Strengths
- Armor profile makes it harder to remove with basic damage.
- Long range lets it contribute before the front lines collide.
Unit page
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 | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Dwarves | Mage | Ranged | 150 | 125 | 20 | Magic | 0.333 | 25 | 0 | 25 | 0 | 50 | 5 |
| High Elves | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Night Elves | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Tidescale | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Undead | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Undead (Alt Slot) | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Western Kingdoms | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 5 |
| Wood Elves | Mage | Ranged | 150 | 100 | 20 | Magic | 0.333 | 30 | 0 | 0 | 0 | 100 | 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 | Base |
| Tidescale | Base |
Barbarians
Barbarians fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The whole army swings faster but shrugs off less punishment.
Tougher bodies help fragile berserkers survive the opening clashes.
Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.
Ranged berserkers unload with brutal attack speed and extra bite.
Dwarves
Dwarves fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 125 health, 20 listed damage, and 25 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-25 | 0.333 | 1 | Projectile |
| Secondary | 20 | Crush | 0-2 | 0.667 | 0.25 | Projectile |
All units gain a solid boost to maximum health.
Ranged units dig in with heavier crush armor to hold their firing line.
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.
Archers hit far harder in exchange for a slower rate of fire.
Unlocks the buyable Mage, whose runic wards bolster the line.
A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.
The entire army takes 20% less damage and cannot be slowed or controlled.
A free volley of Archers plus a massive damage boost make your ranged line a killing wall.
High Elves
High Elves fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Elven arrowsmiths hone every shaft, boosting the attack damage of all ranged units.
Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.
Drilled loosing cadence increases the attack speed of Archers and Cavalry Archers.
Unlock the Mage as a buyable elite spellcaster for your roster.
Layered incantations stack magic damage, sharply raising the attack damage of all spellcasters.
Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.
Archers are reforged into Mages, trading volleys for searing precision magic.
A shipment of elite Mages descends each round to rain devastating magic on the center.
Every spellcaster ascends: massively increased magic damage and attack speed for all ranged units.
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.
Night Elves
Night Elves fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
All units move faster, letting your army dictate every engagement.
Ranged units gain attack damage that bleeds enemies during long trades.
Woven shadow grants every unit magic armor to survive the first exchange.
Ranged units fire faster and hit harder, turning kiting into attrition.
The whole army becomes untouchable, gaining army-wide damage reduction and speed.
Foot Archers become mounted Cavalry Archers with a lethal edge to their volleys.
Ranged fire chills the enemy while your own army resists their counter-slows.

Tidescale
Tidescale fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
Rune-mages channel sharper arcane bolts, gaining attack damage.
Priests wash the whole host in healing currents, boosting everyone's health.
Rune-mages weave glyphs faster, gaining a large attack-speed boost.
Deep-sea vitality toughens the entire army.
MARQUEE: rune-mage chakrams ricochet, bouncing to 2 additional nearby enemies on impact (with slight damage falloff per bounce).
Army-wide surge of deep magic: more damage and hardened magic wards for all.
Unlocks buyable rune-Mages so you can flood the field with ricocheting chakrams.
Undead
Undead fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | 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.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.
Undead (Alt Slot)
Undead (Alt Slot) fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | 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.
Bloated undead bodies gain massive health, though they stay slow to fall.
Army-wide tenacity and damage reduction make the horde nearly impossible to break.
Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

Western Kingdoms
Western Kingdoms fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | 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.
Unlock warrior-priest Mages who bolster and mend the army's ranks.
United under one banner, the entire army fights harder, tougher, and unbroken.
Wood Elves
Wood Elves fields the Mage as damage projection, focus fire, and forcing enemies to cross open space. Ranged troops turn space into pressure, making every approach costly before blades ever meet. In play, this variant fights from range, with 100 health, 20 listed damage, and 30 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 20 | Magic | 2-30 | 0.333 | 1 | Projectile |
| Secondary | 20 | Cut | 0-2 | 0.667 | 0.25 | Projectile |
The whole army moves faster, letting you dictate every engagement.
Archers gain attack damage, sharpening your pierce output.
Ranged units fire faster, raising sustained kiting damage.
Skirmishers resist slows, keeping their speed advantage against snares.
Archers hit far harder, turning volleys into a wall of pierce.
Ranged units gain crushing damage and fire rate, unleashing an arrow storm.
The army shrugs off a portion of all incoming damage while keeping its speed.