Unofficial fan reference · game data patch 9.0.2 (Oct 1, 2026)

Best Lizardmen factions in Warhammer 3 — Immortal Empires starts compared

Every playable Lizardmen faction in Immortal Empires side by side: the game's difficulty rating, the start, how many factions start nearby, climates, resources and a co-op partner. Patch 9.0.2.

Ordered by the quietest start: fewest other factions within 10% of the map's width, factions without a settlement last. How each number is worked out is under the list.

  1. 1

    Oxyotl

    • Starts at The Godless Crater
    • 5 factions start within 10% (0 within 4%); nearest Brazen Throne, 4.6%
    • 11 of 12 climates Suitable
    • 1 resource in its starting regions
    • Co-op partner: Cult of Sotek
  2. 2

    Tehenhauin

    • Starts at Xlanzec
    • 7 factions start within 10% (2 within 4%); nearest Southern Sentinels, 2.2%
    • 3 of 12 climates Suitable
    • Co-op partner: Blooded Wanderers
  3. 3

    Lord Mazdamundi

    • Starts at Hexoatl
    • 10 factions start within 10% (3 within 4%); nearest New World Colonies, 2.1%
    • 3 of 12 climates Suitable
    • 1 resource in its starting regions
    • Co-op partner: Cult of Pleasure
  4. 4

    Kroq-Gar

    • Starts at The Golden Tower
    • 15 factions start within 10% (3 within 4%); nearest Ironbrow's Expedition, 1.8%
    • 3 of 12 climates Suitable
    • Co-op partner: Exiles of Khorne
  5. 5

    Gor-Rok

    • Starts at Itza
    • 17 factions start within 10% (5 within 4%); nearest Wardens of the Living Pools, 2.1%
    • 3 of 12 climates Suitable
    • 1 resource in its starting regions
    • Co-op partner: Cult of Pleasure
  6. 6

    Tiktaq'to

    • Starts at Tlaqua
    • 18 factions start within 10% (0 within 4%); nearest Cult of Sigmar, 4.1%
    • 3 of 12 climates Suitable
    • 1 resource in its starting regions
    • Co-op partner: Exiles of Khorne
  7. 7

    Nakai the Wanderer

    • Starts without a settlement
    • 11 of 12 climates Suitable
COMPUTEDImmortal Empires, as the game starts it. Game's rating is the difficulty the faction-select screen gives the lord (frontend_faction_leaders.difficulty) — the game rates only some lords, mostly Warhammer III's own. Regions are those owned on turn one (start_pos_regions); a faction with none starts with only its army. Neighbours are other factions (AI ones too) whose starting capital lies within 4% or 10% of the map's width of this one's, measured on the game's minimap. Climates: how many of the 12 climates the game rates Suitable for it (climate). Resources: in its starting regions, from the start position. Not a tier list: a crowded start can be easy for a strong faction — these are the facts the game sets up.

More on Lizardmen: race page · best Lizardmen lords · best Lizardmen units · every faction: easiest and hardest factions