the introduction of Gem, Rampart units become META in every aspect. Gem literally needs every Rampart unit available to reach her full potential. She can lead other units but lack of any Rampart unit significantly decreases her overall power. The secret of Gem unbelievable power is the fact that every <Shield> improves Magic Resistance, Damage, Damage Reduction, and ATK Speed of the shielded unit and heals that unit simultaneously. All bonuses are increased with every subsequent Shield placed allowing Rampart units to have 100% Magic Resistance and 50% Damage, Damage Reduction, and ATK Speed. When we know that Gem can place <Shield> when casting <Tranquil Rain>, <Cure> and <Stone Skin> and when we add <Shield > that Pegasus and Druid provide we come to the conclusion that with Gem in charge Rampart units become almost invincible. The amount of healing provided by Gem and sustenance she grants along with Pegasus and Druid is amazing and I can freely say that Rampart forces leading by Gem will easily deal with Necropolis under the command of Sandro. If I am correct this will change the game balance completely and we will see Gem’s army in the first ten places of the Arena from now on.


TAZAR (FORTRESS)


Tazar the wondering Beastmaster, is a true leader of the Fortress, and a Fortress Army receives great benefits from him. His magic focuses on damaging and debilitating enemy units.

Tazar’s bonuses on start:

  • Hero Attack +14
  • Hero Defense +16

Tazar’s Speciality:

  • 1 star – Friendly Fortress units are immune to freeze, petrification, and Time Stop. Tazar’s mana cost for casting earth spells decreases by 20%.
  • 2 star – During<Death Match>, all units on the battlefield can’t be healed, the life drain of the friendly unit will increase to 35%, and friendly Fortress units will increase unit damage reduction by 20% and Crit Hit by 1000 (Life drain and HP recovery do not count as healing).
  • 3 star – All friendly Fortress units increase unit DEF by 20% and unit damage by 10%.(Still effective when Hero is not on the battlefield).
  • 4 star – For every debuff Fortress units have, gain 1 stack of <Plague Symbiosis>/<Plague Aggravation>/<Plague Dominance> up to 8 stacks. Hydra becomes immune to <stun> and is guaranteed one <Chasing Bite> every 10s. For 3s after, Chasing Bite>, Hydra increases Crit DMG by 20%.

Tazar’s Spells are:

  • Death Match (Ultimate, Earth) – All units on the battlefield get 2 debuffs at random which can’t be dispelled. The damage debuffs for enemies double. Friendly Fortress units gain 10% life drain for 15s. Mana Cost: 40, CD time: 50 secs
  • Earth Arrow (Earth) – Deals 951 earth spell damage (scale with spell level) to enemy units within a certain range and stuns them for 3s. Mana Cost: 20, CD time: 15 secs
  • Quicksand (Earth) – Summons quicksand at a specific location and deals damage to all units equal to 2% (scale with spell level) of their Max HP (double damage for enemy units) every second. Reduces enemy units’ damage reduction by 10% for 8s. Mana Cost: 34, CD time: 24 secs
  • Petrification (Earth) – Petrifies targeted units for 4s, simultaneously dealing them 1097 earth damage (scale with spell level). Mana Cost: 40, CD time: 28 secs

Tazar may seem a mediocre hero that is best paired with the Fortress units because of his ultimate that debuffs all enemy units and simultaneously give life drain to Fortress units on his team. He would be great against units and heroes that are prone to debuffing since his Fortress units become stronger from more debuffs they have thrown on them. In reality, Tazar is a very powerful Hero when leading his Fortress troops and his potential might is second to none but when he is paired with other troops his power diminishes.


KORBAC (FORTRESS)


Korbac, a Beastmaster with deep connections to Serpent Flies, excels at supporting and summoning these flying beasts. He is well suited to a Fortress Army that supports and empowers these flying terrors.

Korbac’s Bonuses on start:

  • Hero Defense +6
  • Hero Intelligence +12

Korbac’s Speciality:

  • Serpent Fly’s Crit DMG increases by 40%.
  • The Serpent Flies summoned by <Nest of Serpent Flies> have their ATK increased by 20% and Crit Hit by 500.
  • Every Crit Hit from Serpent Flies can dispel the target’s buffs (other than Invincibility and Halos)
  • Serpent Flies are immune to bleed, burn, freeze, slow, and silence.

Korbac’s Spells are:

  • Nest of the Serpent Flies (Ultimate, Water) Summons 1 Lv.1 Serpent to the target area. It will remain for 20 seconds and have an ATK of 250 (scale with spell level) and an HP of 2800 (scale with spell level). Mana Cost: 65, CD time: 30 secs
  • Earth Arrow (Earth) Deals 951 earth spell damage (scale with spell level) to enemy units within a certain range and stuns them for 3s. Mana Cost: 20, CD time: 15 secs
  • Ice Shield (Water) Grants water damage immunity to targeted friendly units for 8 seconds (scale with spell level). Enemy units that attack your shielded units are slowed for 3s. Mana Cost: 25, CD time: 26 secs
  • Mirth (Water) Grants Hig Morale to all friendly non-Necropolis units within range, increasing their ATK speed by 50% (scale with spell level). Lasts for 15s. Mana Cost: 28, CD time: 24 secs

Overall Korbac is not a good hero except when it comes to Serpent Flies. He is a go-to guy if you have the whole team built around the Serpent Flies. Korbac buffs Serpent Flies by boosting their ATK, Crit Hit, and giving the immunity to some Debuffs while boosting his Ultimate that is a summoning of a Serpent Fly. Anything useful to other units is that he can throw Ice Shield and Mirth buffing them slightly.


CIELE (CONFLUX)


Ciele is proficient with all four magical arrows. She can generate multiple spells through the elemental resonance of magical arrows and resonates with various elemental units.

Ciele’s Bonuses on start:

  • Hero Intelligence +20
  • Hero Knowledge +10

Ciele’s Specialty:

  • 1 star – The range of Fire Arrow, Frozen Arrow, Earth Arrow, and Air Arrow increases by 10% and mana cost decreases by 10%. Each Arrow fired by Ciele can generate a corresponding Magic Elemental, and 3 Magic Elementals can cast an extra spell. Each Magic Elemental can reduce the corresponding Magic resistance of enemy non-Elemental units by 10%.
  • 2 star – Ciele’s mana recovery rate increases by 0.2 for every Conflux unit deployed. When an enemy unit dies, Ciele recovers an extra 5 mana for every living Conflux unit.
  • 3 star – All elemental units increase Magic Resistance by 50%, unit damage by 10%, and unit damage reduction by 10% (still effective with no heroes on the battlefield).
  • 4 star – Each time Ciele casts a special spell, she will resonate with the corresponding Elemental and activate the Ultimate Skill of that Elemental once. The activated unit’s Ultimate Skill will be enhanced, and each time a special spell is cast, Elemental units will gain 3 seconds of immunity to spell damage.

Ciele’s Spells are:

  • Earth Arrow (Ultimate, Earth) – – Deals 951 (scale with Spell level) earth spell damage to enemy units within a certain range and stuns them for 3 seconds. Mana Cost: 20, CD time: 15 secs.
  • Frozen Arrow (Water) – Deals 1467 (scale with Spell level) water spell damage to enemy units within a certain range and slows them for 8 seconds. Mana Cost: 18, CD time: 15 secs.
  • Fire Arrow (Fire) – Deals 1467 (scale with Spell level) fire spell damage to enemy units within a certain range and burns them, lasting 5 seconds. Mana Cost: 20, CD time: 15 secs.
  • Air Arrow (Fire) – Deals 951 (scale with Spell level) air spell damage to enemy units within a certain range and decreases the target’s accuracy by 30%, lasting 8 seconds. Mana Cost: 20, CD time: 15 secs.

Ciele is a mighty leader of Conflux forces whose power literally has no limits when controlled by a player. She only has Magic Arrows but with each Arrow cast, she generates a corresponding elemental on the battlefield. When she generates 3 Elementals she will cast a new random special spell for free. Since she has increased Mana recovery rate depending on the number of Conflux units and she gains a significant amount of mana after every kill she basically can cast Magic Arrows all the time while swarming the battlefield with Elementals. At the top of that, she enhances the damage, damage reduction, and Ultimate Skills of all Conflux units in her army who then becomes almost invincible for the opposite force. I am not so sure that AI will properly use the power of Ciele because she needs careful planning when and where to cast her Magic Arrows but in hands of a skillful player Ciele transforms into an unstoppable force. Keep in mind that Air and Frozen arrow generates Elementals who are not so good in melee combat and act accordingly. It is still early to jump to conclusions but according to the description of her skills, Ciele will be capable of defeating anything on the opposite side including Dungeon units that have increased Magic Resistance.


XERON (INFERNO)


Xeron the leader of the Demons is intent on bringing Armageddon to the World. Being a Devil himself, he is also the master and empowerer of other devils. This, combined with his powerful fire spells, makes him an effective combatant.

Xeron’s Bonuses on start:

  • Hero Attack +20
  • Hero Knowledge +10

Xeron’s Specialty:

  • 1 star – The Devil upgrades to Doombringer. <Withering> can deal damage twice on burning targets. <Cruel Torture> and <Painful Reaper> can cause silence for 6 seconds every time.
  • 2 star – When <Echo of the Abyss> is cast, the Devil (Doombringer) triggers its special skill.
  • 3 star – For every unit of a different class or faction deployed, different Inferno units will gain different types of attribute bonuses (still effective with no heroes on the battlefield).
  • 4 star – When Doombringer casts <Pianful Repaer>, friendly Inferno Faction units can recover HP equal to 10% of their Max HP, and Doombringer’s recovery doubles

Xeron’s Spells are:

  • Echo of the Abyss (Ultimate, Fire) – Deals 3096 (scale with Spell level) fire spell damage on enemy units within a certain range and summons 1 Devil of Level 1(scale with Spell level) in the target area with an ATK of 15500 (scale with Spell level) and immune to all damage. The Devil lasts for 10 seconds. Mana Cost: 48, CD time: 28 secs.
  • Fire Arrow (Fire) – Deals 951 (scale with Spell level) fire spell damage to enemy units within a certain range and burns them, lasting 5 seconds. Mana Cost: 20, CD time: 15 secs.
  • Fireball (Fire) – Summons continuous fire balls in the target area, dealing fire spell damage 6 times (adds up to 1920 (scale with Spell level)) to enemy units and burns them, lasting for 8 seconds. Mana Cost: 47, CD time: 37 secs.
  • Slayer (Fire) – Increases ATK by 60% (scale with Spell level) for friendly units within a large range, lasting for 10 seconds. The duration for 9-man units lasts for additional 5 seconds. Mana Cost: 40, CD time: 28 secs.

Xeron is a Top Tier Inferno Hero who emphasizes the synergy between Inferno units and units from other Factions. For every different non-Inferno unit, the Inferno unit will get a random attribute bonus meaning that the Xeron’s Army will be stronger if it is not entirely Inferno based. Xeron upgrades Devils who must be part of his Army and whose passive ability is doubled against burning targets. This suggests that all units who can cause burning to enemies are most welcomed in the Xeron’s Army. The synergy between Efreeti and Firebird is already well known and it will utilize perfectly will Xeron. Other units that can burn enemies are  Black Dragon and Fire Elemental and both of them fit perfectly with this Arch-Devil. Xeron will definitely give a new meaning to the power of Devils and the units under his lead will be an unsolvable enigma to the most of other Armies, but Xeron’s influence on the game will be proportional to his availability to normal players.


SEPHINROTH (DUNGEON)


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

Sephinroth’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +10

Sephinroth’s Specialty:

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

Sephinroth’s Spells are:

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

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


JEDDITE (DUNGEON)


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

Jeddite’s Bonuses on start:

  • Hero Defense +10
  • Hero Knowledge +8

Jeddite’s Specialty:

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

Jeddite’s Spells are:

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

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


MUTARE (DUNGEON)


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

Mutare’s Bonuses on start:

  • Hero Attack +8
  • Hero Defense +10

Mutare’s Specialty:

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

Mutare’s Spells are:

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

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


DRAGON MUTARE (DUNGEON)


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

Dragon Mutare’s Bonuses on start:

  • Hero Attack +12
  • Hero Defense +18

Dragon Mutare’s Specialty:

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

Dragon Mutare’s Spells are:

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

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


CATHERINE (CASTLE)


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

Catherine’s Bonuses on start:

  • Hero Attack +8
  • Hero Defense +8

Catherine’s Specialty:

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

Catherine’s Spells are:

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

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


KENDAL (CASTLE)


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

Kendal’s Bonuses on start:

  • Hero Defense +8
  • Hero Knowledge +10

Kendal’s Specialty:

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

Kendal’s Spells are:

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

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


RYLAND (RAMPART)


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

Ryland’s Bonuses on start:

  • Hero Intelligence +8
  • Hero Knowledge +8

Ryland’s Specialty:

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

Ryland’s Spells are:

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

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


ADELAIDE (CASTLE)


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

Adelaide’s Bonuses on start:

  • Hero Intelligence +10
  • Hero Knowledge +8

Adelaide’s Specialty:

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

Adelaide’s Spells are:

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

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


SIR MULLICH (CASTLE)


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

Sir Mullich’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +8

Sir Mullich’s Specialty:

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

Sir Mullich’s Spells are:

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

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


MEPHALA (RAMPART)


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

Mephala’s Bonuses on the start:

  • Hero Defense +12
  • Hero Knowledge +6

Mephala’s Specialty:

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

Mephala’s Spells are:

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

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


ROLAND (CASTLE)


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

Roland’s Bonuses on start:

  • Hero Defense +20
  • Hero Knowledge +10

Roland’s Specialty:

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

Roland’s Spells are:

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

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


LORD HAART (NECROPOLIS)


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

Lord Haart’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Lord Haart’s Specialty:

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

Lord Haart’s Spells are:

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

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


SANDRO (NECROPOLIS)


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

Sandro’s Bonuses on start:

  • Hero Intelligence +20
  • Hero Knowledge +10

Sandro’s Specialty:

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

Sandro’s Spells are:

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

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


HUMAN SANDRO (NECROPOLIS)


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

Human Sandro’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +14

Human Sandro’s Specialty:

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

Human Sandro’s Spells are:

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

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


VIDOMINA (NECROPOLIS)


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

Vidomina’s Bonuses on start:

  • Hero Intelligence +8
  • Hero Knowledge +14

Vidomina’s Specialty:

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

Vidomina’s Spells are:

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

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


GELU (RAMPART)


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

Gelu’s Bonuses on start:

  • Hero Attack +14
  • Hero Knowledge +8

Gelu’s Specialty:

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

Gelu’s Spells:

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

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


CRAG HACK (STRONGHOLD)


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

Crag Hack’s Bonuses on start:

  • Hero Attack +12
  • Hero Knowledge +6

Crag Hack’s Specialty:

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

Crag Hack’s Spells are:

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

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


RASHKA (INFERNO)


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

Rashka’s Bonuses on start:

  • Hero Attack +8
  • Hero Intelligence +10

Rashka’s Specialty:

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

Raska’s Spells are:

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

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


ZYDAR (INFERNO)


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

Zydar’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +8

Zydar’s Specialty:

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

Zydar’s Spells are:

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

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


SHIVA (STRONGHOLD)


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

Shiva’s Bonuses on start:

  • Hero Defense +12
  • Hero Knowledge +6

Shiva’s Specialty:

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

Shiva’s Spells are:

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

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


YOG (STRONGHOLD)


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

Yog’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Yog’s Specialty:

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

Yog’s Spells are:

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

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


KILGOR (STRONGHOLD)


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

Kilgor’s Bonuses on start:

  • Hero Attack +10
  • Hero Defense +20

Kilgor’s Specialty:

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

Kilgor’s Spells are:

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

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


SOLMYR (TOWER)


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

Solmyr’s Bonuses on start:

  • Hero Attack +12
  • Hero Intelligence +18

Solmyr’s Specialty:

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

Solmyr’s Spells are:

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

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


DRACON (TOWER)


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

Dracon’s Bonuses on start:

  • Hero Defense +10
  • Hero Intelligence +20

Dracon’s Specialty:

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

Dracon’s Spells are:

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

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


Astral (TOWER)


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

Astral’s Bonuses on start:

  • Hero Intelligence +20
  • Hero Knowledge +10

Astral’s Specialty:

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

Astral’s Spells are:

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

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


LUNA (CONFLUX)


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

Luna’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Luna’s Specialty:

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

Luna’s Spells are:

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

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


MONERE (CONFLUX)


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

Monere’s Bonuses on start:

  • Hero Attack +8
  • Hero Knowledge +10

Monere’s Specialty:

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

Monere’s Spells are:

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

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


m&m era of chaos units

In-depth guides and information about all units currently existing in the game…


might and magic era of chaos tier list heroes and units


GNOLL


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

Skills:

  • Chain Slap (Ultimate) – The Gnoll unit deals medium damage to hostile units and stuns them for 3 secs
  • Primitive Wildness (Blue) – Increases Gnoll’s ATK by 15% (scale with skill level) and ATK speed by 3% (scale with skill level)
  • Plague Aggravation (Purple) – Gnoll’s unit’s damage increased by 5%(scale with skill level), which is increased by an extra 5% for every debuff the target has, up to 5 stacks.
  • Execution (Orange) – When fighting against a target with HP lower than 30%, the Gnoll’s ATK is increased by 30%.

Gnoll is very similar to Pikeman with one difference – unlike Pikeman, Gnoll emphasis Offensive attributes. Gnoll’s ability to Stun can be helpful but his real strength lies in the fact that he causes significantly greater damage against near-dead enemies and enemies with debuffs. That indicates that Gnoll is best when led by a Hero who can place several debuffs simultaneously. The pure example of that is the new Fortress Hero, Tazar.


LIZARDMAN


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Ranged 49-Man Unit High Low Medium 0.63

Skills:

  • Poisoned Dart (Ultimate) – Lizardman unit deals heavy damage to their target, and gives them <Plague> for 6 seconds (<Plague causes damage to units over time. Deals an extra 30% damage to <bleeding> targets).
  • Rending (Blue) – Increases Lizardman’s normal attack by 10%(scale with skill level). The damage dealt to <bleeding> targets increases by 30%.
  • Plague Aggravation (Purple) – Lizardman unit’s damage increased by 5% (scale with skill level). Lizardman’s unit’s damage will be increased by a further 5% for every debuff the target has, up to 5 stacks.
  • Dragon Slaying (Orange) – When facing 1-man or 4-man units, the Lizardman unit’s unit’s damage is increased by 5% (scale with skill level).

Lizardman is an SR unit but his damage potential is not significantly higher than the damage of Marksman. Lizardman is especially effective against <Bleeding> targets which indicates that his full potential will be reached when he is combined with Pegasus or Ork or when Hydra places <bleeding> debuff on the Lizardman’s target. Like for all Fortress units, Lizardman’s damage output will be increased for every debuff placed on his target and since Tazar is the Hero who can place multiple debuffs simultaneously, Lizardman will prove his value the best when led by Tazar. It is important to say that Lizardman’s damage output is further increased against 1-man and 4-man units so be careful and place him in the line where can target those units.


SERPENT FLY


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

Skills:

  • Marsh Plague (Ultimate) – The Serpent Fly deals medium damage to its target unit, and makes them suffer from <Plague> for 6 seconds (<Plague> causes damage to units over time. Deal an extra 30% damage to <bleeding> targets).
  • Flies in the Air (Blue) – Serpent Fly’s ATK Speed increased by 3% (scale with skill level) and Crit Hit by 50% (scale with skill level).
  • Plague Symbiosis (Purple) – Serpent Fly’s Crit Hit increased by 100 (scale with skill level). Serpent Fly’s Crit Hit will be increased by 75 further for every debuff the target has, up to 5 stacks.
  • Weakness (Orange) – When the Serpent Fly lands a Crit Hit, it has an 8% chance to decrease unit’s damage by 5% (scale with skill level) and Crit Hit by (scale with skill level) of hostile units within a certain area for 10 seconds, up to 3 stacks.

Serpent Fly is a Caster who is proficient in debuffing enemies with DOT (Damage over Time) and who can decrease their attacking capabilities when it is fully upgraded. Serpent Fly has a decent damage potential for a caster but its defensive attributes are not that great. It is highly dependable to its Crit Chance so in some battles Serpent Fly can perform extremely well and in some battles, it may seem that it is utterly useless. It places <Plague> debuff on enemies which is very helpful to all Fortress units because their damage potential scale with the number of debuffs target has. Both existing Fortress Heroes works very well with Serpent Fly. Korbac is specialized in Serpent Fly and improves its Critical Chance significantly, while Tazar utilizes all Serpent Fly’s virtues into a tool of destruction.


Basilisk


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Defensive 4-Man Unit Low High Medium 0.36

Spells:

  • Petrifying Bite(Ultimate) – The Basilisk unit <petrifies> the target for 4.8 seconds (scale with skill level) (“Petrification”: unit’s damage reduction decreased by 20%. Cannot attack, move or cast skills.)
  • Adamantine Flake (Blue) – Increase Basilisk’s DEF by 15% (scale with skill level) and unit’s damage reduction by 5% (scale with skill level).
  • Plague Symbiosis (Purple) – Basilisk’s unit’s damage reduction increased by 5%(scale with skill level). Basilisk’s unit’s damage reduction will be increased by 5% further for every debuff the target has, up to 5 stacks.
  • Petrifying Impact (Orange) – Every Basilisk <petrifies> surrounding enemies when it dies for 3.5 seconds (scale with skill level).

Basilisk is a very tough defensive unit whose Defense can reach amazing highs but whose Attack almost doesn’t exist. It can petrify enemy units by its ultimate and whenever one of the Basilisk units dies (when fully upgraded). Basilisk is a pure example of the Defensive unit. Its role is to stop enemies advancing and to live as long as possible, and Basilisk is very good at fulfilling that role. More importantly, its defensive capabilities can be used in different armies although it excels in the Fortress army because of Plague Symbiosis that depends on the number of debuffs. Obviously, Tazar is the right Hero for leading Basilisk but as I said before basilisk can be used with other Heroes as well.


WYVERN


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Offensive 1-Man Unit High Low Medium 0.48

Spells:

  • Venomous Spurt (Ultimate) – Every 21 seconds, Wyvern spits venom at the target, dealing medium damage to hostile units within a certain range and inflicts them with Plague for 6 seconds (Plague damage dealt by Wyvern increased).
  • Vicious Claw (Blue) – Wyvern’s ATK speed increased by 3% (scale with skill level). Its normal attack makes the target suffer from <Plague> for 6 seconds (<Plague> Causes damage to units over time. Deal an extra 30% damage to <bleeding> targets).
  • Plague Symbiosis (Purple) – The Wyvern’s unit’s damage increased by 5% (scale with skill level) which is increased by an extra 5% for every debuff the target has, up to 5 stacks.
  • Wild Miasma (Orange) – Wyvern’s ATK increased by 30%. Wyvern makes all hostile units suffer from <Plague> and decreases their healing by 20% every 20 seconds over the next 10 seconds.

Wyvern is a very powerful Offensive unit that has various ways of spreading the Plague that causes DOT (Damage over time). When fully upgraded Wyvern can spread Plague in the AOE effect and can additionally reduce the enemy’s healing received. Wyvern works best with Tazar because he emphasizes Wyvern’s Plague Symbiosis but because of its attacking potential and ability to debuff enemies with almost all attacks, Wyvern will be most welcomed in almost any Army.


GORGON


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SSR Defensive 4-Man Unit Medium High High 0.51

Spells:

  • Mighty Gorgon (Ultimate) – Gorgon removes all debuffs on it and releases a Mighty Gorgon every 20 seconds, dealing low (scale with skill level).damage to 3 target units. Has a 30% chance to <Petrify> them for 3 seconds and a 2.4% (scale with skill level). Chance to deal 2500 times the damage.
  • Marsh Overlord (Blue) – Increases Gorgon’s DEF by 15% (scale with skill level).and unit damage reduction by 10% (scale with skill level). If damage received by Gorgon from a single attack exceeds 15% of its Max HP, it becomes immune to the damage beyond that 15%.
  • Plague Symbiosis (Purple) – The Gorgon’s unit’s damage reduction is increased by 5% (scale with skill level)., and is increased by 5% further for every debuff the target has, up to 5 stacks.
  • Wild Curse (Orange) – Decreases Crit Hit by 150 (scale with skill level) and unit’s damage by 10% of hostile units around Gorgon.

Gorgon is probably the best Defensive unit in the game, second maybe only to Black Dragon. Gorgon’s defensive capabilities are amazing and it is capable to resist even the highest damage from the opposite unit. The trademark of Gorgon is its chance to utterly destroy all units in front of him when executing its ultimate. The chance is small but the fact that Gorgon can decide the outcome of the battle with just one attack makes him desirable in any Army. Gorgon’s damage reduction increases with the number of debuffs an enemy has so it is obvious that Tazar is the best Hero for leading it. However, Gorgon is amazing even without increased damage reduction and it will be an irreplaceable part of any army.


HYDRA


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SSR Offensive 1-Man Unit High Medium Medium 0.5

Spells:

  • Chaos Mist (Ultimate) – Hydra blows a mass of chaos mist in its path, inflicting 1 random debuff among Slow, Bleeding, Burning, Blind, Static, Plague, and Disease to all targets in a large area for 3 seconds (scale with skill level) and dealing damage equal to 50% of its own ATK.
  • Headbutt Combo (Blue) – Hydra has a chance to follow up with 1/2/3/4 headbutts when attacking, dealing 60% damage (scale with skill level) each time. The chances of an additional headbutt are 60%/40%/30%/10% respectively
  • Plague Dominance (Purple) – For every Fortress unit deployed, Hydra’s unit’s damage increases by 4% (scale with skill level), and Hydra’s Crit Hit will be increased by another 100 for every debuff the target has, up to 5 stacks.
  • Chasing Bite (Orange) – When its previous attack is dodged, Hydra gains one more attack, dealing 202% damage (scale with skill level). Once Chasing Bite is triggered, Hydra is guaranteed a Crit Hit within 3 seconds.

Hydra is on the top of the food chain when we talking about Offensive units. Its usefulness heavily depends on the number of Fortress units in the army but without doubt, Hydra is a fearsome unit in any army. It is true that Hydra’s damage output also depends on luck (Headbutt Combo) but nevertheless, Hydra will be an MVP in every second battle. We can compare Hydra with Naga because they are similar in some aspects but Hydra is definitely a more dangerous unit that can cause significantly higher damage. Its ability to place random debuff with its ultimate to multiple units benefits other Fortress units the most because they will be more deadly when fighting against enemies with debuffs. Tazar is obviously the Best Hero for leading Hydra but Hydra can sometimes be ideal for some other Heroes depending on the debuffs it place on enemies. In short, Hydra is a Top Tier unit without a doubt.


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.


PALADIN


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SSR Defensive 4-Man Unit Medium High High 0.4

Spells:

  • Reinforcements of the Valiant (Ultimate) – Paladin units summon 2 Sanctuary Retinues to fight every 25 seconds. The Sanctuary Retinue has 430 ATK (scale with skill level) and 10000 HP (scale with skill level) and exists throughout the entire battle. The Paladin’s DEF is increased by an extra 15% for every 1 Sanctuary Retinue on the battlefield. For the first 3 summons, all your units’ damage is increased by 10% for 20 seconds.
  • Leadership (Blue) – Paladin unit’s damage reduction is increased by 10% (scale with skill level). The effect doubles if in “High Morale”.
  • Incentive (Purple) – The Paladin is immune to <Low Morale>. The Paladin gives himself and friendly units within a large range “High Morale” and 500 Crit Hit for 12 seconds (scale with skill level).
  • Innocent Domain (Orange) – The Paladin is immune to <Disease>. Increases all friendly units’ damage reduction by 10% (scale with skill level) if the Paladin is on the battlefield.

 

Paladin is probably the toughest Defensive unit in the game. His Defense is increased with every Sanctuary Retinue he summons meaning that the longer the battle lasts the harder will be to kill a Paladin. His summons (like all summons) do not pose a great threat to enemy forces but they can attract enemies into attacking them allowing other Paladin allies to live considerably longer. Paladin’s damage reduction is doubled if he is under the effect of <High Morale> which can now be placed by Paladin himself beside the Monk. It would be wise to place Paladin in the same line as Monk nevertheless because the longer he is under the effect of <High Morale> the longer he will live and more summons he will create. Paladin is particularly effective against Necropolis Faction because of his immunity to <Low Morale> and <Disease>. The sole presence of Paladin on the battlefield increases the damage reduction of all allied units by at least 10% which means that he will benefit almost any living Army. For reaching his full potential Paladin needs Monk and Angel and it is not necessary to be in the full Castle army, so you can combine the synergy of those 3 units with some other synergies in the game. Paladin is, without doubt, a Top Tier unit who can shine under the leadership of any living Hero, so it is not an understatement when I say that you must recruit him as soon as possible. 


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.


Centaur


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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.


DRUID


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

Skills:

  • Call of the Forest (Ultimate) – After entering battle, the Druid summons a magic circle that lasts for 10 seconds (scale with skill level). All friendly units standing in the circle are immune to spell damage.
  • Outgrowing (Blue) – Increases Druid’s ATK by 20% (scale with skill level) and ATK speed by 5% (scale with skill level).
  • Blessing of Life (Purple) – The Druid unit randomly generates a “Shield” for 4 friendly units in the front row every 30 seconds that absorbs damage equal to 10% (scale with skill level) of Max HP.
  • Heart of Nature (Orange) – Druid units bless friendly units within a large area every 25 seconds, increasing their Crit DMG by 10% (scale with skill level) and Crit Hit by 100 (scale with skill level) over the nest 15 seconds. The bonus doubles when the Druid casts for the first time.

Druid is the new Rampart unit that introduces new strategies for assembling a Rampart army or any other Army. Druid is a versatile unit that can be combined with almost any other unit bringing additional damage and adding sustain to the equation. Unlike Monks, Druid cannot heal but they constantly provide “Shield” to the entire front line that significantly increases the life-span of your melee units. At the same time Druid, if fully upgraded, can drastically increase the damage output of Range units by increasing their Critical Chance and Critical Damage through almost the entire battle. At the top of that Druid prevents initial Spell damage against some of your troops negating a starting advantage of some Heroes. Druid is a new unit so it will be difficult to recruit him and maximize him immediately but he should be prioritized in your plans, nevertheless.


Pegasus


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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!


Skeleton


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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.


Mummy


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Defensive 4-Man Unit Medium Medium High 0.37

Skills:

  • Decaying Curse (Ultimate) – Within a certain range, Mummy deals moderate damage (scale with skill level) to all surrounding units every 20 seconds and makes them suffer from <Disease> for 12 seconds. Disease decreases healing by 50%.
  • Source of Disease (Blue) – Mummy is immune to <Disease>. Mummy’s damage reduction is increased by 6%. When Mummy is on the battlefield, all healing effects received by enemy units is reduced by 10%.
  • Shroud (Purple) – When <Decaying Curse> is cast, restores HP equal to 5% (scale with skill level) of your Max HP, and increases unit’s damage reduction by 10% (scale with skill level) for 10 seconds.
  • God of Plague (Orange) – Mummy’s DEF increases by 15% (scale with skill level). If the enemy attacking the Mummy is suffering from <Disease>, the effect doubles.

Mummy is an SR defensive Unit from the Necropolis faction. It is better than Skeleton and Walking Dead in every way and it is able to heal itself whenever it uses an ultimate. Combined with Sandro or Vidomina, Mummy is capable to withstand an enormous amount of damage before it falls which makes it an irreplaceable part of any serious Necropolis army. Most importantly Mummy is the direct counter to healing units like Monk, Angel or Genie. Mummy’s presence on the battlefield drastically reduces all opposite healing effects and totally undermines the power of armies that relies on healing. Mummy should be farmed and leveled as soon as possible because with the introduction of Sandro, Mummy becomes a META unit.


Vampire


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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.


Goblin


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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.


Imp


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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.


Gremlin


GRADE ROLE ATTACK DEFENSE 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 investing in it.


Stone Gargoyle


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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.


MAGIC AIRSHIP


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Caster 4-Man Unit High low Medium 0.49

Skills:

  • Energy Support (Ultimate) – When any of your unit’s HP is lower than 30%, restores 15% of Max HP (scale with skill level), dispels all debuffs, increases unit’s damage reduction and magic resistance by 10% (scale with skill level) for 15 seconds. Can only be cast once per battle.
  • Frost Bombing (Blue) – Normal attacks have a 2% chance (scale with skill level) to <Freeze> the target and the hostile units around it for 2 seconds.
  • Spell Field (Purple) – The Magic Airship’s magic resistance is increased by 10% (scale with skill level). When <Magic Awakening> is used, hostile heroes lose 2 mana and friendly heroes restore 3 mana.
  • Magic Awakening (Orange) – When the Magic Airship unit is enhanced by a friendly hero’s spell, it increases all Caster Units’ ATK speed by 10% (scale with skill level) and unit’s damage by 10% for 15 seconds. Increases ATK speed by 4%(scale with skill level) for all Caster Units throughout the entire battle, up to 4 stacks.

Magic Airship is the unit that will complete the assembling of the Tower army. When fully developed this unit significantly increases ATK Speed of all caster units which is essential for Tower’s army especially under the command of Astral. However, it is still uncertain does the Ultimate of Magic Airship can be used only once in the entire battle or once per unit. The difference is game-changing because if it can be used only once per battle Magic Airship is an average unit but if it can be used once per unit Magic Airship becomes a Top Tier unit. Magic Airship also has a chance to place <Freeze> in small AOE with every attack for 2 seconds. This chance is symbolic and can occur once in every 50 attacks meaning that it doesn’t crucially influence the outcome of the battle. Nevertheless, Magic Airship will increase the overall strength of Tower forces one way or another so if you were focused on building Astral’s army until now, Magic Airship will be a mandatory addition to your roster.


Genie


GRADE ROLE ATTACK DEFENSE 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 DEFENSE 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 DEFENSE 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.


Sprite


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
R Charge 9-Man Unit Medium Low Low 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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 DEFENSE 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.


Troglodyte


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

Skills:

  • Spear Array (Ultimate) – Troglodyte deals medium damage to hostile units and stuns them for 3 secs
  • Keen (Blue) – Increases ATK by 10% (scale with level) and ATK speed by 3% (scale with level) for the Troglodyte
  • Spell Breaker’s Smell (Purple) – Increases magic resistance and unit’s damage reduction by 5% (scale with level) for the Troglodyte over the next 10 seconds. The effects double every time a hostile hero casts a spell.
  • Poisoned Spear (Orange) – Increases Troglodyte’s normal attack damage by 10% (scale with level). The damage dealt to “bleeding” targets is increased by 30%.

Troglodyte is very similar to Pikeman with one big difference – Trogolodyte can sustain much more than Pikeman. Troglodyte causes significantly increased damage against bleeding targets therefore it could be wise to put him in the same line with Minotaur, Centaur, Pegasus, Orc or Hell Hound. Also, Troglodyte can stun which especially effective when in line with Harpy.


Harpy


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

Skills:

  • Harpy’s Sharp Claw (Ultimate) – When the Harpy is under attack, she has a chance to deal 150% (scale with level) damage to 3 units. (Normal attacks also have a chance of triggering it).
  • High Suppression (Blue) – When facing a unit that cannot fly, the Harpy’s attack is increased by 30% (scale with level).
  • Spell Breaker’s Scream (Purple) – Whenever a hostile hero casts a spell, the Harpy decreases the targeted hostile unit’s unit damage reduction by 4.4% (scale with level) for 6 seconds, up to 3 stacks.
  • Aiming in Mid Air (Orange) – Harpy’s Crit DMG is increased by 30% (scale with level). The Harpy is guaranteed to cause Crit Hits against stunned targets.

Harpy is a powerful DPS unit that can suppress ground targets and make opportunities for allies to cause increased damage whenever an enemy Hero casts a spell. When fully upgraded Harpy can cause critical hits against stunned targets, therefore, it would be best to place her in the same line with Troglodyte, Angel, Psychic Elemental, Earth Elemental or Behemoth. She should be always put against multiple ground targets assisted by some unit that can sustain a lot of damage because Harpy itself is very squishy. As a charging unit, she can always penetrate the enemy front line and charge towards archers and casters if placed in the right position.


Minotaur


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Defense 4-Man Unit Medium Medium High 0.36

Skills:

  • Whirlwind (Ultimate) – The Minotaur unit deals 488 (scale with level) to 3 random hostile units within a large range and decreases their 5% ATK speed (scale with level) for 6 seconds.
  • Advanced Ferocity (Blue) – Minotaur’s ATK is increased by an extra 400 (scale with level). Its normal attack makes the target <bleeding> for 6 seconds.
  • Spell Breaker’s Physique (Purple) – Increases the Minotaur’s magic resistance and unit’s damage reduction by 5% over the next 10 seconds. The effect doubles every time a hostile hero casts a spell.
  • Tactical Decision (Orange) – When taking the unit’s damage dealt by 1-man or 4-man units, the defense will be increased by 10% (scale with level). When a 9-man unit attacks, Crit Hit will be increased by 200 (scale with level).

Minotaur is a supportive tank who is the perfect combination of attacking and defensive units. His ability to cause bleeding is especially effective with units that benefit from bleeding like Troglodyte or Green Dragon. Unlike other tanks, Minotaur is a little bit squishier but he inflicts significantly higher damage and has ultimate that is AOE based. When fully upgraded his defense and critical hit can be increased depending on the type of enemy he is facing. All in all, Minotaur is a very useful unit that can be combined with many other units despite the origin.


Beholder


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

Skills:

  • Mind Control (Ultimate) – Beholder units control 1 random hostile unit. The target will take damage equal to 1% (scale with level) of its Max HP per second for 8 seconds. When being controlled, the target unit is unable to attack, move and cast skills.
  • Spell Penetration (Blue) – When Beholder units enter the battlefield, they will open their 4 eyes of death. Each eye grants 5% (scale with level) unit damage. 1 eye of death will be closed for every target killed. Only 3 eyes can be closed at most.
  • Debility (Purple) – When the Beholder unit is on the battlefield, enemy Heroes’ initial Mana is reduced by 10 (scale with level). Whenever an enemy unit dies, it reduces enemy Heroes’ mana by an additional 10.
  • Gather Energy (Orange) – At the beginning of a battle, Beholder units increase the HP of all your units within a large range by 10% (scale with level) throughout the entire battle.

Beholder is an extremely useful crowd controller and damage dealer. He starts every battle with at least 20% damage (scale with level) and can totally lock one random target for 8 seconds. This practically means that Beholder is capable to open the battle with a fast kill and imprisoning one random unit which is amazing. The longer the battle lasts the lesser is Beholder’s damage output so it is of utmost importance to quickly deal with most dangerous enemy units. Unlike other Dungeon units, Beholder has not increased magic resistance so he is vulnerable to spells. Reducing the enemy Hero’s mana could help him with that threat but you should be careful and protect Beholder in any way you can because he is very squishy. Beholder is one of the best SR units for sure and can solely decide the outcome of the battle.


Medusa


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Ranged 4-Man Unit High Low Low 0.62

Skills:

  • Stone Gaze (Ultimate) – The Medusa unit <petrifies> 1 random hostile unit for 5 seconds (scale with level). (“Petrification”: unit’s damage reduction is decreased by 20%. Cannot attack, move or cast skills)
  • Snake Venom Arrow (Blue) – Increases Medusa’s normal attack damage by 10% (scale with level). The damage dealt to “bleeding” targets increases by 30%.
  • Spell Breaker’s Skin (Purple) – Medusa’s magic resistance is increased by 10% (scale with level). Whenever a hostile hero casts a spell, Medusa’s unit’s damage is increased by 10% (scale with level) for 10 seconds.
  • Reflex Blast (Orange) – Medusa’s Crit Hit is increased by 150 (scale with level). Increases unit’s damage by 2% throughout the entire battle whenever a Crit hit is landed up to 10 stacks.

Medusa is a deadly Dungeon archer who can petrify her enemies on regular bases. Unlike Beholder’s Mind Control, petrified targets can be attacked and they even receive increased damage. Medusa’s basic damage is already amazing but it can be significantly increased if Medusa is fully upgraded. At the top of that Medusa’s damage additionally increases every time an enemy Hero casts a spell. It is important to mention that Medusa has increased damage against bleeding targets, therefore, she should be placed in the same line with Minotaur or with other units that can cause <bleeding> like Pegasus, Orc, Centaur or Hell Hound. Medusa is a Top Tier unit whose damage output and crowd control will be most welcomed in any team composition. Hero Sephinroth additionally improves this already overpowered unit.


Manticore


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SR Charge 4-Man Unit Medium Medium Medium 0.5

Skills:

  • Paralyzing Venom (Ultimate) – Manticores will attack the target unit every 20 seconds, dealing 292 damage (scale with level) to the target and its surrounding enemies within a certain range while decreasing their DEF by 30% for 10 seconds.
  • Tactical Decision (Blue) – The Manticore’s normal attack has a 25% chance of decreasing the unit’s damage reduction of Melee units by 0.6% (scale with level). When fighting against Ranged/Caster units, the normal attack has a 25% chance to increase Crit Hit of friendly units by 10 (scale with level) for 6 seconds up to 8 stacks
  • Spell Breaker’s Howl (Purple) – Whenever a hostile Hero casts a spell, Manticore increases ATK by 30% (scale with level) and ATK speed by 5% (scale with level) for all friendly melee units for 10 seconds.
  • Spattered Poisoned Blood (Orange) – When a target is downed all hostile units’ DEF will lose 30% DEF and be <silenced> for 3.3 seconds (scale with level). Only triggered once throughout the entire battle.

Manticore is an assault support unit that can buff allies and weaken enemies. Whenever an enemy Hero casts a spell Manticore will increase Attack and Attack speed of all allied melee units. When fighting against melee unit Manticore will decrease their damage reduction while when charging against Ranged/Caster units it will increase Crit hit of all friendly units. If fully upgraded, upon death Manticore will significantly reduce DEF of all enemies as well silence them. Manticore’s damage output is not as high as Cavalier’s or Black Knight’s but unlike them, Manticore can change the outcome of the battle with its buffs and debuffs.


Black Dragon


GRADE ROLE ATTACK DEFENSE HP ATT SPEED
SSR Defensive 1-Man Unit High High High 0.4

Skills:

  • Dragon Breath (Ultimate) – The Black Dragon deals 637 damage (scale with level) to all hostile units in a very large area every 15 seconds, while causing additional damage equal to 2% of Max HP (scale with level) to nearby units and “Burning” them for 6 seconds.
  • Black Dragon Scale (Blue) – The Black Dragon is immune to “bleeding” and <Burning>. When taking a Crit Hit, restores 5% of Max HP (scale with level). CD is 6 seconds.
  • Magic Immunity (Purple) – Immune to spell damage done by all Heroes. Increases unit’s damage reduction by 3% (scale with level) and unit’s damage by 1.5% every time <Dragon Breath > is cast throughout the entire battle, up to 4 stacks.
  • Heat Resistance (Orange) – Black Dragon’s unit’s damage reduction is increased by 10% (scale with level) and its Defense is increased by 6% (scale with level). When fighting against <Burned> units, the damage reduction doubles. When Black Dragon is fighting against a Tower Faction unit, its unit’s damage is increased by 50%.

Black Dragon is probably the most powerful unit in the game at this moment. He gets stronger and stronger with every ultimate cast becoming almost invincible at the end. His ultimate can target almost entire enemy team causing devastating burning damage. Because of his ability to burn targets, Black Dragon works very well with units like Firebird that benefit from burning. It is true that he is immune to debuffs and offensive magic but truth to be told 1-Man SSR units are rarely targeted by any spells at all – it is simply useless. Nevertheless, Black Dragon is at the top of the Era of Chaos Hierarchy as being able to solely decide the outcome of any battle if he is not against another Black Dragon. Dragon Mutare is the Hero who additionally improves fighting abilities of all Dragons therefore he is ideal for leading an army with mighty Black Dragon.

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