Faction Guide
All 6 factions — hero counts, class distribution, subclasses, and arena strategy for both Might and Magic paths.
Temple
Grass terrain
Balanced and resilient. Temple heroes excel at sustained fights through morale, healing, and faith-based buffs. Griffins and Angels provide powerful high-tier units that reward defensive setups.
- +Highest morale ceiling in the game
- +Access to healing spells through Daylight Magic
- +Angels are among the strongest Tier-6 units
- +Temple Mastery skill amplifies morale-based snowball
- −Slow to build — weak early if opponent is aggressive
- −Magic heroes lack raw burst compared to Dungeon
- −Relies on sustain which punishes rushing
Assault + Leadership + Temple Mastery. Stack morale until units act twice, then burst with high-damage Griffin or Angel stacks.
Enlightenment + Daylight Magic + Sorcery. Grand Inquisitor subclass amplifies faith spells. Combine healing with Nightshade debuffs for attrition dominance.
Demons
Lava terrain
Pure aggression. Demon heroes are built to explode out of the gate with overwhelming offensive stats and Infernal summoning. Hellfire units hit harder than anything at their tier.
- +Highest base Offence stats among all factions
- +Demon Mastery buffs attack damage directly
- +Summoning + Infernal synergy floods the board
- +Fire immunity makes several spells one-sided
- −Low Defence — Demons fold if the enemy survives the initial push
- −Magic heroes sacrifice the best Demon units (might units)
- −Very predictable — opponents draft to counter Assault-heavy Demons
Assault (Expert) + Demon Mastery + Leadership. Go for Warlord or Hellblade subclass. Pick Berserker subskill on Assault — Demons' naturally low HP makes them ferocious when wounded.
Enlightenment + Primal Magic + Summoning. Doom Caster subclass. Summon units to soak hits while Tier 4 Primal spells wipe enemy stacks clean.
Dungeon
Dirt terrain
Tactical and unpredictable. Dungeon units have dual-attack mechanics and unusual ability triggers. Heroes are versatile — both might and magic paths are strong, sometimes in the same build.
- +Best dual-class flexibility — several hybrid builds viable
- +Dungeon Mastery boosts both attack types simultaneously
- +Minotaurs and Dark Riders have unique action-economy abilities
- +Shadow Weaver subclass offers powerful spell/attack combos
- −Units are individually weaker than Temple or Demon equivalents
- −Requires more skill knowledge to play optimally
- −Neither the fastest nor the most durable faction
Assault + Formation + Dungeon Mastery. Taskmaster for extra attack actions. Formation lets Dungeon units chain dual-attacks more reliably with positioning.
Enlightenment + Nightshade Magic + Dungeon Mastery. Shadow Weaver or Void Caller. Apply persistent debuffs with Nightshade then let dual-attack units clean up weakened stacks.
Grove
Autumn terrain
Ranged dominance and spirit synergy. Grove heroes stack ranged units (Elves, Druids) behind Nature magic shields and summons. Phoenix is the strongest individual unit in the game.
- +Best ranged units — Elves deal damage before melee even moves
- +Phoenix gives a unique resurrect mechanic
- +Grove Mastery boosts ranged damage and nature spell power together
- +Summoning adds extra bodies that protect valuable ranged stacks
- −Formation-dependent — bad positioning punishes heavily
- −Physical damage falls off mid-game without Assault investment
- −Expensive to build correctly — requires both good items and spells
Assault + Protection + Grove Mastery (Bladedancer/Pathstrider). Position Elves at max range and protect with Formation. Bladedancer subclass adds melee punch if opponent closes gaps.
Enlightenment + Grove Mastery + Primal Magic (Spiritcaller/Thornweaver). Thornweaver's root effects synergize with ranged — frozen targets can't close range on your Elf lines.
Necropolis
Deathland terrain
Attrition and undead recursion. Necropolis heroes turn losses into wins — fallen units can be raised, debuff stacks drain the opponent's HP pool, and Nightshade magic inflicts long-duration curses.
- +Resurrection mechanics turn poor trades into advantages
- +Nightshade Magic synergizes perfectly with Necropolis Mastery
- +Skeletons and Liches are efficient late-game units
- +Hard counters morale-based builds (undead have no morale cap)
- −Slow momentum — weak in the first 3–4 combat rounds
- −Daylight spells (healing, anti-undead) hard-counter this faction
- −Difficult to play from behind — recursion needs time to activate
Resist pure might — Necropolis magic heroes are almost universally superior. If forced: Assault + Necropolis Mastery + Leadership. Raise skeletons from enemy losses to supplement your army mid-fight.
Enlightenment + Necropolis Mastery + Nightshade Magic. Stack Sorcery. Apply Nightmare and curse effects, then raise whatever dies. Expert Nightshade with Sorcery means almost constant debuff uptime.
Unfrozen
Snow terrain
Elemental magic and ice-based control. Unfrozen heroes freeze, slow, and shatter enemies using a unique Arcane/Primal hybrid approach. Yeti and Golem units have above-average resilience.
- +Freeze mechanics deny enemy unit actions entirely
- +Unfrozen Mastery amplifies elemental spell duration and magnitude
- +Golems absorb huge amounts of physical damage
- +Arcane Magic Tier 4 contains the highest single-hit damage in the game
- −Units are slower than most factions — speed loss hurts initiative order
- −Ice mechanics are predictable — experienced opponents plan around freeze turns
- −Weak without high Spell Power — requires significant investment in magic stats
Uncommon but viable: Assault + Formation + Unfrozen Mastery. Let Golems hold the line while fast units flank. Works best if opponent is also pure might with no answer to golem bulk.
Enlightenment + Arcane Magic + Unfrozen Mastery + Sorcery. Freeze high-value targets, burst with Arcane Tier 3–4, freeze again. Sorcery at Advanced cuts cooldowns enough to chain freezes reliably.