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Faction Guide

All 6 factions — hero counts, class distribution, subclasses, and arena strategy for both Might and Magic paths.

Temple

Grass terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Paragon
Swashbuckler
Grand Inquisitor
Ascendant
Sample Heroes
Strengths
  • +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
Weaknesses
  • Slow to build — weak early if opponent is aggressive
  • Magic heroes lack raw burst compared to Dungeon
  • Relies on sustain which punishes rushing
⚔ Might Path

Assault + Leadership + Temple Mastery. Stack morale until units act twice, then burst with high-damage Griffin or Angel stacks.

✦ Magic Path

Enlightenment + Daylight Magic + Sorcery. Grand Inquisitor subclass amplifies faith spells. Combine healing with Nightshade debuffs for attrition dominance.

Key tip: Temple's faction skill has a subskill that scales with morale count. Prioritize Leadership early so Temple Mastery's bonuses are fully active by the battle.
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Demons

Lava terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Warlord
Hellblade
Summoner Lord
Doom Caster
Sample Heroes
Strengths
  • +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
Weaknesses
  • 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
⚔ Might Path

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.

✦ Magic Path

Enlightenment + Primal Magic + Summoning. Doom Caster subclass. Summon units to soak hits while Tier 4 Primal spells wipe enemy stacks clean.

Key tip: Demons win by turn 5 or lose by turn 10. If you're playing Demon might, take your most aggressive items — don't invest in defensive pieces that slow your kill clock.
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Dungeon

Dirt terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Taskmaster
Blood Commander
Shadow Weaver
Void Caller
Sample Heroes
Strengths
  • +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
Weaknesses
  • Units are individually weaker than Temple or Demon equivalents
  • Requires more skill knowledge to play optimally
  • Neither the fastest nor the most durable faction
⚔ Might Path

Assault + Formation + Dungeon Mastery. Taskmaster for extra attack actions. Formation lets Dungeon units chain dual-attacks more reliably with positioning.

✦ Magic Path

Enlightenment + Nightshade Magic + Dungeon Mastery. Shadow Weaver or Void Caller. Apply persistent debuffs with Nightshade then let dual-attack units clean up weakened stacks.

Key tip: Dungeon's Mastery skill has unique subskills that trigger on dual-attack activation. Learn exactly what your faction units' second attacks do before committing to pick order.
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Grove

Autumn terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Bladedancer
Pathstrider
Spiritcaller
Thornweaver
Sample Heroes
Strengths
  • +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
Weaknesses
  • 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
⚔ Might Path

Assault + Protection + Grove Mastery (Bladedancer/Pathstrider). Position Elves at max range and protect with Formation. Bladedancer subclass adds melee punch if opponent closes gaps.

✦ Magic Path

Enlightenment + Grove Mastery + Primal Magic (Spiritcaller/Thornweaver). Thornweaver's root effects synergize with ranged — frozen targets can't close range on your Elf lines.

Key tip: Phoenix does not permanently die if your hero knows the right faction subskill. Plan your resurrection window — bring the Phoenix back at a critical moment to swing a losing fight.

Necropolis

Deathland terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Harbinger of Doom
Walking Rot
Soulweaver
Chronomancer
Sample Heroes
Strengths
  • +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)
Weaknesses
  • 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
⚔ Might Path

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.

✦ Magic Path

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.

Key tip: Undead units are immune to morale effects entirely — neither positive nor negative. This makes Necropolis the only faction that doesn't lose when their morale is -3. Draft accordingly and ignore morale-draining opponent moves.

Unfrozen

Snow terrain

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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.

Heroes
18
⚔ Might9
✦ Magic9
Subclasses
Rift Walker
Communion Breaker
Void Prophet
Communion Weaver
Sample Heroes
Strengths
  • +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
Weaknesses
  • 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
⚔ Might Path

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.

✦ Magic Path

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.

Key tip: Unfrozen's strongest combo is Expert Arcane Magic + Unfrozen Mastery subskill that extends freeze duration. A frozen Tier-6 enemy unit is effectively dead for 2–3 of your turns. Prioritize this if both appear in the offer.