Unit page

Swordsman

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

Stat Comparison

FactionUnitClassCostHPDamageTypeAtk/sRangePierceCutCrushMagicSpeed
BarbariansSwordsmanInfantry10015035Cut0.333200005
High ElvesSwordsmanInfantry10015035Cut0.333200005
Night ElvesSwordsmanInfantry10015035Cut0.333200005
UndeadSwordsmanInfantry10015035Cut0.333200005
Undead (Alt Slot)SwordsmanInfantry10015035Cut0.333200005
Wood ElvesSwordsmanInfantry10015035Cut0.333200005

Availability

Barbarians

Barbarians Swordsman

Barbarians fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Bloodlust

All infantry hit harder, trading defense for raw offense.

  • Infantry: +15% AttackDamage

War Cry

The whole army swings faster but shrugs off less punishment.

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

Raiding Party

A pair of Swordsmen joins your army each round to press the attack early.

  • 2 free Swordsman each round

Thick Hides

Tougher bodies help fragile berserkers survive the opening clashes.

  • All classes: +12% Health

Berserker Rage

Infantry go into a frenzy: much faster attacks at the cost of armor.

  • Infantry: +25% AttackSpeed, -3 PierceArmor

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

Devastators

Transform your Swordsmen into Heavy Cavalry and pump their charge damage.

  • Transforms Swordsman into Heavy Cavalry

High Elves

High Elves Swordsman

High Elves fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

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

Bladesingers

Three elite Swordsmen shipped each round steady the fragile Elven front line.

  • 3 free Swordsman each round

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 Swordsman

Night Elves fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

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

Undead

Undead Swordsman

Undead fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

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

Rotting Hide

Necrotic flesh hardens infantry against cuts and crushing blows.

  • Infantry: +5 CutArmor, +4 CrushArmor

Leeching Blades

Melee attackers hit harder as the horde drains the living.

  • Infantry: +15% AttackDamage

Endless Dead

A larger shipment of raised soldiers and archers reinforces the line every round.

  • 3 free Swordsman each round

Attrition Ward

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

  • All classes: +0.15 DamageReduction

Bone Legion

Cheap spear-fodder is re-knit into hardened skeletal swordsmen.

  • Transforms Spearman into Swordsman
  • Infantry: +10% Health

Cryptbound Flesh

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

  • All classes: +25% Health

Death's Tide

An overwhelming shipment of expendable dead floods the field every round.

  • 3 free Swordsman each round

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) Swordsman

Undead (Alt Slot) fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

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

Rotting Hide

Necrotic flesh hardens infantry against cuts and crushing blows.

  • Infantry: +5 CutArmor, +4 CrushArmor

Leeching Blades

Melee attackers hit harder as the horde drains the living.

  • Infantry: +15% AttackDamage

Endless Dead

A larger shipment of raised soldiers and archers reinforces the line every round.

  • 3 free Swordsman each round

Attrition Ward

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

  • All classes: +0.15 DamageReduction

Bone Legion

Cheap spear-fodder is re-knit into hardened skeletal swordsmen.

  • Transforms Spearman into Swordsman
  • Infantry: +10% Health

Cryptbound Flesh

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

  • All classes: +25% Health

Death's Tide

An overwhelming shipment of expendable dead floods the field every round.

  • 3 free Swordsman each round

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

Wood Elves

Wood Elves Swordsman

Wood Elves fields the Swordsman 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 up close, with 150 health, 35 listed damage, and 2 primary range.

Cost100
ClassInfantry
Health150
Damage35
Range2
Speed5

Strengths

  • Reliable infantry role compression at a manageable shop cost.

Weaknesses

  • Must commit into close range to deal damage.
  • No listed magic armor in the prefab data.
  • Average speed makes disengaging difficult once committed.

Attacks and Special Effects

ProfileDamage/HealTypeRangeAtk/sMultiplierNotes
Primary35Cut0-20.3331Projectile
  • No explicit special effect is exposed in the prefab data beyond its attack profile and stats.

Relevant Upgrades

Forest Stride

The whole army moves faster, letting you dictate every engagement.

  • All classes: +12% MoveSpeed

Lithe Footwork

Skirmishers resist slows, keeping their speed advantage against snares.

  • All classes: +0.3 SlowResist

Ghostwalkers

The army shrugs off a portion of all incoming damage while keeping its speed.

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