Unit page

Priest

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

Portraits

Western Kingdoms Priest portrait
Western Kingdoms Priest

Stat Comparison

FactionUnitClassCostHPDamageTypeAtk/sRangePierceCutCrushMagicSpeed
BarbariansPriestSupport15010010Crush0.667225001005
DwarvesPriestSupport15012510Crush0.66720500505
High ElvesPriestSupport15010010Crush0.667225001005
Night ElvesPriestSupport15010010Crush0.667225001005
TidescalePriestSupport15010010Crush0.667225001005
UndeadPriestSupport15010010Crush0.667225001005
Undead (Alt Slot)PriestSupport15010010Crush0.667225001005
Western KingdomsPriestSupport15010010Crush0.667225001005

Availability

Barbarians

Barbarians Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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

Dwarves

Dwarves Priest

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.

Cost150
ClassSupport
Health125
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Assist10Magic0-200.3331Projectile, Ally targetable
Secondary10Crush0-20.6670.5Projectile
  • Assist attack: Assist · Magic damage · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Deep Roots

The whole army resists crowd control and slows, refusing to be moved.

  • All classes: +0.2 Tenacity, +0.2 SlowResist

Master Smiths

Grinding attacks: all units gain attack damage but the army moves even slower.

  • All classes: +20% AttackDamage, -10% MoveSpeed

Mountain Kings

A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.

  • All classes: +20% Health, +0.1 DamageReduction

Unbreakable

The entire army takes 20% less damage and cannot be slowed or controlled.

  • All classes: +0.2 DamageReduction, +0.4 SlowResist, +0.4 Tenacity

High Elves

High Elves Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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 Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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

Tidescale

Tidescale Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Projectile pressure: can be affected by projectile-chain or ranged attack upgrades where eligible.

Relevant Upgrades

Blessing of Tides

Priests wash the whole host in healing currents, boosting everyone's health.

  • All classes: +10% Health

Leviathan Hide

Deep-sea vitality toughens the entire army.

  • All classes: +15% Health

Abyssal Might

Army-wide surge of deep magic: more damage and hardened magic wards for all.

  • All classes: +20% AttackDamage, +6 MagicArmor

Undead

Undead Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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) Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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 Priest portrait
Western Kingdoms Priest

Western Kingdoms

Western Kingdoms Priest

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.

Cost150
ClassSupport
Health100
Damage10
Range2
Speed5

Strengths

  • Armor profile makes it harder to remove with basic damage.
  • Support profile can swing fights without needing raw damage.

Weaknesses

  • Low health means positioning mistakes are punished quickly.
  • Must commit into close range to deal damage.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary10Crush0-20.6671Projectile
Assist20Heal0-200.3331Projectile, Ally targetable
  • Healing attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • Assist attack: Assist · heals 20 · 0-20 range · 0.333 attacks/sec · projectile · can target allies.
  • 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