Tier List

Heroes of Might and Magic III Remake Hero and Skill Tier List

Who to hire, which skills to click, and which specialties actually move a map.

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Hero Tier List

A town is an engine. A hero is the driver. Heroes of Might and Magic III Remake has not advertised a new skill wheel, so this ranking uses the original secondary skills and class biases. Pair it with the heroes roster for names and specialties, and with combat for the fights those skills exist to win.

S skills — take these when they appear

Logistics is extra movement on the adventure map. Extra movement is extra mines, extra towns, extra time. It is the skill that makes every other skill happen more often. Earth Magic feeds Slow, Town Portal, Implosion, and the rest of the “I would like the map to be smaller” kit. Wisdom is the gate on high-level spells; without it your Mage Guild is a museum. Air Magic is Haste, Dimension Door, and Fly depending on the level of the guild and the map. If you see these four, you click them unless a scenario script forbids magic entirely.

Necromancy is S on Necropolis and a wasted slot on Castle. Faction engines are not universal. The same is true of Water Magic on a map that wants Cure and Expert Teleport versus a map that wants none of that.

A skills — the professional kit

Armorer, Offense, Archery if you actually have shooters, Intelligence, Sorcery, Resistance against Conflux and Tower, Tactics so you can arrange the opening hexes, Estates on a mule, Pathfinding on ugly terrain, Diplomacy on Rampart and on any map drowning in neutrals. Leadership and Luck are A when your army is mixed and you can feel morale skipping turns. They are luxury if your army is already one faction with a Commander’s Tent.

Ballistics is A in campaign sieges and on templates with many forts. It is filler on a flyer map.

B and below — not always traps

Mysticism, First Aid, Learning, Eagle Eye, Scouting, Navigation (S on water maps, D on land), Scholar, Mysticism again because people still click it by accident. Fire Magic is a B that becomes A on Inferno and on maps with Magogs. Interference if the remake kept it from later patches — original Restoration tables did not ship every later skill. When the retail skill list is public, this paragraph will name every slot. Until then, do not pick the skill that sounds nice. Pick the skill that moves the week.

Classes and specialties

Wizards and Warlocks want Power and Knowledge and will carry the spell win condition. Overlords, Knights, Rangers want Attack and Defense and will carry the dragon or angel win condition. Necromancers want the Necromancy line and a second hero. Beastmasters and Barbarians are the “I hit you” classes; they need a plan against magic. Planeswalkers and Elementalists (Conflux) sit closer to the spell classes.

Specialties that still matter: heroes who boost a specific creature (Gelu’s Sharpshooters in campaigns, Crag Hack’s Offense, Tamika’s Vampires, Solmyr’s Chain Lightning, Deemer, and every logistics specialist your tavern hides). A hero with a weak specialty is still a body for artifacts. Hire them as mules. The artifact guide explains why a mule with the right boots is a main hero in disguise.

Opening tavern plan

Day one: hire a second hero even if their specialty is embarrassing. Give them leftover troops and send them to a second mine. Day two through seven: look for a main with Logistics already started, or with a creature specialty you actually build. Do not reroll the tavern forever on a timed campaign map. Do reroll in a slow random if the house rules allow it.

When two skills are offered and both are mediocre, take the one that works on the adventure map. Maps are won between battles. The how to play page is that sermon at greater length. This page is the short version: Logistics, Earth, Wisdom, then the faction engine, then pride.

FAQ

Frequently Asked Questions

Quick answers for new commanders and returning veterans.

Is Logistics still mandatory?

On random maps against people, yes, with very few exceptions. Campaign scripts can force you to live without it.

Should every hero take Wisdom?

Your spell carrier should. Your mule can take Estates. Your scout can take Pathfinding. Wisdom on four heroes is how you run out of skill slots.

Will the remake add new skills?

Nothing like that has been announced. This list assumes the original wheel until a skill screen says otherwise.