Era of chaos

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Era of Chaos is an interesting mobile RPG based on the popular Heroes of Might & Magic franchise. If you don’t know them, the HoMM games were some of the most popular strategy RPGs in the late ‘90s. However, while the series of PC games is still alive, it has fallen into niche status as of late. The latest entry, Era of Chaos, is an attempt to recapture the audience by retelling the story of HoMM 3, which was one of the most popular games in the entire series. Furthermore, the fact that it’s a free mobile game means that it’s available for a wider audience, which helps to capture more gamers.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

As a mobile RPG, Era of Chaos is actually pretty good. It features lots of automatic combat, as is standard with most phone games, but with a strategy twist in the fact that you need to arrange your units in formations so that they can effectively engage and beat the enemy on the battlefield.

There’s quite more to this game than meets the eye. If you’re new, we recommend taking a look at our beginner’s guide to learn about the basic mechanics. On this occasion, we’re going to share some of the best tips, tricks, and strategies that will help you to win any battle.

Automate The Grind and Enjoy Better Controls With BlueStacks

First thing’s first; one of the most important about any game is actually being able to play it comfortably. And what better way to enjoy your favorite mobile games than by playing them on PC, with a large monitor, and with all the benefits that come from using your mouse and keyboard instead of relying on clunky touchscreen controls?

You can play Era of Chaos on PC by simply installing BlueStacks, our Android app player, and then downloading and installing the game just as you would any other phone game. Here’s a step-by-step explanation on how to install this game on your computer:

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

  1. Download the latest version of BlueStacks from our website. Run the installer and wait until it finishes. Once done, the app player will launch automatically.
  2. Using the text box in the BlueStacks home screen, search for Era of Chaos.
  3. Click on the game in the search results and install it like you would any other phone game.
  4. Launch your newly-installed app by clicking on its icon in the BlueStacks home screen.

Aside from offering you a much better experience by playing on a larger monitor, BlueStacks also offers other tools that can improve your performance in Era of Chaos.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

For starters, with the Keymapping Tool, you can create custom control schemes for Era of Chaos, which allows you to use many different keyboard shortcuts to control many aspects of the game. Whether it’s for streamlining menu navigation, or for using your spells with greater speed and accuracy, these keyboard shortcuts will come in handy in a pinch.

The Macro Recorder, on the other hand, is quite important for automating certain challenges by recording yourself completing them once, and then having BlueStacks repeat your actions in all subsequent attempts with the press of a button. For example, once you have a good formation setup, you can record yourself completing the Dwarven Treasury challenge, and then use the macro to automate the other runs while you minimize BlueStacks to the background and focus on something else in your PC.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

SSR Units are Strong, but SR and R are Best

A common misconception in gacha games is that the units of higher rarities are stronger than the rest. While this could be true in some cases, it’s certainly not the case in Era of Chaos. Sure, SSR units are much stronger than others in their base form, but since they can’t be easily upgraded like with SR and R units, they quickly fall behind in terms of lasting power.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

In Era of Chaos, you’d do better to focus on unlocking a few of the best SR and R units, and upgrading them ASAP. These units can be as strong as any other SSR characters in the game. Afterward, you can use whatever SSR units you have in your roster to support your stronger characters. Angels are a good choice for this since they can revive fallen allies, and deal heavy damage to the enemy.

Farm Those Materials and Fragments in the Underground

Shortly after beginning your adventure, you’ll unlock the Underground feature, which is functionally similar to the regular story missions. These missions, however, are not related to the main story in Era of Chaos, and instead consist of various bonus levels that you can complete to earn many different rewards.

Each of these extra missions are marked with a specific icon that represents the main reward that they give upon completion. This is a good way to know which ones you’ll need to farm in order to upgrade your current lineup of units. For instance, if you’re working on upgrading your Marksmen, you’re going to farm stage 2-1 as much as you can to earn those extra fragments that are required for ranking them up.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

Be mindful of your stamina if you’re farming the Underground. It costs quite a bit of stamina to sweep these stages, and you’ll quickly run out if you’re not paying attention.

Increase Your VIP Level for Those Sweet Rewards

One of the best methods of getting good at Era of Chaos, sadly, is by increasing your VIP level. The reason we say “sadly” is because the only way to increase your VIP level is by recharging diamonds from the store with real money. If you’re going pure F2P, then this option will be out of the question for you.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

However, the generally agreed upon stopping point for VIP level is 3, which only costs 500 Diamonds, for a total of around $11. If you’re serious on progressing in Era of Chaos, then this is the minimum you’ll want to invest in order to unlock VIP 3 and all the benefits that come with it, including being able to sweep up to 10 consecutive times every day, being able to purchase more experience, gold, and energy per day, and having access to limited features (Duel of Champions, School of War, etc) more times every day.

Upgrade Your Best Heroes and Units

Even if you manage to summon the best units in Era of Chaos, these will be helpless as long as you don’t upgrade them properly. Once you’re happy with your current roster of units, it’s time to invest some resources into upgrading them through various means:

  1. Level Up: Use gathered experience to quickly boost the unit’s level, increasing its stats.
  2. Upgrade: Upgrade your unit’s equipment level and even increase their equipment rank, which is represented by the color of their portrait.
  3. Rank Up: Use unit fragments to unlock permanent bonuses for the unit in question.
  4. Skill: Unlock and upgrade your unit’s skills, increasing their effects when used on the field.

Like your units, your heroes can also be improved, increasing their stats and the power of their spells. An upgraded hero can often make the difference between victory and defeat, so swing by the hero screen often to dump your excess resources.

Might & Magic Era of Chaos – The Best Tips, Tricks and Strategies

These are some of the best tips and tricks to get your started in Might & Magic: Era of Chaos. While they are a bit surface-level, we recommend swinging by our blog where you’ll find more detailed guides on specific aspects of the game. Also, feel free to share your personal tips and strategies for this game in the comm

Sours: https://www.bluestacks.com/blog/game-guides/might-magic-heroes-era-of-chaos/mmeoc-tips-tricks-en.html

[Game Version 1.0.136]

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Note: Use buttons in the lower right corner of the screen to jump to the Tier List.


If you like to check the current state of the game, go over guides and tips or take a look at the best armies, please use the links below.

REVIEW AND GUIDES | BEST ARMIES


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

Our recommendations for the best heroes and units in the game…



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!

Note: Use the button “TIER LIST” in the lower right corner to jump back to this section.


m&m era of chaos heroes

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


might and magic era of chaos tier list heroes and units


WYSTAN (FORTRESS)


Wystan, leader of the Lizardmen, augments the powers of his people greatly. He is best served with a Fortress Army, whom he protects and strengthens with a range of spells.

Wystan’s Bonuses on start:

  • Hero Attack +8
  • Hero Defense +10

Wystan’s Speciality:

  • 1 Star – Lizardman unit’s <Poisoned Dart> has a 30% chance to trigger disease.
  • 2 Star – Lizardman’s Crit Hit increases by 200.
  • 3 Star – When Lizardmen deal a Crit Hit, their target will suffer from bleeding, lasting for 6s with a CD of 10s. (Still effective when this hero is not on the battlefield)
  • 4 Star – Lizardmen units are immune to earth spells. Normal attacks increases additional 30% life drain.  

Wystan’s Spells are:

  • Morass (Ultimate, Earth) – Summons a Morass at the specified location, making friendly Fortress units within a very large range increase their ATK speed by 10% and restore HP by 3% of their Max HP every second; reduces ATK speed by 30% and movement speed by 60 for hostile non-flying units, lasting for 20.4s. Mana Cost: 44, CD time: 40 secs
  • Earth Arrow (Earth) – Deals 1983 (+4147) earth spell damage to enemy units within a certain range, and stuns them for 3s. Mana Cost: 18, CD time: 15 secs
  • Slayer (Fire) – Increases ATK by 68(+6.8000)% for friendly units within range, lasting for 10s. The duration for 9-man units lasts for additional 5s. Mana Cost: 20, CD time: 18 secs
  • Stone Skin (Earth) – Gives a shield to friendly units in a certain range, that absorbs 1960 (+1645) damage, lasting for 15s. Mana Cost: 23, CD time: 22 secs

Overall Wystan is decent, but not a great hero. He is specialized in leading Lizardmen and will greatly increase their combat efficiency. Most importantly, with a 3 Star Wystan, Lizardmen will inflict bleeding on their target on a crit hit, and this hero also increases their crit chance. This is important because bleeding effect will buff two of the Lizardmen skills, Rend (higher damage against bleeding targets) and Plague Aggravation (increased damage for every debuff the target has), significantly increasing their overall DPS.

Wystan’s Ultimate, Morass, is great because it increases attack speed and restores HP of all friendly units within a large range, while also decreasing the attack speed of enemy units. This spell will last for a bit over 20s and can be cast every 40s, so the buff on friendly units and debuff on enemies can be active 50% of the time. So, half of the time army lead by this hero will have higher DPS and also a decent sustain. On the downside, Wystan’s other spells are rather mediocre (well, aside from Stoneskin), and that earns him a place on the second tier of our Tier List. 


kassandra (neutral)


A mercenary who wanders through war-ravaged lands, using her outstanding combat abilities to change the tide of battle.

Kassandra’s Bonuses on start:

  • Hero Attack +8
  • Hero Intelligence +10

Kassandra’s Specialty:

  • 1 star – Once <The Spear of Leonidas> is cast, Spartan Warriors will cast an additional <Spear Throw>.
  • 2 star – The HP cost of casting <Frantic> is halved while ATK speed increases by 15%. Spartan Warriors with <Frantic> increase ATK speed by an additional 15%.
  • 3 star – Increases offensive units’ ATK speed by 10%. (Still effective when Hero is not on battlefield).
  • 4 star – Spartan Warriors upgrade from a 4-man unit to a 9-man unit. Spartan Warrior’s unit damage reduction increases by 20%.

Kassandra’s Spells are:

  • The Spear of Leonidas (Ultimate, Fire) – Deals 3850(+75451) scales with Spell level) fire spell DMG to enemy units within a large range while inflicting burning and stun for 5 s. Mana Cost: 35, CD time: 23 secs.
  • Hidden Blade Assassination (Fire) – Deals 1983(+3867) (scales with Spell level) fire spell damage to enemy units within a certain range while inflicting silence for 6s. Mana Cost: 20, CD time: 15 secs.
  • Frantic (Fire) – Reduce the HP of targeted friendly units by 30% (cannot kill units). Increase the damage they deal by 30.5(+3.0500)% for 8s. Mana Cost: 41, CD time: 27 secs.
  • Quiet (Fire) – Deals 2690(+5224) (scales with level) fire spell damage to enemy units within a large range while inflicting silence for 6s. Mana Cost: 30, CD time: 35 secs.

Kassandra is a very specialized Hero that is completely focused on improving her trusty Spartan Warriors while using Fire Spells. To start off, she will grant Spartan Warriors an additional Spear Throw, after using the Ultimate, and that’s why it is a good idea to start the fight by using the Ulti first against enemies that are directly facing the Spartans. Two Spear Throws will deal a huge amount of damage to all enemies that are in the same line as Spartans while also significantly reducing their damage reduction. So, place this unit against the strongest enemy line and try to make a breakthrough. Now, the Frantic spell is not very impressive, and it will do more harm than good until you upgraded Kassandra to 2 stars. However, this spell is excellent when used on, you guessed it, Spartans. The spell will grant them even higher attack speed buff, and losing 15% HP might actually be beneficial as it will activate the first phase of Spartan Bloodlines and can possibly activate the second phase, granting them huge bonuses to attack speed and damage. When using Kassandra and Spartans having at least one healer unit is mandatory for obvious reasons – somebody has to heal the Spartan Warriors, so they can make the most out of Spartan Bloodlines buff. Both Hidden Blade Assassination and Quiet silence the target (besides dealing fire damage), so use them to shut down the most dangerous opposing units. Once you upgrade Kassandra to four stars, the true fun begins because she will now increase the size of the Spartan unit from 4 to 9 men increasing their combat effectiveness by 125%. This large unit of Spartan Warriors is one of the most terrifying things on the Era of Chaos battlefields! However, Kassandra is a very specialized hero and besides the powerful Spartan Warriors, she doesn’t have much going for her – most of her spells are kind of a mediocre. That’s why she’s a second Tier hero on our Tier List.


fiur (conflux)


Leader of the Fire Elementals, is the master of flame. He conveys tremendous benefits to fire elementals under his command, and wrecks havoc on the enemy units with his fire magic.

Fiur’s Bonuses on start:

  • Hero Attack +6
  • Hero Defense +12

Fiur’s Specialty:

  • 1 star – <Fire Elemental> are now upgraded, and the CD decreases by 10%. 
  • 2 star – Fire Elemental units can burn units within a certain range, dealing damage equal to 80% of ATK every 2s.
  • 3 star – The condition to trigger <Shockwave> for Fire Elementals is changed from death of an entire unit to the death of one single member of the unit. (Still effective when Hero is not on battlefield).
  • 4 star – Fire Elemental gains 20% increased unit damage, 20% increased unit damage reduction, and 30% increased Attack Speed.

Fiur’s Spells are:

  • Flame Eruption (Ultimate, Fire) – Deals 4589 (+22329) fire spell damage to enemy units within a large range and deals additional fire spell damage on burned targets equal to 35% of their Max HP. Mana Cost: 48, CD time: 20 secs.
  • Fire Arrow (Fire) – Deals 1983(+3867) (scales with Spell level) fire spell damage on enemy units in a certain area and burns them, lasting for 5s. Mana Cost: 20, CD time: 15 secs.
  • Fire Shield (Fire) – Increases the damage reflection of friendly units within a large range by 40(+4)% and grants them immunity to fire spell damage, lasting for 8.4s. Mana Cost: 25, CD time: 18 secs.
  • Fire Elemental (Fire) – Summon 9 Fire Elementals of Lv.2 in the target area. Fire Elementals will remain for the whole battle with ATK of 395 and HP of 4876. Mana Cost: 40, CD time: 35 secs.

Fiur is the ultimate master of fire, and most of his synergies revolve around burning the enemy. Unsurprisingly, his specialty is fire elementals and he turns this decent unit into a very powerful one. With 2 stars the fire elementals will gain a huge boost to their damage output, and can now burn and deal damage to multiple units every 2 seconds. The third star enables them to activate Shockwave (Blast) as soon as one of them dies, so the other 3 have a decent chance of surviving – the blast could deal enough damage to kill the unit that is attacking fire elementals. After getting the fourth star, the Fire Elementals become much more capable, both offensively and defensively, by gaining increased damage, damage reduction, and attack speed. So, with Fire Elementals constantly burning the enemies it is a good idea to pair them up with the Firebird (increased damage against burned enemies) and try to break the enemy line. Considering the spells, Fiur should summon Fire Elementals whenever this spell gets off CD, and use the Fire Shield to ‘protect’ front line units. Having a strong defender(s) under influence of fire shield can potentially reflect tons of damage. But it gets better. This guy also has a very powerful Ultimate nuke combo that can be performed in two ways. The first option is to cast the Ulti on enemies that have been previously by Fire Elementals, and the second option is to cast the Fire Arrow first to burn the target followed by the Ultimate. In both cases, the Ultimate will deal enormous damage, because it becomes much stronger when used against burning targets. This spell is very effective against strong one-man units since it deals percentage base damage and that translates to a huge number when you hit a one-man unit that has a very large health pool. Also, both the Ultimate and Fire Arrow have a same, low CD of just 20 seconds, so you can keep burning down the enemies relatively often, without worrying too much about timing. A combination of much stronger fire elementals (plus summon), fire shield (huge damage reflection), and Ultimate that can nuke even the most powerful units every 20 seconds, has definitely earned Fiur a top tier position on our Tier List.


ezio (neutral)


Leader of the Assassin Guild. He leads the assassins to fight the Templars from the shadows.

Ezio’s Bonuses on start:

  • Hero Attack +20
  • Hero Defense +10

Ezio’s Specialty:

  • 1 star – Assassin’s <Assassination> skill becomes <Execution>, increasing Assassin’s dodge and tenacity by 600 each.
  • 2 star – <Quiet> decreases the unit damage reduction of enemy units within range by an additional 20%.
  • 3 star – Each deployed Melee unit increases Assassin’s and Spartan Warrior’s Unit DMG by 5% and Attack Speed by 3%. Each deployed Ranged/Caster unit increases Assassin’s and Spartan Warrior’s Unit DMG Reduction by 5% and Defense by 3%. Assassins gain 3s of Stealth every 25s.  (Still effective when Hero is not on the battlefield).
  • 4 star – The cost of casting the <Eagle Vision> spell decreases by 20%, while all non-Neutral faction enemy units cannot attack, move or cast skills for 3s. The attribute buff provided by the <Hawkeye> on friendly Neutral units is increased by 50%.

Ezio’s Spells are:

  • Eagle Vision (Ultimate, Air) – Grants Hawkeye to all friendly units while increasing Critical Hit and Accuracy by 600 for 6.2s Mana Cost: 38, CD time: 24 secs.
  • Hidden Blade Assassination (Fire) – Deals 1983(+3867) (scales with Spell level) fire spell damage to enemy units within a certain range while inflicting silence for 6s. Mana Cost: 20, CD time: 15 secs.
  • Stealth (Air) – Grants Stealth to friendly units within a large range, making them immune to unit damage for 2.08s. Mana Cost: 30, CD time: 24 secs.
  • Quiet (Fire) – Deals 2690(+5224) (scales with level) fire spell damage to enemy units within a large range while inflicting silence for 6s. Mana Cost: 30, CD time: 35 secs.

Ezio is the leader of the Neutral faction which mostly focuses on buffing Assassins (one star), but that’s not everything he does – he will also improve both the Spartan Warriors and Assassins at 3-star rank. Now, the 3-star buff is fairly important as it enables you to choose between having a more offensive role for these units by leading mostly melee troops or a defensive role by leading mostly ranged troops. Ezio is an offensive hero, in our opinion, so I would suggest focusing on your offense rather than defense. If possible, try to make a breakthrough with your Assassins and another charging unit and go for enemy marksmen. The stealth spell can be very helpful here. You can also use a Stealth spell to protect your own backline if the enemy makes a breakthrough. Remember to use Eagle Eye as often as possible, since it covers a huge area and it will greatly boost the damage of your entire army. Do note that Assassins will get a huge damage buff when under the influence of Hawkeye, since it also doubles the bonus from Assassin Instinct. When Ezio reaches 4 stars he becomes a true powerhouse because at that point the Eagle Eye will also temporarily disable the entire opposing army (all Non-Neutral units), while also granting higher bonuses to friendly Neutral units. With that said, this hero should lead as many Neutral units as possible. So why focus on offense rather than defense? Well, because, as I already said the Ezio can disable the entire opposing army while buffing his own (especially assassins), and this time window should be used to inflict as much damage as possible. It goes without saying that this hero should always lead to Assassins and Spartan Warriors as a part of his team. With all that said, Ezio has earned a top spot on our Tier List. 


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:

Sours: https://www.bluemoongame.com/pro-gaming/might-and-magic-era-of-chaos-tier-list-full/
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Might and Magic Heroes: Era of Chaos Review - Menus, Tapping, & Hidden Fun

Ubisoft's Might and Magic Heroes: Era of Chaos combines a linear story with excessive menu jumping and hides its best feature for no good reason.

Ubisoft's Might and Magic Heroes: Era of Chaos hides its best feature for no good reason.

Might and Magic Heroes: Era of Chaos plays very much like a stereotypical mobile title, down to the existence of numerous microtransactions and an almost overbearing amount of different currencies, items, and status bars. While the game curiously sections off some of the most entertaining elements it features until players have reached a higher level, impressive sound design and a fantastic art style make this a title worth checking out for anyone who is both tangentially familiar with the Might and Magic series and also doesn't mind leveling up multiple aspects of their characters through repetitive menu actions on a near-persistent basis.

Gameplay in Era of Chaos consists of players accumulating different units and placing them in the proper battle formations before sending them off to fight against a similar team of AI-controlled characters. Players are given the opportunity to review their opponent's battle formation before each encounter and can adjust their own accordingly, then once fighting begins the majority of Might and Magic Heroes' action is of the non-interactable variety, save for the casting of spells which is thankfully done manually. Outcomes of these battles are usually determined by a combination of the level of the player's hero characters and their units, the quality of their positioning, and proper usage and timing of spells.

Related: Bethesda Acquires Mobile Game Studio Alpha Dog Games

The main line of missions which make up the majority of Might and Magic Heroes: Era of Chaos sees players traveling from one location in the game's overworld to another, repeatedly moving from one fight to the next, interrupted occasionally by brief story segments which give context to the actions on screen. Each victory gives players experience points, money, and items used for leveling up their units, something which can only be done by backing out of the overworld map screen and heading back to the game's main hub, a town area which links to multiple different locations that unlock slowly as players increase their level.

The sheer amount of different areas and menus available at any given moment is easily overwhelming, but thankfully Might and Magic Heroes: Era of Chaos displays a small red dot over any icons which lead to a menu currently requiring the player's attention. The game offers rewards for logging in, rewards for completing certain actions a number of times, and rewards for completing story chapters in the game's overworld, just to name a few. It always feels as if there is something new to unlock, which is always a nice thing to have in free-to-play games, but many of the rewards simply blur together after extended periods of play.

The battles in Might and Magic Heroes: Era of Chaos start off quite easy, with a tutorial segment amounting to "Just press here" lasting far longer than most players will probably enjoy. However, once the reigns are lifted and players have full control, there is actually a good bit of strategy to the fighting segments. Players must pay attention to the different types of units deployed by the enemy as well as their formations, and since the majority of the actual combat is delivered automatically a proper battle formation and appropriate use and timing of spells will serve players far better than simply leveling their units and letting the action continue without forethought.

The end result is that larger, more intense battles play out something like a chess match, albeit with the option to cast fireballs from the sky every so often. Players begin with only a few units and slots available and grow their armies over time, and the titular Heroes offer different types of spells and buffs in combat. Both leaders and units can be switched out before every battle, and each location within the world map also allows players to do a "Sweep" for extra items in exchange for more energy once they've been completed, thus ensuring there will always be a way to increase troop abilities in order to conquer the next challenge.

There are small touches which help to make Might and Magic Heroes a more enjoyable experience, and the game succeeds in its apparent goal of becoming slightly addictive. The sound design, from the bombastic Lord of the Rings-style background music to the fantastic character actors who are truly delivering quality performances, help immensely to create a sense of satisfaction both during and after battles, and the ever-present need to level something up, upgrade something, or open a chest hits the sensory satisfaction part of a user's brain like a sledgehammer on a watermelon.

It's unfortunate, then, that the flip side of this design philosophy sees so much of the game consisting of popping in and out of various menus in order to slowly and incrementally increase different statistics. The art style and character animations are all of superior quality, something not unexpected from a developer of Ubisoft's caliber, and yet so much of it is either obscured or outright in service of these numerous and unnecessary menu screens filled with the usual plethora of different currency types prevalent in other free-to-play titlesThe game's most enjoyable mode, Guild Adventures, is as hidden in the game as its mention is here in this review, only unlockable after the player has reached level 22. In it, players can find a game which feels more like classic Might and Magic titles than anything else on offer, one which sees them moving across an open hexagonal map in conjunction with other players or alone in order to battle monsters and complete quests. It's the best part of Era of Chaos and yet it feels as if the game would rather force players to forget it even exists.

As a free-to-play mobile title, Era of Chaos has plenty to offer. As a sequel to or continuation of the Might and Magic series, many longtime franchise players will likely find the linear story campaign and incessant menu screen hopping to be both intrusive and tedious, but if they can stick it out until level 22 then a little bit of the old magic starts to seep back through. Once unlocked, the variety of mission and battle types is enough to keep gameplay fresh over long periods, and although Might and Magic Heroes: Era of Chaos does feature a rather excessive amount of microtransactions at least the company didn't ask for an upfront payment as well.

Next: Mobile League of Legends Champion Screen Leaks

Might and Magic Heroes: Era of Chaos is out now for Android and iOS devices. An Android version was supplied to Screen Rant for the purposes of this review.

Our Rating:

3 out of 5 (Good)

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About The Author
Christopher J. Teuton (682 Articles Published)

Christopher J. Teuton is an author, game developer, film director, and producer based out of Savannah, GA, in the United States. Owner of Filthy & Free Publishing. When not working on his various projects, acting as Screen Rant's gaming editor, or spending time with his family, Christopher J. Teuton mostly enjoys playing with dogs and climbing on trees.

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Sours: https://screenrant.com/might-and-magic-heroes-era-of-chaos-review/
Era of Chaos: Dark Elemental Preview

Might & Magic Heroes: Era of Chaos

For more than three decades, the Might & Magic franchise has built a legacy of fantasy adventures, with no shortage of main games and splintered spinoffs. Might & Magic Heroes: Era of Chaos is the series' latest foray into the mobile market, spinning out of the Heroes of Might & Magic universe. The story's a loose retelling of the events from Heroes of Might and Magic III, though the gameplay is something completely different. Instead of diving deep and giving players a hands-on approach to the action, Era of Chaos takes a much more distinctly hands-off stance, leaving players to do all the obligatory maintenance work while it has all the fun on the battlefield.

There's technically no shortage of things to do in Era of Chaos, it's just that nothing feels like it has much substance in terms of gameplay. You're responsible for recruiting new units to your army, leveling them up, setting up their formation position, and … well … that's just about it. Once the combat portion begins, the computer takes control of both sides of the battlefield, leaving you with nothing to do except triggering where and when to cast spells. This is even more frustrating when one of the only actions you can take, building the formations before battle, collapses before your eyes because a group in your army decides to break ranks and attack somewhere else. Overall, the game looks good and has an interesting story, but it just feels like it would much rather play itself than get the player involved in the experience.

Sours: https://www.commonsensemedia.org/app-reviews/might-magic-heroes-era-of-chaos

Chaos era of

An unfamiliar guy came up to me (as I later understood from their conversations his name was Andrei) and hugged me around the waist, and ordered me to bend. Over and kiss his legs, when I bent down to me from behind another guy came up behind me (his name was Zhora) and crawled into panties, I wanted to get up, but the first guy took me tightly by the hair and pressed me to the floor, then I felt that the second guy's hand began to pull at my pussy, I felt heat in my body, I didn't really want to resist, and I showed initiative: Boys, do you want me to suck you off.

Everyone answered in unison, yes, and stood around me with bare dicks (they were, as it seemed to me then, just huge), I began to suck Andrei's dick, and Zhora.

Чемпионы - Кто ждет нас в будущем? - Era of Chaos

This time I wanted to attach them so that he would look for them, no, I didn't hide them, but it was harder to. Find them, everything is too easy. He touched me, unexpectedly again, I oyknula, immediately the voice of Boris sounded, they say, what are you guys doing there, they say, be. Polite, do not forget that I am a married lady.

Now discussing:

You are drunk. "- she wrinkled her nose in annoyance and tried to close the door. I put my foot down to prevent it.



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