Strengths
- Long range lets it contribute before the front lines collide.
- Mobility gives it good engage and repositioning windows.
Unit page
Cavalry Mage variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

| Faction | Unit | Class | Cost | HP | Damage | Type | Atk/s | Range | Pierce | Cut | Crush | Magic | Speed |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barbarians | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Dwarves | Cavalry Mage | Cavalry | 200 | 200 | 20 | Magic | 0.333 | 27 | 0 | 0 | 0 | 0 | 5 |
| High Elves | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Night Elves | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Undead | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Undead (Alt Slot) | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Cavalry Mage | Cavalry | 300 | 150 | 35 | Magic | 0.333 | 30 | 0 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | Base |
| Barbarians | Base |
| High Elves | Base |
| Night Elves | Base |
| Western Kingdoms | Base |
| Dwarves | Base |
| Orcs | - |
| Undead (Alt Slot) | Base |
| Wood Elves | Unlock |
| Tidescale | - |
Barbarians
Barbarians fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Cavalry gain move speed to slam into the enemy first.
The whole army swings faster but shrugs off less punishment.
Tougher bodies help fragile berserkers survive the opening clashes.
Cavalry charge in faster and hit far harder on impact.
Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.
Transform your Swordsmen into Heavy Cavalry and pump their charge damage.
Unlocks buyable Cavalry Mages to unleash raw magical destruction from the saddle.
Dwarves
Dwarves fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 200 health, 20 listed damage, and 27 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-27 | 0.333 | 1 | Projectile |
| Secondary | 20 | Crush | 0-2 | 0.667 | 0.25 | Projectile |
All units gain a solid boost to maximum health.
The whole army resists crowd control and slows, refusing to be moved.
Grinding attacks: all units gain attack damage but the army moves even slower.
A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.
Transforms the whole spear line into Heavy Cavalry battering rams with fortress-grade armor.
The entire army takes 20% less damage and cannot be slowed or controlled.
High Elves
High Elves fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.
Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.
Light Cavalry are drilled into disciplined Cavalry Archers for mobile precision fire.
Cavalry Archers ascend into Cavalry Mages, weaving devastating magic from the saddle.
A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.
Unlock the Cavalry Mage as a buyable elite and reinforce with a free pair each round.
Night Elves
Night Elves fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
All units move faster, letting your army dictate every engagement.
Cavalry shrug off slows, keeping their kiting speed under fire.
Woven shadow grants every unit magic armor to survive the first exchange.
Your cavalry radiate cold, and their own move speed climbs to press the slow.
Spearmen abandon the line and ride out as fast Light Cavalry raiders.
Unlock Cavalry Mages who ride down foes while stacking crippling slows.
The whole army becomes untouchable, gaining army-wide damage reduction and speed.
Ranged fire chills the enemy while your own army resists their counter-slows.
Light Cavalry ascend into Heavy Cavalry shock riders that hit and vanish.
Undead
Undead fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Unlocks the dreaded Cavalry Mage, mounted lich-lords wielding death magic.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.
Undead (Alt Slot)
Undead (Alt Slot) fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cavalry become life-draining raiders, gaining attack and bulk to outlast foes.
Bloated undead bodies gain massive health, though they stay slow to fall.
Unlocks the dreaded Cavalry Mage, mounted lich-lords wielding death magic.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Light cavalry are reforged into death knights, elite heavy horsemen of the grave.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

Western Kingdoms
Western Kingdoms fields the Cavalry Mage as mobility, flanking, and punishing exposed back-line units. Mounted companies are trained for timing and nerve, waiting for the moment a formation opens before striking through it. In play, this variant fights from range, with 150 health, 35 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 35 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 35 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Rigorous drilling toughens the whole army against the first shock of battle.
Battlefield priests steady the ranks, hardening every soldier against wounds.
Well-drilled movement lets your army reach and hold the center faster.
Master smiths sharpen every blade and lance in the kingdom's service.
Your knights are anointed as paladins, gaining holy resilience and crushing power.
United under one banner, the entire army fights harder, tougher, and unbroken.
Unlock mounted battle-clerics, elite Cavalry Mages who heal and empower on the move.