Factions Overview

Nine major powers vie for control of Arrakis, each bringing unique approaches to conquest, diplomacy, and spice harvesting. From noble houses bound by honor to ruthless oppressors and desert-dwelling insurgents, understanding each faction’s strengths and playstyle is critical to victory.

This guide breaks down every faction’s tactical advantages, weaknesses, and optimal strategies based on the latest competitive meta.

Current Meta Tier List

Based on competitive multiplayer performance and community consensus, factions currently rank across four tiers. Top-tier factions offer forgiving playstyles with strong late-game scaling, while lower tiers require higher skill floors or niche strategies to succeed.

S

TOP TIER
Most competitive picks
House Atreides
Forgiving economy, powerful late-game military
House Ecaz
Champion system dominates, sanctuary control

A

STRONG TIER
Solid competitive options
House Corrino
Late-game juggernaut with dual bases
Fremen
High skill cap, devastating when mastered

B

SITUATIONAL TIER
Requires specific strategies
Smugglers
Powerful in expert hands
House Vernius
Tech superiority when mastered

C

CHALLENGING TIER
High skill floor to compete
House Harkonnen
Unforgiving economy management

Faction Comparison at a Glance

FactionDifficultyBest Victory TypeCore MechanicPlaystyle
House Atreides
Easy
Political / HegemonyPeaceful AnnexationDefensive Diplomacy
House Harkonnen
Hard
DominationOppressionAggressive Conquest
Smugglers
Medium
Economic / PoliticalUnderworld HQsSubterfuge & Raiding
Fremen
Hard
Hegemony / DominationWorm RidingGuerrilla Warfare
House Corrino
Medium
Domination / PoliticalImperial Tax & Dual BasesLate-Game Power
House Ecaz
Medium
Hegemony / DominationChampions & SanctuariesElite Forces
House Vernius
Hard
Economic / DominationNodal Network & TechTechnological Supremacy

House Atreides — The Honorable Diplomats

House Atreides embodies nobility and fair governance. Led by Duke Leto Atreides, they excel at building alliances and leveraging Landsraad influence. This is the beginner-friendly faction with balanced, straightforward mechanics that reward stability over aggression.

Key Strengths

Peaceful Annexation
Convert neutral villages without combat, avoiding early military losses

Economic Efficiency
-10% Solari upkeep on all units and buildings

Landsraad Dominance
Rapidly gain standing and benefit from council resolutions

Elite Military
Ginaz Swordmasters and veteran militia provide durability

Notable Weaknesses

No Pillaging
Cannot raid neutral villages for quick resource bursts

Slow Expansion
Peaceful annexation takes time; can lag in early map control

Higher Authority Costs
+10% authority cost to annex settlements

Limited Aggression
Honorable tactics make sudden rushes difficult

OPTIMAL PLAYSTYLE

Focus on consolidating territory through peaceful means, using Landsraad influence to secure economic benefits. Build a quality-over-quantity military with defensive bonuses. Aim for late-game political or hegemony victories through stable governance and alliance building.

Best For: New players, defensive players, diplomacy enthusiasts

House Harkonnen — The Ruthless Oppressors

Baron Vladimir Harkonnen leads through fear and exploitation. Recently ousted from Arrakis, the Harkonnens seek vengeance through brutal tactics. This challenging faction rewards aggressive play and espionage, but punishes mismanagement harshly.

Key Strengths

Oppression Mechanic
Temporarily push villages to 200% output for massive resource spikes

Garrison Efficiency
Each militia increases village output by +5%

Espionage Mastery
Sacrifice agents to speed operations, gain brainwashed agents from kills

Brutal Military
Fanatical troops, heavy armor (Executioner), devastating siege units

Notable Weaknesses

Unstable Economy
-10% resource production penalty empire-wide

Rebellion Risk
Oppression causes +2% daily revolt chance per use

Poor Diplomacy
Low Landsraad influence, often targeted by negative resolutions

High Attrition
Strategy relies on replacing losses, expensive long-term upkeep

OPTIMAL PLAYSTYLE

Aggressive domination through military conquest and espionage. Pillage villages for intel, use covert operations to weaken enemies, then launch overwhelming sieges. Stack militia in key territories to offset production penalties. Win through relentless pressure and attrition.

Best For: Aggressive players, espionage enthusiasts, experienced strategists

Smugglers — The Black Market Opportunists

Esmar Tuek leads the Smugglers, a rogue faction operating in Arrakis’ shadows. Not a Great House, but profit-driven opportunists who thrive on economic subversion and irregular warfare. They exist in the gray area between trader and bandit.

Key Strengths

Underworld Headquarters
Plant infiltrations in enemy villages to siphon resources and gain intel

Superior Mobility
+10% unit speed outside combat for swift raids

No Distance Penalties
Expand to distant outposts without increased authority costs

Enhanced Pillaging
+50% resources from all pillaging at 10k hegemony

Notable Weaknesses

Limited Landsraad Power
Join council late with minimal votes (50 at 5k hegemony)

Weak Direct Combat
Fewer heavy frontliners; rely on stealth and range

Tall Faction Penalty
+50% authority cost per existing village when expanding

Conflict-Dependent
Income suffers in peaceful games or heavily policed territories

OPTIMAL PLAYSTYLE

Hit-and-run warfare combined with economic parasitism. Plant Underworld HQs in rival territories early, use fast units for constant harassment, then retreat before counterattacks. Make and break deals pragmatically. Win through accumulated wealth and late-game buyouts.

Best For: Cunning players, guerrilla tacticians, economic manipulators

Fremen — The Desert Masters

Liet Kynes leads the Fremen, Arrakis’ indigenous people. Hardened desert survivors fighting to protect their homeland from off-world colonizers. They operate outside the imperial system with unparalleled desert mobility and guerrilla tactics.

Key Strengths

Flexible Spice Harvesting
Deploy mobile teams on any field without territorial control

Worm Riding
Use thumpers to summon sandworms for instant long-distance travel

Sietch Alliances
Forge bonds with neutral settlements for military aid and bonuses

Deep Desert Control
At 5k hegemony, control deep desert regions with no supply drain

Notable Weaknesses

Limited Infrastructure
Villages have -1 building slot compared to other factions

Minimal Landsraad Power
Never achieve Great House voting strength; vulnerable to edicts

Economy Challenges
Limited trading options; Solari income can be tight

Weak Direct Combat
Units excel at hit-and-run but struggle in head-on battles

OPTIMAL PLAYSTYLE

Guerrilla warfare and territory denial. Split armies into raiding parties, use worm transit to attack vulnerable points, instigate rebellions to deny enemy income. Allied Sietches provide intel and harassment. Win through hegemony or attrition by controlling the desert and choking out occupiers.

Best For: Expert players, asymmetric warfare enthusiasts, patient strategists

House Corrino — The Imperial Power

Padishah Emperor Shaddam IV commands the Imperial legions. House Corrino has ruled the Known Universe for 10,000 years. They bring elite Sardaukar forces and immense wealth, but shoulder the burden of maintaining the Imperium with heavy logistics costs.

Key Strengths

Imperial Spice Tax
Receive all other factions’ tax payments as bonus income

Enhanced Infrastructure
Villages have +1 building slot for superior development

Sardaukar Legions
Elite troops with incredible combat power; can trade to allies for profit

Dual Base System
Deploy second main base at 5k hegemony for strategic projection

Notable Weaknesses

Heavy Guild Costs
Must pay significantly higher spice tribute to Spacing Guild

Harsh Distance Penalties
+100% authority cost per distance from main base

Limited Early Expansion
Can only take nearby regions initially due to logistics

Expensive Military
Sardaukar are powerful but costly; difficult to sustain if behind

OPTIMAL PLAYSTYLE

Late-game powerhouse strategy. Turtle early while leveraging tax income to tech up. Maximize each territory’s output with extra building slots. Deploy second base mid-game to break expansion limits. Dominate late-game with stacked building bonuses, Sardaukar armies, and extreme-range artillery sieges.

Best For: Patient players, late-game enthusiasts, power fantasy seekers

House Ecaz — The Cultural Elites

Archduchess Armanda Ecaz rules a house famed for arts and exotic luxuries. House Ecaz brings creative economic tools and elite military champions. Their sanctuary system and masterpiece buildings provide unique strategic depth.

Key Strengths

Sanctuary System
Surround neutral villages to create invulnerable buffer zones

Champion Units
Designated units gain massive stat boosts and generate hegemony per kill

Masterpiece Buildings
Unique cultural projects provide major buffs and Landsraad favor

Elite Units
Knights, Squires, and Fencers with exceptional combat power

Notable Weaknesses

Slow Set-Piece Strategy
Sanctuaries and masterpieces require time and planning

Expensive Investments
Masterpieces and elite units demand significant resources

Champion Vulnerability
Losing a leveled champion is devastating to overall power

Diplomatic Penalties
Breaking truces causes -100% Landsraad standing

OPTIMAL PLAYSTYLE

Cultural domination with elite forces. Secure a cluster of territories, raise sanctuaries on periphery for natural borders. Invest in masterpieces and champions. Field compact, high-tech armies led by champion units. Win through hegemony acceleration or decisive champion-led strikes.

Best For: Strategic planners, quality-over-quantity players, hegemony victory seekers

House Vernius — The Technological Innovators

Earl Rhombur Vernius leads the Ixian Confederacy, pushing the boundaries of science. As chief suppliers of starship technology, they bring robotic units, advanced research, and a neural economic network. Complex but incredibly powerful when mastered.

Key Strengths

Research Supremacy
Extra Knowledge generation; can skip one tech prerequisite

Tech Patents
File patents on technologies others haven’t researched for monopoly benefits

Nodal Network Efficiency
Connected regions operate at massively increased production

Advanced Units
Fighting Meks, teleporting Folder Relays, self-repairing drones

Notable Weaknesses

Network Dependency
Unconnected villages suffer -50% production penalty

Infrastructure Vulnerability
Destroying key Neural Nodes can cripple entire regions

EMP Susceptible
Electronic warfare operations can disable drones and advantages

Tech Sharing in Truces
Allied factions gain benefits of your researched techs

OPTIMAL PLAYSTYLE

Tech-centric strategic expansion. Race for key research breakthroughs using patent system. Expand in chains to maintain Neural Network. Field diverse high-tech armies with self-repair and teleportation. Dominate through superior technology and knowledge-to-resource conversion.

Best For: Tech enthusiasts, infrastructure planners, sci-fi faction lovers

Choosing Your Faction

Faction selection should match your preferred playstyle and skill level. New players should start with House Atreides or House Corrino for forgiving mechanics and straightforward paths to victory. Experienced players seeking challenges will find Fremen, Vernius, or Harkonnen rewarding but demanding.

BEGINNER FRIENDLY
  • ✓ House Atreides
  • ✓ House Corrino

Forgiving economies, clear objectives

INTERMEDIATE
  • ✓ House Ecaz
  • ✓ Smugglers

Unique mechanics, moderate complexity

ADVANCED
  • ✓ Fremen
  • ✓ House Vernius
  • ✓ House Harkonnen

High skill floors, unforgiving gameplay

Key Decision Factors

Prefer Diplomacy & PoliticsAtreides, Ecaz
Prefer Military DominationHarkonnen, Corrino
Prefer Guerrilla TacticsFremen, Smugglers
Prefer Economic StrategyVernius, Smugglers
Prefer Elite Small ArmiesEcaz, Corrino