Strengths
- Armor profile makes it harder to remove with basic damage.
- Support profile can swing fights without needing raw damage.
Unit page
Priest 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 | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Dwarves | Priest | Support | 150 | 125 | 10 | Crush | 0.667 | 2 | 0 | 50 | 0 | 50 | 5 |
| High Elves | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Night Elves | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Tidescale | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Undead | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Undead (Alt Slot) | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 0 | 0 | 100 | 5 |
| Western Kingdoms | Priest | Support | 150 | 100 | 10 | Crush | 0.667 | 2 | 25 | 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 | - |
| Tidescale | Base |
Barbarians
Barbarians fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
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.
Dwarves
Dwarves fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 125 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Assist | 10 | Magic | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
| Secondary | 10 | Crush | 0-2 | 0.667 | 0.5 | 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.
The entire army takes 20% less damage and cannot be slowed or controlled.
High Elves
High Elves fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
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.
A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.
Night Elves
Night Elves fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
All units move faster, letting your army dictate every engagement.
Woven shadow grants every unit magic armor to survive the first exchange.
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.
Tidescale
Tidescale fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
Priests wash the whole host in healing currents, boosting everyone's health.
Deep-sea vitality toughens the entire army.
Army-wide surge of deep magic: more damage and hardened magic wards for all.
Undead
Undead fields the Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
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 Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
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 Priest as keeping key units alive, enabling pushes, and softening attrition trades. Support units carry the quiet power of a roster, extending fights and letting expensive troops survive long enough to matter. In play, this variant fights up close, with 100 health, 10 listed damage, and 2 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 10 | Crush | 0-2 | 0.667 | 1 | Projectile |
| Assist | 20 | Heal | 0-20 | 0.333 | 1 | Projectile, Ally targetable |
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.
United under one banner, the entire army fights harder, tougher, and unbroken.