Unit Types

From Wargroove Wiki
Jump to navigation Jump to search

There are at least twenty different types of units in Wargroove. Although all unit types except commanders can be used by all factions, each faction has their own aesthetic variants on each unit type. For example, the Soldier unit is known as the Swordsman when it belongs to the Cherrystone Kingdom, and the Dreadsword when it belongs to the Felheim Legion.

Listed below are basic details about each type of unit. More details on each faction's variant for the unit can be found on the respective unit's page. The Damage Matrix details the precise damage dealt between different types of units.

Ground Units[edit]

Except for the special Commander, Villager, and Outlaw units, all standard ground units can be recruited from a Barracks building.

Appearance Description Cost Move Range Sight Effective Vulnerable Capture
Commander








Most powerful unit type. Able to use a special ability. If they fall, then the battle is lost. 500 4 1 3
Yes
Villager
Simple peasants. They're not equipped to fight, and are vulnerable to just about everything. 50 3 2
No
Soldier
Basic infantry, useful for capturing structures. Critical hit when adjacent to its commander. 100 4 1 2
Yes
Dog
A quick unit. Critical hit when another dog unit is adjacent to the target. 150 5 1 3
No
Spearman
Slower, more powerful infantry. Critical hit when adjacent to another spearman. 250 3 1 2
Yes
Wagon
Capable of quickly transporting units that would otherwise travel by foot. 300 12 2
No
Mage
A powerful unit built to combat air threats. Critical hit when defence is 3 or above. Able to heal allied targets by 20%. 400 5 1 2
Yes
Archer
Ranged ground units able to move and attack in the same turn. Critical hit when stationary. 500 3 1-3 2
Yes
Cavalry
Powerful mobile ground unit. Critical hit when it attacks from a location six spaces away from where it starts. 600 6 1 2
No
Ballista
Ranged ground-to-air unit, unable to move and attack in the same turn. Critical hit at min range. 800 6 2-6 2
No
Trebuchet
Powerful long range unit, unable to move and attack in the same turn. Critical hit at max range. 1,000 6 2-5 2
No
Giant
An immensely powerful unit. Critical hit when at or below 40% health. 1,200 5 1 2
No

Outlaws[edit]

A unique class of ground units which can be recruited from a Hideout building.

Appearance Description Cost Move Range Sight Effective Vulnerable Capture
Rifleman
A long-range ground unit. Can't target enemies in forests. Critical hit when down to its last shot. 750 4 9 3
Yes
Thief
A vulnerable unit that cannot attack, but is able to steal 300 gold from any enemy building - and 1000 when ransacking a Stronghold! 400 6 2
No

Air Units[edit]

Air units can be recruited a Tower building, and exclusively have flying movement. No air units can capture buildings.

Appearance Description Cost Move Range Effective Vulnerable Capture
Balloon
Aircraft able to transport all ground units. 450 6
No
Aeronaut
Immensely mobile units, useful for crossing enemy lines. Critical hit when above a mountain. 600 5 1
No
Sky Rider
Air-to-air unit. Critical hit when target is not adjacent to its own allied witch. Hex deals 10% damage to all unit types. 800 7 1
No
Dragon
Incredibly powerful air-to-ground unit. Critical hit when target is standing on a road. 1,250 8 1
No

Sea Units[edit]

Sea units can be recruited from a Port building. Amphibians exclusively have amphibious movement, but all other sea units have the water movement.

Appearance Description Cost Move Range Effective Vulnerable Capture
Barge
Boats able to transport all ground units across water. 200 10
No
Amphibian
Amphibious infantry unit that can capture structures. Critical hit when in rivers or sea. 350 5 1-2
Yes
Turtle
Powerful naval unit, built to conquer the water. Critical hit when in deep sea. 400 12 1
No
Harpoon Ship
Ranged water unit, able to attack air and sea. Critical hit when in reef. 550 4 3-6
No
Warship
An immensely powerful long range unit. Critical hit when on beach. 900 8 2-4
No


Summon Units[edit]

Summonable units cannot be recruited by normal means, but can be created by Commanders using their Grooves, or as part of specially-designed maps. These units have unique properties, and cannot be targetted by all Grooves like other units, but may still be classed as a Ground, Air, or Water unit.

Appearance Summoned by Type Description Cost Move Range Sight Effective Vulnerable Capture
Crystal
Emeric Ground Allied units within the crystal's aura enjoy increased defence. The crystal's health depletes over time. 3
No
Vine
Greenfinger Ground Impassable by non-allied units. Their health depletes over time. 5 2
No
Sparrow Bomb
Koji Air Inflicts damage over a small radius upon detonation. Will explode if attacked. 100 5 1 3 No
Shadow Sister
Vesper Ground An imperfect copy of Vesper - able to cause considerable damage and to use Smoke Shroud, but extremely fragile. 10 4 1 3
No