Strengths
- High health lets it stay relevant in long trades.
- Armor profile makes it harder to remove with basic damage.
- Long range lets it contribute before the front lines collide.
- High listed damage threatens priority targets when it gets uptime.
Unit page
Catapult 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 | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| High Elves | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Night Elves | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Orcs | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Undead | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Undead (Alt Slot) | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Catapult | Siege | 500 | 300 | 50 | Crush | 0.11 | 60 | 300 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | Base |
| Barbarians | Base |
| High Elves | Base |
| Night Elves | Base |
| Western Kingdoms | Base |
| Dwarves | - |
| Orcs | Base |
| Undead (Alt Slot) | Base |
| Wood Elves | - |
| Tidescale | - |
Barbarians
Barbarians fields the Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | 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.
High Elves
High Elves fields the Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | 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.
A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.
Night Elves
Night Elves fields the Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | Projectile |
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.
Orcs
Orcs fields the Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | Projectile |
The scent of battle quickens every attack across the horde.
Pounding drums drive the whole army onward, hardening it against pain.
The entire army becomes an unrelenting juggernaut, tougher and unshakeable.
Undead
Undead fields the Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | 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 Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | 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 Catapult as breaking dense formations and pressuring fortified positions from distance. Siege crews bring patient violence to the field, trading agility for the ability to decide where enemies cannot safely stand. In play, this variant fights from range, with 300 health, 50 listed damage, and 60 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 50 | Crush | 5-60 | 0.11 | 5 | 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.
United under one banner, the entire army fights harder, tougher, and unbroken.