Units
Cities train units for stars. Each unit has HP, attack, defence, damage, movement and range. Attack and defence shrink as a unit loses health; damage doesn't.
Land units
| Unit | Cost ★ | HP | Attack | Defence | Damage | Move | Range | Unlocked by | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Warrior | 2 | 10 | 2 | 2 | 4 | 1 | 1 | Always available | |
| Archer | 3 | 10 | 2 | 1 | 3 | 1 | 2 | Starting unit of Canopy Hunters, Mireheart | |
| Defender | 3 | 12 | 1 | 3 | 2 | 1 | 1 | Starting unit of Deeproot Wardens, Frostguard | |
| Rider | 3 | 10 | 2 | 1 | 4 | 2 | 1 | Starting unit of Steppe Riders | |
| Swordsman | 4 | 12 | 3 | 2 | 5 | 1 | 1 | Starting unit of Ironfrost | |
| Catapult | 5 | 10 | 3 | 0.5 | 6 | 1 | 3 | Can't move and attack in the same turn; Starting unit of Bogforge | |
| Knight | 6 | 15 | 3 | 1 | 5 | 2 | 1 | Starting unit of Sunfield Knights |
Naval units
| Unit | Cost ★ | HP | Attack | Defence | Damage | Move | Range | Unlocked by | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Scout Boat | 3 | 10 | 1 | 1 | 2 | 3 | 1 | Starting unit of Tideborn | |
| Galley | 4 | 12 | 2 | 2 | 4 | 2 | 1 | Starting unit of Saltforge Mariners | |
| Ballista Ship | 5 | 10 | 2 | 1 | 5 | 2 | 3 | ||
| Ramming Ship | 5 | 12 | 3 | 1 | 4 | 3 | 1 | ||
| Carrier | 6 | 18 | 0 | 3 | 0 | 3 | 0 | Carries up to 3 land units; Cannot attack | |
| War Galleon | 7 | 18 | 3 | 3 | 6 | 2 | 1 |
How combat works
Damage dealt = the attacker's damage × attack ÷ (attack + defence × terrain bonus), rounded, at least 1. Attack and defence are scaled by each unit's remaining health. If the defender survives and the attacker is within its range, it strikes back for half damage. Units that are completely surrounded by one enemy tribe take double damage.
Terrain bonus for the defender: hills ×1.25, mountains ×1.5, jungle ×1.2, wetland ×1.1, water ×0.9, forest ×1.15 and City Walls ×1.5, all multiplied together. See How to play: combat.
Each tribe also has a hero; see Heroes.