Abilities/Uses
Gear/Builds
This is the main Hero of the Stormcast faction. Her stats are very well optimized for being a frontline tank, which is helpful so that she can lead the battle herself as she summons allies around her. The base 3 armor is decent enough, but you will want to at least boost that up to 5 with skills like Guard, and Armored Swords and Shields. This unit also uses a hammer at base, which gives you access to the knockback of Hammer Slam. This knockback depends on the hammer, but it can be up to 4 spaces, which is invaluable in your attempts at To the Depths!. The skill Challenge allows her to pick a unit within 2 spaces and force them to charge and attack her. This works very well when paired with high armor and Resilient Defence as it will often cause the charging unit to do no damage to you, they die, and then you get healed for 1 health. Hatred and Resilience are the skills that really make this Hero into a monster though. Use other units such as Castigators to weaken enemies and then get the kill with your Hero to buff them up to unkillable levels, and you can even solo bosses with this unit.
Priorities to build: Hatred for +1 damage on kill, Resilience for +1 health on kill, Resilient Defence for having 1 health healed when you are charged, Guard for +1 armor, and if you are missing Resilience, Fortitude for +1 health is a good substitute. For most missions use an Armored Sword for the bonus to armor, but when attempting To the Depths!, you will want the Hammer with the best knockback stat that you have. For shields, always use the one with the best armor bonus.
One of the most helpful units in the whole Stormcast faction. They have pretty low base damage, but they are one of your only options for ranged damage in the faction, so that makes them important. Their main attack is Greatbow Shot, which has 3 spaces of range when on flat ground and does 2 damage at base stats. This is going to be your main weapon when it comes to this unit, but keep in mind you can't use this skill after moving. In case you need a bit more range or to cast after moving, they also have Indirect Attack, which has its cast delayed by one turn, making it so enemies can dodge it if they move. Indirect Attack does have a range of 4, and base damage of 3, but it is delayed making it much harder to use effectively. You will however be using Indirect Attack very often against objectives that you have to break, such as soul prisons and buff statues because they don't move, and Indirect Attack has the extra range to keep your units in a safer placement.
Priorities to build: Weapon Mastery for the +1 damage, Force Multiplier for extra summons on the unit, Demolition for the +2 damage against objectives (only use this one on qualifying mission types), and either the highest damage greatbow you have or one with the Explosive attribute for AOE blasting that is highly effective.
This unit is a bit more specific in its use than others are. Their passive ability Shield Wall gives allies +1 armor for standing next to this guy if you have a shield, which can be helpful, but not usually enough to warrant taking them outside of when you are fighting enemies with lots of armor cleave. They also have an ability called Protect which can take armor that is on this unit, and give it to another unit. They also wield hammers most often, which gives them access to knockback from the weapon skill Hammer Slam. This unit is really only useful as a frontline tank, but as your Hero is already going to be doing that job more often than not, they really only exist to counter units that drain your armor at a rapid rate, such as Glaivewraith Stalkersfor example.
Priorities to build: Auto-Protect to give nearby allies +2 armor when they get attacked, Distant Protector to increase the range of protect by 1, and Hold the Line for +1 health when your passive is active.
This unit is sort of a mixed melee and ranged combatant. His ability Fire Support is very helpful, as it causes this unit to fire their ranged weapon on the enemy when an ally nearby is charged. Throw some powerful boltstorm pistols on these guys and stack them up near your frontline, and you will get a lot of free damage out on the enemy whenever they attack your tanks. They also have an ability called Thunder Cleave, which causes a stun effect that makes your enemy have their turn skipped. The traps are generally not worth using, however, so don't waste your resources on those if you have the choice. Overall, if you don't like Castigators that much and want an alternative, this unit is your best choice.
Priorities as far as builds go are: Weapon Mastery for the +1 damage and Force Multiplier for extra summons on the unit.
One of the worst units in your army. This guy mostly works around retaliating against the enemy when your units are killed. This might sound like it could be helpful, but the Stormcast playstyle actively contradicts this kind of play, as your units should only be dying if you horribly misplayed, and at that point, this guy isn't going to help you much. His main use is to use the ability Fly to move across the board and pick up chests and lore items that would otherwise take you many turns to reach. Basically, just avoid using this unit unless you are very early on in a run and you just need to fill a deployment slot.
No builds are going to help make this unit viable.
This unit is probably the 2nd best in the army and is by far the most flexible unit. One of the most important skills they have is Fury of the Storm, which gives every unit within 2 spaces of them +1 attack. This effect can also stack, which makes it incredibly potent to have lots of summons on this unit to set up in your backline in order to make your Castigators into damage-dealing machines. They also have access to Dispel, which removes debuffs from allies, can destroy tile effects like corruption or whisps, and also does massive damage to Eternal Spells. The utility of this unit is also very impressive, as they have access to a wide array of spells that can do anything from summon Eternal Spells for massive damage or heal your allies. This lets you easily tailor for the mission you are attempting.
Priorities to build: Summon Cost Reduction to make it cheaper to summon this unit, Force Multiplier for extra summons on this unit, and if you find yourself needing more Aethyr or Power, use Minor Aethyr/Power Generator for +1 of their respective resource per turn. For spells Tome of Restoration is really good if you need more healing, and Aqshy Realmshardis optimal for damage purposes.
This unit is a very good tank and almost a second hero that you can summon on command. The ability Defensive Stance is their main unique attribute, however, as it lets this unit perform a basic attack on the enemy's turn if they walk within your attack range. This is very helpful if you have them on the frontline, as it will very likely get you free damage on the enemy just for them trying to get into position to do their job. Their only downside is their high summon cost. Using this unit alongside your Hero is recommended if you get lucky enough to claim one on a run.
Priorities to build: Improved Guard for +2 armor, and Fortitude for +1 health.
This unit is not very good, despite the stats. They have high damage and high movement, which is nice, but their skills are rather lacking outside of their Teleport skill letting them get behind a frontline to hit the weaker targets. Overall, they are too highly cost to be used reliably for damage, and they are too killable compared to the ranged damage options this faction has at their disposal, so this unit is not recommended.
Priorities to build: Swiftwing to charge after a teleport, and Unending Storm to gain Thunderstruck when teleporting, which causes damage to nearby enemies when you approach them.
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Abilities/Uses
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This is the main Hero for the Nighthaunt. Your main use for this unit is to have them be the tank of your army. With your high base health and armor, you make an ideal frontline threat to keep the enemies at bay. His Summon Whisp ability is both how you will be selecting tiles to summon your units on, and also how you will sustain their health. When using a 1-handed weapon you also have access to the Summon Pyre ability, which is hugely helpful when it comes to setting up a defensive line where you can spawn units, as units can be spawned on all tiles adjacent to the Pyre. You will have to activate this Pyre however by placing Whisps within range or waiting the turn activation timer out.
Priorities to build: Life Drain to heal +1 health on kill, Fortitude for +1 health, Guard for +1 armor, Enhanced Summoning for +1 range to Summon Whisp, and Thorns for +1 damage when enemies charge you. Weapon wise I recommend 1-handed weapons so that you can still use Summon Pyre, preferably with the Armored or Resilient prefixes for the extra armor or health. Watch out when putting on a new lantern, however, as higher rarity ones can sometimes have higher Aethyr costs on cast and also higher activation timers, which must be taken note of when planning out your moves.
This unit is one of the higher damage units in the faction, so it is decent for killing off enemy units, as long as they don't get to retaliate against his low health and armor. The main use for this unit however is due to their passive ability, Frenzy. This gives units nearby +1 damage on the turn that this unit is summoned. By itself, this is kind of weak, but it can be improved using skills such as Legions of Death, which turns it into a permanent +1 damage aura around the unit, or Eternal Frenzy which makes the +1 damage gained on summon permanent to units in range. These skills make this unit mostly useful as a buffing unit to throwdown near your more powerful units to make them even more threatening.
Priorities to build: Legions of Death for the +1 damage aura, Eternal Frenzy for the permanent +1 damage to units nearby on summon, Force Multiplier for +1 summons on this unit, or Summon Cost Reduction for -1 power cost to summon this unit. Use swords with the Armored or Resilient prefixes for the bonus armor or health.
This is your ranged unit, and also your best damage dealer in the army. These units are much like the Castigators in terms of skills and usage, so they mostly stay behind your frontline and destroy any approaching enemies from a safe position. This unit however is even better than Castigators, as they have access to a skill called Harvester, which gives you +1 damage on kill, essentially making them into ranged killing machines that can melt most units, if you feed them kills early on.
Priorities to build: Harvester for +1 damage on kill, Summon Cost Reduction for -1 power cost to summon this unit, and Force Multiplier for +1 summons for this unit, or Demolition for +2 damage to objectives (when doing objective missions only). As for weapons, go for the chain with the highest bonus to damage.
This unit is generally useful as a support unit to control the enemy's movement and to reduce their armor. The most helpful thing this unit can do is to use their ability Chain Bound, which removes 2 armor from a target within range for 3 turns, during which this unit can not perform other actions. This is very helpful against enemies who would normally have high armor values to reduce incoming damage, such as bosses. Another important ability that this unit has access to is Burden of Chains, which lets you drag an enemy unit 1 space toward your unit. This can be used to pull an enemy into being surrounded by your units, or if positioned well, off of cliffs or into hazards as well. You must have Rusting Chains equipped as your main weapon in order to use this skill, however. At base, this unit can also be summoned two times, allowing for easier access to using these abilities multiple times.
Priorities to build: Imprison for a root ability that costs 1 Aethyr, Guardfor +1 armor, Fortitude for +1 health, and Undead Blessing for the ability to do a full heal, and also give yourself +1 health.
This unit is a very fast unit that is good for hit-and-run tactics. While it can be a good unit thanks to its passive Ethereal Presence which applies -1 armor and -1 movement to enemies nearby on summon, this ability only lasts 1 turn, making it more niche. The main use this unit will likely find in your army is to be used for their Riders in the Mist ability, and how it can get you to lore cards and chests easily. Otherwise, this unit is not recommended to use.
Priorities to build: Rapid Redeployment for the -1 cost on Riders in the Mist.
This unit is a very fast scout that can place traps to inconvenience the enemy. The main use of this unit is to ignore armor on the enemy thanks to their passive The Point of Death. This allows them to just attack straight through the armor of an enemy, and damage them directly. They also have an ability called Glaivestrike, which also ignores armor and causes a bleeding effect that causes damage when the enemy moves. The main problem with this unit is that they have very low base damage, and most of their damage potential revolves around hitting enemies with traps to deal more damage to them on the next hit. This would be fine, but traps are very poorly done in this game, and they generally don't help much at all, making this unit's effectiveness drop as well. This unit does come with 2 summons on the base version though, so it can still find its use as an anti-armor unit selection.
Priorities to build: Exposing Charge for -1 armor on the enemy when you charge them, and Weapon Mastery for +1 damage.
This unit is basically like a weaker version of your main Hero, but way less tanky. He can summon the Pyre in the same way, and it has the same general use. The main difference is his passive Soul Beacon, which heals +1 health to all of your units within 2 spaces of him. He also has access to spells such as Generate Minor Aethyr, and Generate Minor Power, which would be the main reasons to bring this guy. The problem is, most units in the Nighthaunt don't have a very high Power cost, and they generally have low health pools as well, so extra healing isn't really that helpful either in most cases. Basically, this unit isn't really worth taking very often, especially with your limited slots having better options.
Priorities to build: Radiant Soul Beacon for an extra +1 healing on Soul Beacon.
This unit is a very hard-hitting melee unit, and it also has a ranged supporting ability in the form of Summon Gallows. The Gallows is very helpful for area control, as it will do 2 damage each turn that ignores armor to one enemy within 3 spaces of it. This unit also has an ability called Marked for Death, which increases the damage that their Executioner ability does based on the number of stacks on the enemy. This unit is generally the most useful when using him as mainly an area control unit, but his cost is rather high, so he doesn't get as much use as he should.
Priorities to build: Distant Sentencing for +1 to Gallows range, Guard for +1 armor, and Summon Cost Reduction for -1 power cost to summon this unit. Using an axe that applies Marked for Death on hit with Executioner is also helpful.
This unit is designed to be a scout who places traps to slow the enemy. The passive Siren's Call of this unit is most of what they are used for. This passive causes the unit to explode on death, dealing 2 damage and knocking everything back by 1 space. This can affect your own units, however, so be very careful if you wish to employ this to your advantage. They have traps which when triggered cause the enemy to gain -1 movement and -1 armor, however, traps are rather bad in this game, and not worth using. This unit does start with two summons at its base, so that helps slightly. Overall, this unit is not really worth using and should usually be skipped over for better options.
No build makes this unit viable to run over other options.
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Gear/Builds
This is the main Hero for the Maggotkin in the Campaign, and the secondary Hero for Multiplayer. This unit's passive Corruption Aura has a 50% chance to spawn a Seed of Corruption around him in a 2 space radius. This Seed then grows into a Corruption space after 3 turns, or when another Seed of Corruption grows on the same space. This is very important, as all of your units besides Nurglings must be spawned on top of fully grown Corruption tiles. This unit also is a ranged attacker, so they have both Vomit Blast for the normal attack option and Indirect Attack for the channeling option. Your staff at base includes the skill Dispel, which can be used to do massive damage to Endless Spells or to cleanse a tile effect, such as Whisps from the Nighthaunt. Overall, you want to use this guy as an effective ranged threat, while also keeping him in an area where your Seed generation can help you fortify a position against the enemy assault. Keep in mind that standing on a Corruption space will heal all your units +1 health per turn.
Priorities to build: Plague of The Endless Cycle for the Corruption spreading on kill or death, Corruption Aura for an improvement to make your passive occur 100% of the time, Nurgle's Rejuvinating Blessing for an extra +1 healing from Corruption tiles, Weapon Mastery for +1 damage, and Fortitude for +1 health. For weapons, a staff with Dispel is preferred. The extra weapon property Power Generation would be optimal as well, if you have access to it. Your secondary weapon can either be the Aqshy Relmshard for pure damage, Generate Power/Aethyr for more resources, or Reign of Maggots for armor rend.
This is the secondary Hero for the Maggotkin in Campaign, and the main Hero for Multiplayer. This guy is possibly the tankiest unit in the whole game. With base health of 10 and a base armor of 2, you can load this unit up with boosts to armor and he will be mostly unkillable. With their passive Iron Rot, enemies who charge them get -1 damage for 2 turns as well, making him a great debuffing unit. He also has an ability called Joyous Bile, which heals 2 health to both this unit and all units adjacent to him. He also has access to a trait on his secondary weapons called Fortitude, where he gains +2 max health permanently while the enemies are inflicted with Frailty giving them -2 max health permanently. While this Hero might sound incredibly helpful, he is only really useful if playing legitimate Multiplayer matches, as you get him too late into the Campaign to use him there, and the ranged attacks of the other Hero make matches faster for boosting.
Priorities to build: Nurgle's Rejuvinating Blessing for an extra +1 healing from Corruption tiles, Plague of The Endless Cycle for the Corruption spreading on kill or death, Guard for +1 armor, and Fortitude +1 health. For weapons, you want to use a 1-handed option with the ability Hack and Mulch for the Corruption placement, and a shield. For secondary weapons, you want a tongue with the Essence Stealer prefix.
This is one of the most important units in the faction. While they are basically useless when it comes to combat, their true strength is their utility. This unit has an ability called Seed of Corruption, which lets you plant a Seed adjacent to this unit, but it costs 2 of your health to do so. They also have a passive called Herald of Corruption, which allows them to be spawned on tiles that are only Seeds and not full Corruption tiles. Their ability Bite is also helpful, as it heals you based on the damage that you inflict, which will let you recover some health to place more Seeds. This unit also has 2 summon allowances at base. What you want to use this guy for is to spawn early on in the match, and then start on area control with the Seeds. Getting the Corruption spaces growing with these guys is very important to winning your fights, so you always want at least one Nurgling in your Warband.
Priorities to build: Force Multiplier for +1 summons for this unit, and Summon Cost Reduction for -1 Power cost to summon this unit. Weapons wise, pick whatever gives Bite the most damage, and the shield that makes your Seeds grow in the shortest number of turns. As for secondary weapons, Reform is the most useful, as it gives your Nurglings a lot of maneuverability.
This unit has both high damage and decent mobility. He has access to Reap, which hits enemies in a cone-shaped range, and Vomit which is a ranged projectile. This unit's passive Pestilence causes nearby enemy units to take 1 damage on summon. He also has Fly, which is very helpful for getting close to enemies, away from danger, or to chests/lore cards.
Priorities to build: Weapon Mastery for +1 damage, Fortitude for +1 health, Guard for +1 armor, and Summon Cost Reduction for -1 Power cost on summon. For weapons, you just want whatever makes Reap and Vomit do the most damage.
This unit is basically a weaker version of the Lord of Plagues. They have access to Hack and Mulch from their 1-handed weapons, which is very helpful for planting Corruption tiles. Their passive is Iron Rot, which causes enemies to get -1 damage for 2 turns on the charge. they also have access to a trait on their secondary weapons called Fortitude, where he gains +2 max health permanently while the enemies are inflicted with Frailty giving them -2 max health permanently. The major weakness of this unit is his movement. Only being able to move a single space, and also having to be spawned on Corruption tiles makes this unit very hard to use correctly without decent preparation. You usually want to have one of these in your Warband, but he will mostly be used as a way to put something tanky between the enemy and your other units at the last minute.
Priorities to build: Nurgle's Rejuvinating Blessing for an extra +1 healing from Corruption tiles, Plague of The Endless Cycle for the Corruption spreading on kill or death, Guard for +1 armor, and Fortitude +1 health. For weapons you want to use a 1-handed option with the ability Hack and Mulch for the Corruption placement, and a shield. For secondary weapons, you want a tongue with the Essence Stealer prefix.
This unit is a powerful ranged option to support your frontline. Their passive is Pestilence which causes enemies to take 1 damage when this unit is summoned near them. They also have Bite to both do damage and sustain themselves based on that damage, and Vomit for your ranged attack. For mobility, you have access to Fly, which is very helpful to either get into range for Vomit, or to run away if the enemy gets close. You want to bring this unit with you on most missions.
Priorities to build: Weapon Mastery for +1 damage, Fortitude for +1 health, Guard for +1 armor, and Force Multiplier for +1 summon on the unit. For weapons you just want whatever makes Bite and Vomit do the most damage.
This unit is basically a weaker version of Ichorian Cankerscorn. This unit is a ranged attacker, so they have both Vomit Blast for the normal attack option, and Indirect Attack for the channeling option. Your staff at base includes the skill Dispel, which can be used to do massive damage to Endless Spells, or to cleanse a tile effect, such as Whisps from the Nighthaunt. Their passive is Plague Aura, which infects 1 enemy within 2 spaces with a random plague effect. You mostly want to use this guy if you are using the Lord of Plagues for your main Hero, or if you are doing the final boss of Maggotkin Campaign.
Priorities to build: Plague of The Endless Cycle for the Corruption spreading on kill or death, Nurgle's Rejuvinating Blessing for an extra +1 healing from Corruption tiles, Weapon Mastery for +1 damage, and Fortitude for +1 health. For weapons, a staff with Dispel is preferred. The extra weapon property Power Generation would be optimal as well, if you have access to it. Your secondary weapon can either be the Aqshy Relmshard for pure damage, Generate Power/Aethyr for more resources, or Reign of Maggots for armor rend.