Unit Types
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 |