Strengths
- Reliable infantry role compression at a manageable shop cost.
Unit page
Spearman 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 | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Dwarves | Spearman | Infantry | 100 | 150 | 32 | Pierce | 0.333 | 12 | 50 | 50 | 50 | 0 | 0 |
| High Elves | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Night Elves | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Orcs | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Tidescale | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Undead | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Undead (Alt Slot) | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Western Kingdoms | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 0 |
| Wood Elves | Spearman | Infantry | 100 | 175 | 32 | Pierce | 0.333 | 12 | 0 | 0 | 0 | 0 | 5 |
| Faction | Availability |
|---|---|
| Undead | Base |
| Barbarians | Base |
| High Elves | Base |
| Night Elves | Base |
| Western Kingdoms | Base |
| Dwarves | Base |
| Orcs | Base |
| Undead (Alt Slot) | Base |
| Wood Elves | Base |
| Tidescale | Base |
Barbarians
Barbarians fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
All infantry hit harder, trading defense for raw offense.
The whole army swings faster but shrugs off less punishment.
Tougher bodies help fragile berserkers survive the opening clashes.
Infantry go into a frenzy: much faster attacks at the cost of armor.
Transform your Spearmen into hard-charging Light Cavalry.
Army-wide frenzy: everyone attacks and moves faster, damage soaring but hides thinning.
Dwarves
Dwarves fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 150 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile, 25 armor pen |
Infantry gain flat pierce and cut armor, shrugging off arrows and blades.
All units gain a solid boost to maximum health.
A free pair of Spearmen reinforces your battle line each round.
The whole army resists crowd control and slows, refusing to be moved.
Infantry stack heavy crush and pierce armor plus flat damage reduction to become an immovable wall.
Grinding attacks: all units gain attack damage but the army moves even slower.
Retrains Spearmen into armored Swordsmen and hardens them against blades.
A free elite Knight shipment and army-wide health and damage reduction turn the line into a fortress.
Transforms the whole spear line into Heavy Cavalry battering rams with fortress-grade armor.
The entire army takes 20% less damage and cannot be slowed or controlled.
High Elves
High Elves fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | 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 Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
All units move faster, letting your army dictate every engagement.
Woven shadow grants every unit magic armor to survive the first exchange.
Spearmen abandon the line and ride out as fast Light Cavalry raiders.
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 Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
Infantry hit harder with brutal, oversized weapons.
Bolstered orc infantry shrug off cuts and blows.
The scent of battle quickens every attack across the horde.
Infantry and cavalry alike smash with devastating force.
Reinforce every round with a wave of Spearmen to swamp the enemy.
Whipped into a killing rage, the horde attacks faster and fears nothing.
Pounding drums drive the whole army onward, hardening it against pain.
Swordsmen give in to blood-rage, transforming into hulking Knights that carve through everything.
An endless muster of Swordsmen and Spearmen floods the field each round.
The entire army becomes an unrelenting juggernaut, tougher and unshakeable.

Tidescale
Tidescale fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
Infantry harden their shells with coral and pearl, gaining cut and pierce armor.
Priests wash the whole host in healing currents, boosting everyone's health.
Two Spearmen of the reef guard join your army each round.
Deep-sea vitality toughens the entire army.
Army-wide surge of deep magic: more damage and hardened magic wards for all.
Coral-plated infantry become an unbreakable wall: heavy crush armor and extra health.
Undead
Undead fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
Necrotic flesh hardens infantry against cuts and crushing blows.
A first shipment of expendable dead swells the ranks each round.
Melee attackers hit harder as the horde drains the living.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cheap spear-fodder is re-knit into hardened skeletal swordsmen.
Bloated undead bodies gain massive health, though they stay slow to fall.
An overwhelming shipment of expendable dead floods the field every round.
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 Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
The dead feel no fear: all units gain tenacity and shrug off crowd control.
Frozen sinews resist slows, keeping the horde marching forward.
Necrotic flesh hardens infantry against cuts and crushing blows.
A first shipment of expendable dead swells the ranks each round.
Melee attackers hit harder as the horde drains the living.
The whole army takes reduced damage, grinding down anything that stands its ground.
Cheap spear-fodder is re-knit into hardened skeletal swordsmen.
Bloated undead bodies gain massive health, though they stay slow to fall.
An overwhelming shipment of expendable dead floods the field every round.
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 Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
Rigorous drilling toughens the whole army against the first shock of battle.
Interlocked shields grant your infantry solid protection against blades and arrows.
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.
Steadfast morale makes your infantry immovable, shrugging off crowd control and slows.
Foot spearmen take up horse and lance, converting your line into heavy cavalry.
United under one banner, the entire army fights harder, tougher, and unbroken.
Your infantry becomes an unbreakable wall, absorbing punishment from every direction.
Wood Elves
Wood Elves fields the Spearman as front-line presence, body-blocking, and holding contested ground. These soldiers are the weight of an army: disciplined bodies in the lane, buying time for the rest of the formation to work. In play, this variant fights from range, with 175 health, 32 listed damage, and 12 primary range.
| Profile | Damage/Heal | Type | Range | Atk/s | Multiplier | Notes |
|---|---|---|---|---|---|---|
| Primary | 32 | Pierce | 3-12 | 0.333 | 1 | Projectile |
| Secondary | 32 | Pierce | 0-3 | 0.667 | 0 | Projectile |
The whole army moves faster, letting you dictate every engagement.
Skirmishers resist slows, keeping their speed advantage against snares.
The army shrugs off a portion of all incoming damage while keeping its speed.