Unit page

Catapult

Catapult variants, lore, stats, special effects, upgrades, strengths, and weaknesses.

Portraits

Western Kingdoms Catapult portrait
Western Kingdoms Catapult

Stat Comparison

FactionUnitClassCostHPDamageTypeAtk/sRangePierceCutCrushMagicSpeed
BarbariansCatapultSiege50030050Crush0.11603000005
High ElvesCatapultSiege50030050Crush0.11603000005
Night ElvesCatapultSiege50030050Crush0.11603000005
OrcsCatapultSiege50030050Crush0.11603000005
UndeadCatapultSiege50030050Crush0.11603000005
Undead (Alt Slot)CatapultSiege50030050Crush0.11603000005
Western KingdomsCatapultSiege50030050Crush0.11603000005

Availability

Barbarians

Barbarians Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

War Cry

The whole army swings faster but shrugs off less punishment.

  • All classes: +10% AttackSpeed, -2 CutArmor

Thick Hides

Tougher bodies help fragile berserkers survive the opening clashes.

  • All classes: +12% Health

Undying Fury

Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.

  • All classes: +20% AttackDamage, +15% AttackSpeed, +10% MoveSpeed, -3 CutArmor

High Elves

High Elves Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Warded Silk

Enchanted vestments grant every soldier flat magic armor against enemy spellcasters.

  • All classes: +5 MagicArmor

Mistwardens

Fragile bodies are shielded by warding mist, granting army-wide magic armor and damage reduction.

  • All classes: +6 MagicArmor, +0.1 DamageReduction

Aegis of Silvermoon

A radiant ward blankets the army with heavy magic armor, damage reduction, and tenacity.

  • All classes: +10 MagicArmor, +0.15 DamageReduction, +0.3 Tenacity

Night Elves

Night Elves Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Fleet-Footed

All units move faster, letting your army dictate every engagement.

  • All classes: +12% MoveSpeed

Shadow Cloaks

Woven shadow grants every unit magic armor to survive the first exchange.

  • All classes: +4 MagicArmor, +3 PierceArmor

Shadowmeld

The whole army becomes untouchable, gaining army-wide damage reduction and speed.

  • All classes: +0.15 DamageReduction, +10% MoveSpeed

Frostbite Volley

Ranged fire chills the enemy while your own army resists their counter-slows.

  • All classes: +0.3 SlowResist, +0.2 Tenacity

Orcs

Orcs Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Bloodlust

The scent of battle quickens every attack across the horde.

  • All classes: +12% AttackSpeed

War Drums

Pounding drums drive the whole army onward, hardening it against pain.

  • All classes: +10% MoveSpeed, +0.08 DamageReduction

Unstoppable Horde

The entire army becomes an unrelenting juggernaut, tougher and unshakeable.

  • All classes: +25% Health, +0.1 DamageReduction, +0.25 Tenacity

Undead

Undead Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor

Undead (Alt Slot)

Undead (Alt Slot) Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Unliving Resolve

The dead feel no fear: all units gain tenacity and shrug off crowd control.

  • All classes: +0.2 Tenacity

Grave Chill

Frozen sinews resist slows, keeping the horde marching forward.

  • All classes: +0.25 SlowResist, +10% MoveSpeed

Attrition Ward

The whole army takes reduced damage, grinding down anything that stands its ground.

  • All classes: +0.15 DamageReduction

Cryptbound Flesh

Bloated undead bodies gain massive health, though they stay slow to fall.

  • All classes: +25% Health

Undying Horde

Army-wide tenacity and damage reduction make the horde nearly impossible to break.

  • All classes: +0.3 Tenacity, +0.15 DamageReduction

Wardstone Bones

Consecrated bones shore up the horde's fatal weakness, granting magic armor across the army.

  • All classes: +8 MagicArmor
Western Kingdoms Catapult portrait
Western Kingdoms Catapult

Western Kingdoms

Western Kingdoms Catapult

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.

Cost500
ClassSiege
Health300
Damage50
Range60
Speed5

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.

Weaknesses

  • Has a close-range blind spot or weaker fallback profile.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.
  • High cost makes losses painful and delays army width.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary50Crush5-600.115Projectile
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Drill Formations

Rigorous drilling toughens the whole army against the first shock of battle.

  • All classes: +10% Health

Field Chaplains

Battlefield priests steady the ranks, hardening every soldier against wounds.

  • All classes: +0.06 DamageReduction

Marching Orders

Well-drilled movement lets your army reach and hold the center faster.

  • All classes: +12% MoveSpeed

Tempered Steel

Master smiths sharpen every blade and lance in the kingdom's service.

  • All classes: +15% AttackDamage

Grand Crusade

United under one banner, the entire army fights harder, tougher, and unbroken.

  • All classes: +15% AttackDamage, +15% Health, +0.08 DamageReduction