Heroes of Might and Magic III Remake Tier Lists
Power rankings for a remake that has not rewritten the rules, only the camera.
These rankings exist because the remake is being built as a faithful ruleset. Until a 2027 patch changes growth numbers, spell costs, or town trees, the original metagame is the honest draft. Hands-on previews have not described a new balance pass. They have described queues, overlays, and 3D towns. This hub is therefore a veterans’ map of power, labelled so newcomers do not confuse “fun” with “wins the XL.”
How to read these lists
S and A are towns, creatures, or skills you can first-pick into a serious human lobby. B is playable and often better on the right template. C is a trap for new players or a specialist pick. We rank random maps and human multiplayer first, then note campaign exceptions. The AI in 1999 did not punish Fortress the way a human does. If the remake’s AI is smarter, some of these letters will move; we will not pretend that has already happened.
Open the dedicated pages rather than stopping at the summary:
- Faction tier list — the nine towns, including Conflux.
- Creature tier list — which stacks actually end games.
- Hero and skill tier list — Logistics, Earth Magic, and the rest of the wheel.
Pair every ranking with the faction overview so you understand why Necropolis snowballs instead of only seeing the letter. Rankings without identity are just noise.
Snapshot for impatient readers
Factions (human, random, no house bans): Dungeon, Necropolis, and Conflux sit at the top of most original drafts. Tower and Rampart follow when the map has space and gems. Castle is the honest all-rounder. Inferno is explosive if you get Pit Lords online. Stronghold and Fortress ask more from the player and from the terrain.
Creatures: Black Dragons, Angels / Archangels, Phoenixes, and Gold Dragons are the conversation. Hydras and Behemoths are the “I will stand here and dare you” stacks. Nagas, Titans, and Devils all have maps they own. Low-tier shooters still decide week one.
Skills: Logistics and Earth Magic still run the high table. Air Magic and Wisdom enable the broken movement spells. Necromancy is a faction engine, not a universal first pick. Resistance is the skill new players overvalue and veterans sometimes still take against Conflux.
What the remake could still change
A more readable town screen does not buff Castle. A range overlay does not nerf dragons. Simultaneous turns do not change weekly growth. The only announced systems that might shift the list are mass recruiting (tempo, not power) and imported maps with unusual guards. If Ubisoft publishes a balance blog, these pages will move letters and say so in the intro. Until then, treat S-tier as “this is why your friends ban Dungeon on tiny maps,” not as a prediction of a future patch.
If you are here before you know how a week works, go back to how to play. A tier list is a multiplier on knowledge, not a substitute for flagging a sawmill.
Frequently Asked Questions
Quick answers for new commanders and returning veterans.
Are these rankings for the remake or the original?
Both, until a remake patch changes numbers. Previews describe presentation and quality-of-life, not a new creature table.
Do campaigns use the same tiers?
No. Scripts hand you towns. Campaigns are about the briefing, not about first-picking Dungeon. See the campaign guide.
Will console players see different balance?
Unlikely. Controls change; growth tables should not. The controls page is the console story.