Table of Contents

Building Thugs and Supercombatants – Dominions 6 – An intermediate guide

Firstly and foremostly – I am bad at thugging / SC building. There are many players better than me regarding the topic – however I cannot see an advanced guide as of yet – so I’m doing one up in the hopes of expanding as time goes on.

I will link the old article below as it contains a lot of useful information

https://illwiki.com/dom5/thugs-and-supercombatants

https://illwiki.com/dom5/baalz-zen

https://www.youtube.com/watch?v=9oUdOWyzkSw

Definitions and Terms

Unit Definitions

Thug:

A broad brush term for a single unit that can take on a large number of units solo (or with pointbuffs/gear). Notably a 'thug' does not need to fight alone (and you can often fit multiple to a square), but the idea is the 'thug' is the only unit left in combat when all the buffing and preparatory work is done.

Light Thug

This is usually a thug that is specialized to take on small volumes of PD. Traditionally these are made as gem-cheaply as possible

Heavy Thug

This is a thug that can generally take on any volume of PD. These can typically also take on any volume of human, mageless troops. These are often still vulnerable to stronger infantry types (like barbarians and giants)

Supercombatant (SC)

A Supercombatant (abbreviated SC) is a single unit designed to take on a substantial army - either with mage support or without

Fluffer

A unit whose job is to buff a thug or supercombatant then retreat.

Other Important Definitions

Armor Defeating Hits:

These are hits that ignore 25% of prot and occur at increased frequency at 50-99 fatigue and 100+ fatigue. They are a common cause of thug death.

The Defensive Onion

Essentially this refers to the multiplicative benefit from different layers of defense. Having for example 3/4 attacks miss due to high defense and another 3/4 due to body ethereal, and another 1/2 due to awe has a multiplicative benefit - the thug gets exponentially stronger for each defensive layer you add.

Thug/Supercombatant Bless

A bless designed to make thugs or supercombatants better. As a rule of thumb - these blesses focus on the defensive layers of the thug, be it adding resists / reinvigoration, or an incarnate like regeneration or awe.

Counter-Thugs

A 'thug' geared specifically to kill an opposing thug.

Non-Exclusive Terms used to describe thugs

  • Protection Thug A thug that relies on high protection
  • Defense Thug A thug that relies on high defence to not get hit
  • HP Thug A thug with lots of HP and some way of regenerating it
  • Repel Thug A thug that stays alive by passing repel checks (typically wielding a longspear or whip)

What is a Thug or Supercombatant and why do I want one

Broadly – a Thug or Supercombatant is a heavily buffed unit that can fight a large volume of units. The basic idea is they are close to impervious to damage against their targets, so they can kill a lot and can fight without an army behind them. They usually have some gear - and are ways of converting gems and possibly mage turns into PD killers - or even army killers.

Conceptually there's really 3 main types of thug - and different players use the definitions interchangeably.

Note There are some specialized use cases as well (Counter thugs, Army Thugs (offensive), Army Thugs (Defensive)), but for this section - we will focus on the thugs that can take provinces - as that's what most players are referring to when they say 'thug' as opposed to army thug or counterthug.

Light Thug

Light thug:

This is the most common type of thug - and what most players are referring to. These are units or summons with 0-15 gems worth of gear that can take on PD or small armies either alone, or with a few fluffers. These are low investment raiders that can cheaply take a border province or the like. A great deal of light thugs will fail into high volumes of PD but succeed against low volumes I will present a few examples of different types of light thugs.

Light Thug Examples

  • A Geronte from Mekone with blacksteel plate (casting fire shield turn 1).
  • A Polemarch from Mekone casting spells on itself (no gear or fluffer required)
  • A def-stacked (bless) elvish commander with barding and a frost brand.
  • A Bane (summon) with a thunder whip and a ring of the warrior. Possibly Lightly Fluffed by a Lizard Shaman (Body Ethereal + Barkskin (with 1 gem))
  • A Jotun Werewolf with boots of the messenger and blacksteel plate.
  • A ungeared sauromancer from Ctis casting soul vortex t1, and invulnerability t2
  • A Priest Smith from MA ulm wearing armor and a helmet casting a range of self buffs (e.g. Earth Power, Body Ethereal, Fire Shield, Temper Armor, Ironskin)

Heavy Thug

Heavy Thug:

This is the second most common definition of thug. Essentially - these units are self-sustaining and can deal with any amount of PD or unbuffed infantry. They typically cost more gems and require higher research.

Heavy Thug Examples

  • A Twiceborned Sauromancer from Ctis with high prot armor/helmet and a shock spool casting Soul vortex, Invulnerability and with a fluffer giving it body ethereal
  • A empowered golem with armor and reinvigoration items that casts phoenix pyre turn 1
  • A Vampire Lord with Blacksteel Plate armor casting Soul Vortex, Invulnerability, Reinvigoration t1-3
  • A Very carefully and heavily geared Priest Smith (using as an unconventional example) - with say +4 reinvigoration on the bless, fire shield, a fluffer for Body Ethereal, a smattering of buffs (Ironskin, Fire Shield, Temper Flesh, Temper Armors, Earth Power, a Shock Spool and some form of HP regen (lets say a ring of regeneration)
  • A heavily fluffed and highly geared Chud Jarl (MA Vanarus) with a thug bless (resists + say some reinvig) (say Ironskin, Body Ethereal, Regeneration, Quickness, Mistform, Blur and Mossbody are all fluffed)
    • As an aside - MA Vanarus doesn't 'have' to use the chud for this - but the sacred is a nice example as it requires fluffers and can accept a thug bless well.

A word of caution

Many players have split opinions on the value of these thugs (both specifically and in principle) - since losing them is incredibly expensive and they're ultimately not targeting armies the way a Supercombatant would. Some of the specific units (such as the Phoenix Pyre golem) have historically been divisive due to the very high cost.

Two huge boons on this type of unit are magic phase movement (so they can pick their battles), and having access to stealth gear (glamor) on a scout so they can sidle away, safe from the risk of counter-thugs. They both substantially reduce the risk of losing the thug.

Supercombatant

Supercombatant (SC)

Most people separate their definitions of Supercombatants from thugs - but the definition of a light Supercombatant and heavy thug can bleed together. Supercombatants can deal with player armies and sometimes even mages. They vary in how difficult they are to answer - a 'light supercombatant' (E.G. an Ifrit Sultan) may have some pronounced weaknesses - whilst a 'heavy supercombatant' (e.g. bronze colossus) may be incredibly difficult to deal with until the later phases of the game. As a rule of thumb, Supercombatants (as things that want to drop on armies) benefit massively from having a magic phase movement option (teleport/cloud trapeeze), as it allows them to connect with important targets.

Supercombatant Examples

  • A Bronze Colossus pretender with blacksteel plate (spamming shockwave) is a classic Supercombatant
  • A twiceborned musphel jarl (with D2) and a regeneration bless casting phoenix pyre, invulnerability, soul vortex
  • An Ifrit Sultan casting phoenix Pyre turn 1 with enough reinvigoration to be fatigue positive (and maybe a life drain weapon)
  • A heavily geared Tartarian (level 9 spell)

At core - the different types of thugs fill different roles

An Aside on Thug Blesses

Since thugs come online in the midgame, there's a tendency for these lines to be dormant incarnates or imprisoned, as there's less opportunity to utilize the bless at early research. Ironically - these blesses tend to either have quite high scales and be targeted at the mid-lategame, or be hellblesses with lots of incarnates - focused on supercombatants. A Demilich (with around 19BP and 7 dominion) is a classic chassis for this type of build if imprisoned, since the combination of the hard to answer thugs and Demilich make a nation incredibly awkward to fight in the mid to lategame, and it only tends to drop 1 scale from a comparable rainbow pretender (at that dominion score)

Why Use Thugs Instead of Troops

Thugs have a few advantages over regular troops.

  1. Most of their cost tends to be tied up in gems - not gold (from itemization), or mage 'fluffers'. So they are a 'gold cheap' way of raiding
    1. Layered onto this - thugs are a way of turning gems into war value - and if the thug isn't lost, that value sticks around (as opposed to battlefield spells and the like). Particularly at around const5, it can be difficult for some nations to convert a nations gems into efficient combat value without thugs.
  2. Thugs can stackwipe large volumes of units for relatively low committment
  3. Thugs are less obvious on the game map and can be hidden / the items shuffled around
  4. Thugs tend to be more mobile than armies - especially if given boots. This means they threaten different tiles and it can be difficult to guard against the tiles they threaten
  5. Thugs can solve problems that units can't. For example, a big stack of infantry may be very hard to deal with for a nation with bad infantry (like xibalba), but a heavy thug or supercombatant may easily be able to deal with said stack
  6. Thugs can be difficult to deal with. It is another vector of attack for some nations that requires specific, targeted answers
    1. As an intermediate guide - we'll glance over a relevant point on this - which is if someone deploys a thug 'answer' (be it mages or a counterthug), the answer tends to be considerably more gem efficient than the thug (and if they take the items, it's both a big gem loss for you and a gain for them).
  7. Thugs can take your opponents completely by surprise. Their armies might be geared towards your regular armies and mages - so when met with a thug in a magic phase attack might not have the tools to deal with said thug.
  8. There's a cool factor. It's fun to see a single unit wipe out a stack.

Risks in Using Thugs

The Most Common Traps In Thug Building

TRAP 1 - Fatiguing out and Dying to Armor Defeating Hits

When fatigued out - you take 1/6 armor defeating hits (see below) as opposed to 1/36. It is hard to overstate how significant this is. A lot of players 'end' their buff script on a big spell, such as Hell Power, or Foul Vapors. However if that fatigues out a thug - the armor defeating hits will often kill it before it wakes up.

Armor defeating hits are doubly dangerous. Not only do they lower prot by 25%, they do so when you roll low on RNG. This means you're both on a lowroll, AND at 25% reduced prot. Typically - if an enemy unit gets a lucky roll - its these hits that deal most of the damage.

And just to add insult to injury, every 10 points of fatigue also lowers your defense rolls by 1 - up to -10. This means you take more hits as well

A simple example Say you have 29 Prot and roll a 3 when fatigued out (1/12 fights you roll a 2 or 3). You end at 25 prot (29-7+3). Meanwhile an opposing heavy infantry with a mere 16 damage highrolls a 12 (not that big a highroll with exploding DRN - it's exactly 1/6 for 12 or higher).

  • It's going to deal 3+1 damage (plus 25% on 3 due to slashing modifier for 4 total) - despite you having 13 more prot than its damage. And you may be tanking dozens of hits each turn, so this 'highroll' is quite likely to happen fairly quickly.
  • Comparatively (without fatigue penalties) - at 29 prot rolling a 3 without fatigue penalties that 12 doesn't even make it close to the armor 28 v 32 armor.

Layered onto that - if a bunch of units are attacking (say full surround of 8X3 = 24) - you're going to average about 4 armor defeating hits per round, and .667 hits per round rolling over 12. That can easily overcome any regeneration a unit might have - since there will be occasions where you suffer 2 hits in a round (or worse). If we say a unit is not fatigued, this drops to .11 per round (armor defeating and 12+), which is much more manageable from a regeneration perspective (let alone the extra attacks that miss due to the lower defense penalties).

I apologize if the below math is bad - statistics is not my forte and I used chatGPT to help

A second example - Prot Tanking 28 damage Giants at 32 prot

  • A fatigued unit suffers approximately 6.79 damage/round in this scenario as opposed to an unfatigued unit suffering 2.91 on average - or +133% expected damage at these prot scores.
  • Just for comparison - at 28 Damage (aka a giant) into 32 prot and 2 per square (16xturn) - we average
    • 1 in 5.12 hits without fatigue
      • Averaging 6.59 damage/hit
      • 20.612 damage/round
    • 1 in 3.59 hits with fatigue
      • 92.4% more damaging hits
      • Averaging 8.9 damage per hit
      • 39.66 damage/round

The lesson here is to not prot tank giants

TRAP 2 - Overinvesting

The whole point of a thug is it is supposed to be efficient. If you're investing 50 gems, that could otherwise be put towards a global, or battlefield spells, or sitesearching remotes (etc), there are often diminishing returns unless you're making a super-combatant. Worse - if you overinvest - you create a giant neon target over the thug that screams 'loot pinata' - both increasing the risk of losing it - and rewarding your opponent for killing it.

Essentially - if you have a unit that's only going to clear PD, how many gems is that 'really' worth as opposed to just recruiting a few more troops. If you are losing 15-20 gem thugs here and there, it will not take much time before the losses become crushing (especially earlygame).

TRAP 3 - Over-Aggressive positioning

As an extension of Trap 2 - if you put a bunch of gems into a unit that can only really kill PD or unprepared forces - you generally don't want to be too aggressive as the cost of losing it is significant. Although there can be value in being aggressive and unpredictable with thugs - the gem cost of losing them is significant. The more forward positioned they are, generally the more vulnerable they are to counterthugs and opposing player tricks.

Important Mechanics

The Defensive Onion

This is one of the core concepts of building a thug - since the DRN system tends to mean any 'one' stat even if stacked really high is unlikely to negate all attacks. The Defensive Onion is the layering of defenses to exponential effect. Essentially - defensive layers have an exponential not a liner effect.

So the basic idea is you want to layer defenses. Lets take a simple example. We have a G2 mage. We give it some heavy armor (hard to hit), some reinvigoration on the bless (doesn't fatigue out), some defense on the bless (hard to hit), it casts shroud of bewilderment (hard to hit), and a fluffer casts Body Ethereal (hard to hit). Lets say each of these layers blocks 3/4 attacks. Well at that rate - only 1/256 attacks is getting through. And that's just 4 layers. Add on mirror images and some regen, and this thug becomes very hard to kill through ordinary means.

The way the DRN system works - it tends to be best to layer 'different' defenses or checks than just to force one. So high defense + high prot tends to be better than pushing the prot that little bit further.

Finally - due to armor defeating hits - prot is arguably the weakest part of the onion. Because it's so easy to buff however, it's typically the one that gets the most focus.

Some Combos

Many thanks to Soron

  • Mistform + Body Ethereal
  • Protection buffs + Regen. (Often has fatigue issues with Armor Defeating Hits)
  • High defense + Mirror image + Shroud of Bewilderment
  • Fear + Awe

Some Important Onion Layer Spells earlygame

  • Shroud Of Bewilderment / Awe (adds a layer to self)
  • Body Ethereal (Adds a very powerful layer to an adjacent unit at S1
  • Mistform/Mossbody (adds a very powerful layer to an adjacent unit at harder to reach paths
  • Skin Spells (Barkskin/Stoneskin/Ironskin) - both self cast and on another unit
  • Summon Earth Power (The ONLY source of reinvigoration through magic earlygame (soul vortex later)
  • Regeneration (Hard to cast but worthwhile. Also Personal Regeneration
  • Bless (Sounds dumb but a thug bless can go a long way)

Some less core but still valuable spells

  • Temper Armor (Generally easily accessible)
  • Furious Warriors (Not great but can help a repel thug)
  • Temper Flesh / Personal Quickness / Liquid Body etc (self buffs)
  • Luck (it's not awful but if your thug is risking death - something has already gone terribly wrong)
  • Enlarge (rarely core but it can help a HP thug a little)
  • Cold and Fire Resists (can reduce the fatigue impact of heat or cold scales).

Armor Defeating Hits

https://illwiki.com/dom5/dom6/protection

These hits ignore 25% of prot in addition to only procing on low prot rolls. They tend to do a lot of damage and misunderstanding this mechanic is one of the most frequent causes of thug death. When the defender rolls their prot roll against the attackers damage roll (2d6 exploding) if they roll a 2 – (1/36) it’s an armor defeating hit. If their fatigue is 50-99 this is 2-3 (1/12) and if immobilized (entangled or fatigue > 100) it is 2-3-4 (1/6). Then damage type modifiers (like slashing are added) – which can often stack on the damage after the armor has been reduced. For example – a 24 Prot unit is hit by a 16 damage armor defeating slashing hit. You roll say a 3, and they roll an 8 (fairly standard). So 24 Prot – 6 = 18 prot total. And the hit deals 24 (so 6 damage) plus slashing modifier – 7 damage total. In a thugging situation you will receive many hits. The difference between 1/36 armor defeating and 1/6 is significant.

Every now and then a hit will get through. Most thugs need some way to regenerate damage once hit. Since a thug will absorb lots of attacks, there will be lots of chances for a highroll. Generally – a few will occur so a thug needs a plan for this

Damage

A thug needs a way to kill things. This is rarely a complicated problem but it is potentially forgettable so I’ll mention it here. Most thugs want some form of light AOE attack.

Fatigue Management

https://illwiki.com/dom5/dom6/fatigue Because of the effect of armor defeating hits and to a lesser extent – the lower DEF rolls of fatigued units – fatigue management is the easiest to mess up aspect of a thug. In short – the relevant aspects are

  1. Melee Encumbrance
  2. Spellcasting Encumbrance
  3. Any Terrain Encumbrance (e.g high cold etc)
  4. Any Reinvigoration or Life Drain
  5. Are you undead (Generally start at 0 encumbrance)

There are usually two aspects to a thug’s life cycle. The buff cycle – where it may accumulate fatigue (if it’s a mage), and the aftermath, where it tries to stay fatigue neutral or positive. Ordinarily – it is best for a thug to enter combat at low fatigue, to avoid armor defeating hits. Most thugs are fatigue neutral or positive – that is to say they don’t accumulate fatigue when they start fighting. Occasionally, they can be built to fatigue out – generally into low damage units with very high prot or in shorter fights where the battle is expected to be won before fatigue accumulates

Core thug spells and gear

Lategame Magical Thugs

The two (arguably 3) big spells for lategame thugs are Soul Vortex (fatigue, hp regen and damage), Phoenix Pyre (Not Dying), and Invulnerability (less important but you reach it en-route to the above two). In the late game - there is an increasing volume of mage thugs (Vampires - Phoenix Pyre Golems, Teleporting Giants). These are sort of the core spells that hold those engines together.

D3 (or D2 with gems) is arguably the only 'needed' aspect. Soul vortex in particular enables a great deal of thugging options as it solves for most of a thugs problems with fatigue management / HP regen and damage. These D2 or D3 mages tend to be able to take out large volumes of PD (20+) ungeared or with very light gear (armor only).

It is preferable to have a means of magic phase movement on a mage thug so you can drop them on the requisite tile then retreat.

There is a subcategory of mage thugs that don't use the specific spells. These tend to be either capstone mages (Ubar's Sultan comes to mind) or lategame summons (E.G. Caelum's diversity summons).

How natural protection / invulnerability and armour stacks

The exact formulae for protection calculation are linked above. However a quick and dirty formula is find the larger number of the two - then divide the smaller one by two and add it. For final values under 30 you can add 1.

Alternatively - you can use the actual maths (in the linked articles), or the protection table (second linked article) to calculate it exactly.

Invulnerability works similarly to natural protection. If it is higher that natural protection and the unit is hit by Non-Magic weapons it will apply. It does not stack with natural protection, and it does nothing if natural protection is higher or if hit by magic weapons. Two quick examples

A lich with barkskin (10 natural protection 25 Invulnerability, and say with blacksteel plate (17 armor) is hit by

A Berserk Myrmecoleon with a hardskin and Invulnerability bless (for now ignore the fact this is a bad bless and lean into the example). Natural Protection is 18 +3 (E over 3), +5(berserk) + 5(hardskin) = 31 and invulnerability is 10

Encumberance for Dummies

https://illwiki.com/dom5/dom6/encumbrance In combat there are 2 main sources of encumbrance

The way melee fatigue per turn is calculated is you add your encumbrance to fatigue when

Spellcasting Encumbrance

ADD TAB BOX 4 EXAMPLES HERE 1) BASE 2) SPELLCASTER BASE 3) SCALES +4 Base 4) SCRIPT WITH HOLD - FINAL FATIGUE

if |temp| >= 3 and unit's base encumbrance > 0: extra_enc = max(0, |temp| - resist/5 - 1)

Thanks Druwski

Fatigue Regen You by default get X per turn X when holding X when asleep due to fatigue

Wading, Army Thugs and You

Dominions 6 introduced a 'wading' mechanic for large units. The technical aspects are these

The main benefits are as follows

Magic Mechanics and Thugs

Other Notes

Math for Nerds

Code for python to calculate damage (had to be done in a word doc so it has to be copy pasted to python annoyingly)

calculate_damage_defense_not_included.docx

— TODO

LATE IN THE PIECE

Spell Table

Multiplicative Fluffable

death 11 Skeletal Body Alt 1

nature 22 Enlarge Alt 2

astral 11 Body Ethereal Alt 3
nature 11water 11 Mossbody Alt 3
nature 33 Regeneration Ench 3

air 22 Mistform Alt 4
water 22 Quickness Alt 4
glamour 22fire 11 Gift of Splendor Ench 4

Multiplicative Selfbuffs

air 11 Air Shield Alt 0
glamour 11 Personal Luck Thau 1
blood 11 Reinvigoration Blood 1

glamour 11 Mirror Image Alt 2
water 11 Quicken Self Alt 2
earth 11air 11 Flying Shield Ench 2
glamour 11fire 11 Shroud of Splendor Ench 2
nature 22 Personal Regeneration Ench 2
blood 22 Hell Power Blood 2

earth 22 Summon Earthpower Conj 3
air 22 Protective Winds Alt 3
fire 11 Fire Shield Ench 3
astral 11 Astral Shield Ench 3
glamour 22 Shroud of Bewilderment Ench 3
glamour 22death 11 Horrible Visage Ench 3

nature 33earth 11 Strength of Gaia Conj 4
water 11 Liquid Body Alt 4
earth 11 Temper Flesh Alt 4
earth 22air 11 Shroud of Flying Shards Ench 4

Additive Fluffable

nature 22 Strength of Giants Ench 1

glamour 11 Blur Alt 2
earth 22 Temper Armors Const 2
fire 22 Battle Fury Thau 2

nature 11 Barkskin Alt 3
glamour 22 Group Blur Alt 3
earth 22 Gift of Giant Strength Ench 3
earth 11 Iron Will Thau 3
glamour 11 Luck Thau 3

earth 33 Stoneskin Alt 4
nature 22 Group Barkskin Alt 4
earth 33 Soldiers of Steel Const 4
astral 22 Spell Ward Ench 4
earth 22 Earth Shatter Hammers Ench 4
fire 22 Furious Warriors Thau 4

Additive Selfbuffs

nature 11 Personal Barkskin Alt 1
glamour 11 Blurred Body Alt 1

earth 11 Personal Stoneskin Alt 2
water 11 Breath of Winter Ench 2

glamour 22 Displace Body Alt 3
earth 11 Personal Ironskin Alt 3

death 11water 11 Stygian Skin Alt 4
nature 11 Elemental Fortitude Alt 4

Counterthugs

A counter thug is essentially a very cheap variation of a thug - that is designed to kill other thugs. Typically - a counter-thug costs a fraction of what a regular thug costs - with most of its cost tied up in its weapon.

Counterthugs tend to be defined by their weapons. Ordinarily they need some trait that allows them to kill a thug easily. Since they aren't designed for sustained combat - they generally don't need to worry about things like staying fatigue neutral or HP regen.

When using counterthugs - you often want a scout or similar unit present to help loot any spoils. If the enemy has a GSS of their own for example and you bring 2 GSS counterthugs, well they already have weapons so they can't loot the 3rd GSS. But a scout could. Generally since counterthugs rarely have much gear beyond a weapon, this is to take weapons.

Army Thugs

An army thug is essentially a thug that rather than doing things solo - sits in an army. Broadly - the goal of these tends to be one of three -

At late research, soul vortex and invulnerability almost automatically make any death mage an army thug. Earlier, players need to be a bit more creative.

Units designed to hold off large blobs of troops tend to be built similarly to ordinary thugs - albeit with a focus on survivability. They tend to accept every buff the player army can give them, then misbehave with the enemy troop line (sometimes with magic like shockwave, sometimes by just sitting in a blob and occupying it).

Units designed to snipe elites tend to be build closer to counterthugs, with a focus on their weapons. Now because these are embedded in an army, they're often built a little more expensively as players can stack their armies buffs on them and really boost up the defensive onion. But at core, these units are focused around their weapon and target. Flying or Gift of flight can be very helpful on these for finding targets

Super-DPS inline units are just what they sound like. In a line of low to mid DPS units, having a few GSS thugs can suddenly make that line extremely dangerous and hard to deal with. There are quite a few ways to build these, but since it tends to be part of a troop line, the tendency is to make them fairly barebones and weapon focused.

MEMORIA NOTES (to clean up)

Common Thug Buffs -> Up to Research 4

## REDO this - need to get underlining right etc in images

Common Thug Gear -> Up to Research 5

Underlined = High Value in this niche

Light Thugs / Raiders

Other Structural Notes - Memoria

Good Thug Examples - TO-MOVE

Prot Thugs

Fire Shield Prot Thugs

This essentially is a prot thug that relies on Ench3 (Fire Shield) for damage

Note There are some specialized use cases as well (Counter thugs, Army Thugs (offensive), Army Thugs (Defensive)), but for this section - we will focus on the thugs that can take provinces - as that's what most players are referring to when they say 'thug' as opposed to army thug or counterthug.

Ephor - Good Variant

Ephor Fire Shield Thug (5 gems)

  • Ephor
  • Blacksteel Plate
  • Fire Shield, Earth Power, Personal Ironskin, Temper Armors
  • This works because for 5 gems - you get a very hard to kill unit with about 30 prot, not desperately high fatigue and a killing mechanism. It may be at a mathematical level better to skip temper armors for fatigue reasons
Ephor - Bad Variant

Ephor Fire Shield Thug (30 Gems)

  • Ephor
  • Full Blacksteel Plate, Blacksteel Helmet, Bracers of Protection, ??Mace of Eruption, Blacksteel Tower Shield
  • Fire Shield, Personal Ironskin, Temper Armors, Strength of the Giants
  • This fails for a couple of reasons. Firstly, the extra prot for the most part doesn't help deal with a lot of units. Secondly - this fatigues out fast due to +4 encumbrance from the other build - and will get rapidly killed by armor defeating hits. It doesn't answer a lot more than the 5 gem variant (and certainly not a lot more than a pair of them), has fatigue problems, and is a very juicy target for a counterthug

Good Variants (and rationale)

Bad Variants

HEAVY THUGS

Note There are a couple variants of golem thugs. Historically, golem thugs have been quite divisive. On the one hand, they are mindless, high HP, STR and MR, carry a ring of returning well and can magic phase. On the other, their remaining stats are underwhelming, they tend to be very gem expensive to kit out, they can take a very long time to pay for themselves, and losing one can be catastrophic due to the gem investment. Below is a few of the more common variants

Phoenix Pyre Golem

Controversial Phoenix Pyre Golem Light Supercombatant - 130 Gems

Essentially - this is a high HP, mindless chassis that you stack reinvigoration, phoenix pyre and defensive buffs on. Pyre and Fire shield kill reasonably fast, the unit doesn't take too much damage, reinvigoration means pyre keeps procing and the unit won't die, and there's enough flexibility that some resists can be fitted. This tends to be quite hard to kill with magic since mindless deals with most of the 1hit spells, and resist gear can deal with the rest. Extraordinarily expensive however - and should be 'relatively' cheap to answer with counterthug gear (Axe of Hate in particular).

  • Golem (Empowered F1) - 1 F Gem equipped
  • Starshine Skullcap, Amulet of Reinvigoration, Girdle of Might, Armor of Knights, Boots of Stone, Shock Trident
  • Phoenix Pyre, Fire Shield, Astral Shield, Body Ethereal, Resist Magic
Prot Golem

Prot Golem Heavy Thug (85 Gems)

Due to being mindless, this can be a useful way to kit out a golem. It's far from invulnerable, so it may want to stealth away afterwards or teleport again. The magic phase movement isn't strictly necessary but is highly recommended. May want to carry a S gem for returning after the 'main' combat

  • Golem
  • Frost Brand, Charcoal Shield, Starshine Skullcap, Armor of Knights, Boots of Stone, Chains Of Reconstruction
  • Astral Shield, Body Ethereal, Resist Magic
Horror Harmonica SC Golem

Horror Harmonica Golem - 130 Gems Core, usually with another 30-40 gems in Armor, Misc Slot, Boots, Weapon/Shield.

This is one of the most feared supercombatants in dominions since any nation can make it. It is one of the big payoffs for being the first person to construction 9. Essentially, the way it works is the user has a teleporting golem with a ring of returning that summons horrors as a kill mechanism. Being mindless, the horrors don't attack it and the Golem isn't vulnerable to a lot of otherwise effective spells like soul slay. It's hard to pin down and unpredictable due to teleport so counterthugging (the classic answer is to make a counterthug designed to 1hit the golem) is difficult.

Otherwise, the golem can shuffle its gear a bit, and can hold an astral pearl in case you ever want to actually cast returning (e.g. teleport onto a non-lab tile and need an emergency button for a specialized counterthug).

  • Golem
  • The Horror Harmonica, Ring of Returning, Starshine Skullcap (weapons and armor to preference but with a goal to not get 1shot)
  • Summon Horror X5.

Why this unit is so annoying

Firstly and foremostly - this is quite threatening and can take on essentially any amount of PD and smallish armies including with light mage support. On top of that - it's generally very hard to deal with permanantly due to ring of returning. So it teleports around the map, accruing value on small to medium targets. In that sense it's like a demilich-lite.

There are a small variety of answers to this unit - mostly focused around a unit with const gear hitting really hard and killing the golem in 1 round before ring of returning pops. For example - Dalts Reccomends a Golem of ones own with Gloves of the Gladiator to deal massive damage in one turn and kill the golem. A players gets the attack 'cycle' of one weapon - so quickness won't help but having a weapon that hits twice (or four times) will.

The big problem is - if there's a magic phase 'war' you need to both have your super-thug, predict where the golem will teleport to (with a wary opponent), Magic phase in yourself, and if there's no lab there - risk your opponent doing some sneaky MP thing with a different kitout to loot your thug. So the supercombatant golem actually quite hard to pin down - albeit there are theoretical answers.

DEFENSE THUGS

Pair of Vanjarl Thugs - 20 Gems Total - Radier and Army Thugs (weapon interchangable)

A stock Vanjarl Thug Line. Items be shuffled around with Barding/Dream Spool, spells with Personal Flight (counterthug on atk large), displacement/Blur for Shroud of Bewilderment (shroud requires a gem and is a self buff but is considerably stronger than many alternatives), or even stack them (take care on fatigue). Weapons can be swapped out for GSS or similar when counter-thugging. The line works because putting 2 in a tile reduces harass penalties, the str boosts damage and the reinvig keeps them going. Luck is generally avoided for fatigue reasons

Broadly - in these lines - blur/displacement is best for counter-thugging, shroud is best for raiding. They come at different research paths however so the issue may be moot early.

Blue-Gray Highlighted Text####TODO Overdo and ignore fatigue on a vanjarl thug to show how NOT to do it</color>

Heavy Thug

Machaka Phoenix Pyre Soul Vortex Anti-Infantry Heavy Thug [25-30 Gems] (Twicebornable)

This is a straightforward Fire/Death Pyre/Vortex/Invuln Thug. It's predictable but it's very effective, with vortex providing the reinvig to keep pyre going forever. This requires Alteration 7 for Pyre

Assuming wiki is in-date https://illwiki.com/dom5/twiceborn

If you're incredibly greedy - you can cast twiceborn on these then cast transformation (or do it the other way around albeit twiceborn will cost more gems) and hope for a giant chassis. This essentially will turn it into a proper supercombatant (in both forms). When supercombatanting - you would gear more extensively.

Light Thug

Vampire Lord Light Thug - 96 Blood Slaves (0-10 gems)

This flies, is immortal (so is low committment) and can raid moderate amounts of PD solo even ungeared. Works well ungeared and with a single piece of armor. Also it can swap to horde of skeleton spam or melee variants on a dime which can cause counterthugs fits. Being immortal and flying means this unit can take otherwise risky lines. Boots and armor can be brought in to raid deeper and increase survivability for relatively few gems. A very powerful unit - but it's deep in research at blood 8. In dominions 5 it was exceptional at blood 7, now it competes with Three Red Seconds, so it's still good but lost some utility (the alternatives are stronger)

Also notable - this can be magic phased with Hell Ride

– TODO Vanjarl: Snake bladder stick, poison ring. Blessing, personal Mistform, (pick one of air shield, personal luck, blur, gem into displacement or shroud of bewilderment), hold hold attack closest.

Hangadrott, wraith sword, Elemental Armor, black steel helm, girdle of might, amulet of magic resistance. Blessing, Invulnerability, Soul Vortex, Shroud of Bewilderment, Displacement, Attack Closest.

Anansi: Frost Brand, Kithaironic Pelt (for F/G/N random) or armor of the knight (for E/D random), Boots of the Messenger. Shroud of Bewilderment, Displacement, (fire shield OR Barkskin OR Personal Ironskin OR gem into Invulnerability). Mostly for stealth raiding light to medium PD behind enemy lines.

Army Thug

MA Jotunheim - Cheap Giant Army Thug / Counter-Thug - 10-15B

This works because its incredibly cheap. It only uses blood slaves, hits hard, and is on a non-mage sacred commander so can accept a bless. Weapons can be interchanged, but flesh eater is a natural fit - since this line doesn't use any gems nor many slaves

Counter-Thug

5 Gem Hammer of the Mountains Cyno/Caveman This is an incredibly barebones counterthug. It is designed to deal with small units with the AOE stun - essentially stunlocking them until they die. It is effective against low str targets and defense stackers.

The Infamous Demilich Pretender (Going to treat it as a Supercombatant)

Demilich V1 - Battlefield Spells - 0-10 gems of gear, 3 gems to teleport, 1-2 D gems

This works because the demilich is immortal, and can use innate caster to bonk an entire army at the start of combat with some crippling battlefield wide spell. The basic idea is it teleports in, kills everything or mames everything (e.g. with disease), and either wins (fine), or dies and respawns, ready to do it all next turn, and the next turn etc. It wears Magic Penetration gear to increase the kill potential

Because the Demilich can do this time and time again, it rapidly can wear down any force not inside a fort, killing large volumes of mages and troops. It can singlehandedly make it difficult to move stacks around in the mid-lategame. Since few answers deal with it permanently (and if an opponent has answers, the user presumably takes precautions), this can be between nuisance every turn from the moment it comes online, to a game-ending stack wiping monster. This makes it the single most feared lategame pretender chassis in Dominions6

Such a build benefits from Blood4 due to the bonus 10HP, needs S3 (teleport), and at least D6 (Bone grinding). The rest of the pathing on the pretender can vary significantly based on player preference - albeit A1 is popular for Wind of Death

V2 - Phoenix Pyre Variant - 4 Gems (No Items)

This is essentially the anti-PD variant. It's an ungeared or reinvig geared variant that just keeps respawning and killing things with magic. Technically you can put the two builds together, but they have quite different functions and will often want different spells (It's not bad on wind of death to keep the spell up for longer). Of minor note - if the tile doesn't have a lab, the demilich can get 'stuck' for a turn where it has to build a lab to teleport again.

Dealing with Returning Thugs/Raiders and How Returning Works (Thanks Naaira)

Thug Answers

Returning triggers at the 'end' of the attack cycle for 1 weapon. This means a weapon that hits twice will get both hits in before returning triggers. Now this doesn't stack with buffs like quickness - so you get the number of attacks on the weapon.

There are a few weapons that take advantage of this. Sword of Swiftness hits twice, Gloves of the Gladiator hits 4 times!! and Wave Breaker hits 3 times. All 3 are good options for dealing with a returning thug using items - especially if on a good chassis and carefully buffed.

Magic Answers

Any magic to deal with a returning thug has to kill it in one hit. If your opponent has Astral Paths (they shouldn't unless they're a demilich because of this) - Magic Duel is the best answer.

Otherwise, a few specfic spells can punch through a high HP returning chassis. Ironically these aren't great answers to a demilich as it keeps coming back.

MA Xibalba - I can't believe it's not a vampire lord (Invuln Vortex Thugs)

Camazots (D2) Cheap Backline Raider/Army Thug 2-3 gems + 5-10 gems of gear

The basic idea of this thug is it's cheap (it carries 2 gems to cast invuln and vortex), flies (so it can attack rear), and has D2 for invuln/vortex. It also attacks at 0 fatigue due to Reinvigoration. It jumps in the backline after r5 and wreaks havok on mage lines. It can also be equipped with a weapon like a Greatsword of Sharpness or Flesh Eater to increase its DPS. With 1 piece of armor, this unit has low 30's prot as well as soul vortex to stay alive. There are other shennanigans (in tham Xibalba can self-buff luck), but it's essentially a much earlier (and non-immortal) vampire lord thug. It's a bit light on stats for heavy thugging or supercombatanting. Notably, you can use more than one of these at once - and the same lines work on the twiceborned chassis.

The Earlygame Bronze Colossus Pretender Supercombatant

This is an inanimate pretender with innate caster, lots of prot, lots of resists, and air paths so it can teleport. Earlygame, a lot of nations simply can't answer this or require extremely dedicated answers. The bronze colossus - albeit boring - has a bad habit of winning games due to wiping out stacks with ease, and being a magic phase monster

In theory it's a little vulnerable to thugs - GSS lines, Smasher's etc. In practice, it often moves via magic phase, can always embed in an army after a teleport, and usually has a sufficient kill mechanism that a few thugs won't cut it without some serious gear.

Normally, this unit will cast shockwave on spam for damage - albeit iron fists also works on hard targets. Finding the goldilocks balance of gear can be tricky - but this unit generally likes a lot of buffs. Just because it's a one man army doesn't stop you from fluffing Body Ethereal or some other multiplicative spell.

One core thing to remember - even though it has innate caster and is inanimate (low fatigue), if you give it too much encumbrance and a lengthy buff script - the fatigue can be non-trivial. Since any non armor-defeating hits are likely to do nothing - this is a real consideration.

The Late Game Innate Caster Giant Rock Pretender Supercombatant

There's a few variants of this - but broadly - this uses an inanimate chassis, some battlefield wipe spell (Soul Drain being the gold standard, and optionally something like Phoenix Pyre to keep the pretender alive (albeit usually they're pretty hard to kill and enemy units die fast). Innate caster making sure spells go off turn 1 is significant, a lot of things like Winds of Death, Earthquake, Fire Storm etc get better T1.

Unempowered Lategame Idol of Sorcery

The Early to Early-MidGame Innate Caster Giant Rock Pretender Supercombatant

At this phase of the game a big, inanimate, teleporting rock can be very hard to deal with. Layer on a few defensive buffs, and you have a super-combatant that can't move (ergo can't retreat) - so if it survives the combat - will rout the enemy. Of course, these big inanimate units tend to have a bunch of HP and can also just kill entire armies. However given the value of ones pretender - the safest use for these is picking off fringe parties, since dropping on someone's main army can be risky (with magic, and forged items and all). Nevertheless - it can drop on armies.

A popular meme strategy is getting some form of rock pretender awake and teleporting onto someones capital. It has its risks and problems, but if you can pull it off, it can obviously be crippling in a first war situation. Of course, this also leaves you on an awake researcher line with 'at best' an out of commission pretender for other players (or a big honking trade partner for a third party with E forging) - killing your pretender - leaving both players crippled and likely in a hellwar - in a position for said third player to swoop in). And if the monodrop fails for some reason, that's a very good way to knock one's self out of the game. As such - monodrop buids tend to be a bit of a meme

Typically this type of supercombatant has a few glaring weaknesses.

MA Naba Malikah - Multifaceted Thug

The Malikah is quite a complicated thugging unit. Naba gets access to a range of buffs - so it can have a lot of buffs painted on. It has good paths (is slowrec so is expensive), solid stats (especially in magic scales), decent HP and human encumbrance (3). It's complicated because there are so many good aspects - and yet the unit struggles to balance fatigue / thugging and it's easy to go overboard, fatigue out, and die.

The basic spells it wants to selfbuff (on Naba's paths) are Shroud of Splendor, Shroud of Bewilderment - both which add additional defensive layers. Fire Shield is another obvious choice. It can add self buffs depending on paths rolled (E for Earth power being the best).

It wants a few spells fluffed. Ideally it wants a skin buff like Stoneskin, Mistform (or self-buffed), Displacement (or Blur), Bless at a minimum, Temper Armors. The best of these (Stoneskin/Mistform) are at alt 4 however and a little deeper in research than the rest of the kit.

Put all this together and you have a lot of defensive layers at around research 3-4, albeit fatigue remains in issue. Fortunately - the self buffs aren't especially fatigue heavy, but a complicating factor is the best fatigue regen items come at con5 (albeit Rangers Boots exist at con3) Even with all the defensive layers the unit will be a little vulnerable as it wants to spam Shockwave in combat, which will tend to fatigue it out. However this makes it a very killy, very hard to kill unit for not a huge gem investment. However it's a versatile enough defensive 'base' to build in quite a few different ways (and lategame as a pyre unit as well).

You can build this a few different ways - as a cheapo thug, with a weapon element (like repel), as a mage, as a heavy thug with a shield. There's no one way to do this - as the chassis can hold a lot of buffs - but the core remains, multiple layers of defense, decent stats, and not too fatigue negative.

Example Malikah Heavy Thug - 15 gems (earth random) - 1 gem carried - Research 3.

Expensive Golem Counterthug

DEETS The basic idea of this unit is it allows nations with limited magic phase access to use a golem as a magic phase counterthug. It's very expensive, but the idea broadly is if you can bonk a heavy thug - the gear recovered offsets some of the cost - and it's fairly low risk since it's magic phase and presumably in your own lands (enemy raiding), and the payoff can be quite lucrative. Players may need a scout or two in position to 'collect the loot' if the golem is heavily geared.

The specifics of the golem will depend a lot on the specifics of the enemy thug. As a rule of thumb - counterthugging heavy thugs is best with highly damaging weapons (ARP/AN 2 handed), and the golem will want a S booster (Meteoric Coin or Starshine Skullcap), but beyond that there's some flexibility. It is notable just how bad the golem's stats are - so that flexibility will often go into shoring up STR/ATK values

Magic to Counter Thugs and Supercombatants

Firstly - not all magic will work all the time. Due to the wide variety of thugs that can be built - and the large number of spells - this list will invariably be missing effective spells and answers. Nevertheless, this should serve as a reasonable starting point.

Tricks to Deal with Thugs

Retreat Orders: If you fear a thug or supercombatant drop, you can always script an army full of mages to retreat. It's not always an obvious option - but if you're moving in your own lands - this can minimize damage

Thug Types and PD

Different thugs do well into different PD. More specifically - prot thugs get really unhappy when thrown at Lizardmen or Barbarians and die quickly.

As a rule of thumb - tribe and underground provinces are good targets for thugs since the PD is weak - and the defender because of that is unlikely to invest heavily.

Of course - tracking PD types is laborious. If you're going maximum effort however - you can track the PD type of border provinces before neighbors conquer them so you can later allocate thugs (or not allocate thugs) to take those squares. Meanwhile - if you're going to PD dump against thugs - it's best that be on a tile that has good independents (such as barbs/lizards/bone tribe/heavycav.

Thug and Supercombatant Usage and Risk

When using a thug or supercombatant, there tends to be some element of risk. If the opponent deploys enough mages, counterthugs or troops the unit will die. Since quite a few gems are invested in these (especially heavy thugs and supercombatants), it's important to evaluate which tiles to attack. For the purposes of this section - we will assume you know the PD type in the province (and if you don't - that can be another layer of risk).

Light thugs will tend to always have some level of risk to a PD dump of any PD type. Some are more resistant to this than others.

Edge of Territory Provinces: These tend to be the safest things for a thug to hit. Often, they're outside the range of receiving reinforcements in a single turn. As such, the attacker can be less worried about counterthugs and the like. Having scouts when raiding these is very valuable, as it lets the attacker confirm there are no reinforcements in range before deploying the thug.

The second advantage of these is unpredictability. If there's a border 3 long, it's not always obvious if a thug will attack, or where it will attack, especially if the attacker moves 2 tiles in one turn. The ability to send a thug from a fort 2 tiles away can be very powerful, and conversely, just the threat of it can be very restricting.

Tiles Adjacent to a Fort These tiles are considerably riskier to attack, as the attacker can be confident that the defender has mages (and troops) inside the fort. Of course, taking these tiles is often important staging for a war, but they carry higher risks. The other, less obvious risk, is the deeper into enemy land one goes, the less paths of retreat remain. Often this means a thug's movements can be relatively predictable.

The other problem with raiding these is they're trivial to retake. Any gold gains are likely temporary since the tile will predictably flip the next turn. Unless clearing a path (for a 2 mapmove) for a larger force, there isn't a lot of value raiding these tiles, but there is a lot of risk.

Forts and Capitals Interestingly - players often forget to patrol these early (since the mages are on research), but once pinged they're unlikely to forget again. These are hard targets, and often the goal of hitting one isn't to keep the tile, it's to constrain an opposing players movement for 1 turn when they break siege. If you can pull this off, it can allow other units to move into the cap circle with impunity or parts of the land to be 'cut off' from the main capital force for an extra turn. Since a non-stealthing unit attacking a capital will be predictable (which in turn will tend to getting caught and the thug dying), these lines tend to require Stealth or Magic Phase thugs.

When attacking these - there will always be the risk of both a mage/counterthug patrol (and immediate kill on the thug), and of large volumes of PD killing the thug/SC (dependent on how heavy it is). Although it can be rewarding (largely due to constraining opposing player moves for a turn when you move off), this tends to require quite a lot of setup - it's not especially effective to just siege for a turn and move off with no followup from other forces.

Catching Small, Targeted Forces Heavy Thugs and Supercombatants tend to shine in low-risk scenarios where they can wipe out a important (but ultimately small) force. The small force is unlikely to have answers to have answers to the thug, and the thug is able to accrue value at a respectable pace with relatively low risk. As a rule of thumb, this isn't going to be a main army, but splinter forces, reinforcement, small blocks of troops for raiding and the like.

Catching Large Forces This is mostly reserved for supercombatants and the heaviest of thugs. This tends to be high risk high reward (albeit some supercombatants are tailor made for this), but losing is generally catastrophic since you also lose all the gear your unit has. Furthermore - a skilled player moving a large force around a second nation (who has access to supercombatants) will plan for it. So for example - if you take a Musphelheim Wight Titan 20% Regen Larger Bless (dormant), it's going to be fairly obvious what you're doing and players will plan around it (that doesn't necessarily mean they can stop it - but one can fully expect them to pull out the Bag o Tricks.

Hammers, 5 Gem items, Steel Ovens and Cheap Thugs

Three features that define a lot of thug-related play are

The former two are reliable ways of reducing the gem cost of items. Although they reduce an item by a 'fixed' amount - the discount to gem-cost ration get better with low gem items. Let's take an extreme example to demonstrate this. A 20 gem item with a 4 gem discount is 16 gems - or a 20% discount. A 5 gem item with a 4 gem discount is 1 gem, or an 80% discount. Before discounts (and for the moment ignoring mage turns), you could make 4 items at 5 gems to one at 20. After discounts, it becomes 16/1.

The dwarvern hammer costs 15 gems. It essentially 'gains' 2 gems per turn by not spending them on items. These gems can vary in color - if you suddenly make Air items, the hammers preserve A gems, if E items, E gems, etc. It pays for itself after 7.5 turns, at which point simply having one essentially generates 2 gems per turn. Now players can overvalue these a little, not forging before having a full hammer economy - but they are generally very good value engines as the game goes on. It is (one) of the reasons why a lot of the best light thugging items are at 5 gems - the discount given by the hammer makes the thugs very cheap.

Generally - 5 gem items are sufficiently good that getting lots of them cheaply is valuable. The best of these is the Greatsword of Sharpness. With a hammer, these cost 3 gems, and can make a unit incredibly high damage and give it ARP (with a goodly bonus to atk and def). Obviously - the 2 gems saved don't care if they're saved on a 10 gem item, or a 5 gem item, but practically, the former will use up a players gems quite quickly when the latter will be much closer to a players gem income (-3 per turn per item as opposed to -8 per turn per item). Also - if spending 'all' the gems and mage turns don't matter, 3 items at 5 gems is generally going to be significantly better than 1 10 gem item. In terms of increasing unit DPS - the Greatsword of Sharpness outperforms a lot of the more expensive options in the general case.

Anti-Demilich Strategies

So the Demilich is a monster lategame. How can one deal with it?

GEAR COMBO

Sword of Sharpness + Main Gauche of Parrying (Def Thug only E items??) TODO (Hannibal)

Thug Blesses

Sacred Thugs (not supercombatants) - Relevant Incarnates

In descending order of relevance

An Example of a big incarnate thug

MA Eriu - Medium to Heavy Thug (Gearless) 1-2 Gems - Sidhe Lord - Ench3 Alt1 - Bless = Awe/Fire Shield/Blood Surge -

This works because of the layering of defenses. The Sidhe lord has a high defense score to begin with. Then it casts Shroud of Displacement, giving it a MR layer. Then it has an Awe Layer. So two layers negate attacks entirely and 'preserve' the defense score. Then it casts regeneration on itself, and has a slight HP layer. And finally, the few attacks that do get through both usually bounce off fire shield (killing the unit), and get killed by the units boosted stats with blood surge.

Essentially - the idea behind such a thug is an awake researcher lets these solo-expand early - then convert into solo-thugging tiles belonging to another player gearless. Awe and Fire shield are compensating for the lack of gear.

MA Pyrene Emerald Count Light Thug (Gearless), No Research - Bless = Invulnerability, Fire Shield, Fateweaving

This layers invulnerability onto an already high prot score and decent HP to make a very hard to kill unit. It then layers the fireshield/fateweaving combo as a kill mechanism. Effective against small amounts of PD. As seen by Arco in the Lucid Tournament Finals 2026

EA Yomi ARCOBLESS Dai Oni

Musphel Jarl SC - move to musphel section

Unholy + Bow Thug - EA Panagea (Thanks Demonsthenes)

Sacred Thugs - Incarnateless

Quite a lot of pretender builds take an imprisoned rainbow bless - which invariably has some inflection points. Thugs can be anywhere from lightly affected by these blesses - to new strategies being enabled. The bless itself can be anywhere from one tailored to the troops - with benefits to the thug incidental - to one quite focused on thugging and supercombatants.

As an aside - the entire bless can be tailored around the thug or supercombatant chassis. For example, a bless with 5 reinvigoration and blood surge (amongst other things) isn't going to help a troop line much - but may make a host of thugs fatigue positive. Often however with these 'pure thug' blesses - there is a real question to whether an incarnate would be better.

These builds usually have somewhere between about 19 and 33BP - although they can theoretically go a little higher (obviously there's a big gap between 19 and 33). There are really 3 approaches, a tailored bless, a bless that pushes a single stat (with maybe some ancillary bonuses), and a catchall bless - which typically has some stats, some resists, and often some trait giving more HP. The catchalls tend to be very popular.

33 is 6 dominion on Grey Ones with every path at +4 (-4 scales). Beyond this - it's one BP/Scale so it's heavily diminishing returns (frankly - there are considerable diminishing returns on the move to 4 in a path as opposed to 3 in terms of point cost - so between 22/24 and 33 (22 on a non-grey one chassis).

It's easy to go overboard on these blesses. It's all well and good to have the best sacreds or thugs in the lobby - but ultimately scales mean gold, and gold means more stuff, more scaling and more thugs. Particularly when each BP costs 32 design points or even 40 design points, there's a real question to how much value that little extra kick to the thug is generating, as opposed to the scaling/gold.

Finally it is worth mentioning the popular 'no weaknesses' bless - that takes all the resists, a bunch of HP, and some stats. These tend to underperform. Although the thugs (and sacreds) will be annoying to deal with throughout the game, for the price of a weakness or two one can usually get quite a lot of scales - or lean into a strength (such as improving the reinvigoration, or giving one resist 10 to make certain enemies suffer). There is division of opinion here, and some very strong players swear by the 'full range' style of blesses, so take my opinion with a grain of salt.

Classic Defense Stacked Army Thug (Panagea)

5 Gems Gear Centauride Hierophantide Thug

This thug stacks defense to the sky. The basic idea is that the basic thug starts with 15 def, and you can relatively easily get +8 to +9 from the bless, +2 if using quicken self and another +2 to +6 from items. At 27-32 def, (although fatiguing out is still a problem), unless immobilized or shot with arrows, nothing is going to be able to hit that in a line formation - including most opposing thugs. Variants like this can lightly raid but really shine when embedded in armies since not being surrounded means they're incredibly hard to hit. All 3 variants have at least one damaging weapon.

  • Centauride Heirophantide
  • Greatsword of Sharpness (+4 def) or Thorn Spear (+2 def), or Main Gauche of Parrying + Axe of Sharpness (+6 def)
  • Bless contains +5 Defense, Blur, Blood Surge (+8 total), 1 heroism, on top of other things (averaging around +9 def). Bonus points for reinvigoration 2 to hit fatigue neutrality.
  • Bless, Quicken Self (on w variants), attack closest

Jann Emir Reinvigoration Thug

0 Gem gear light raider thug

The Jann Emir has everything a thug might need - good paths, a decent chassis, great stats, stealth. It just has massive fatigue issues with encumbrance 6. This can easily be fixed through either careful scripting (ew), or a forgiving bless with +5 reinvigoration + Blood Surge (for 6 total). These lines do benefit significantly from some gear (e.g. a 2H weapon like a GSS removes 2 fatigue per spell cast), but the basic build works gearless.

The spells they cast change quite significantly based on the point in the game, but the main ones of note are Bless, Flying Shield, Summon Earthpower, Shroud of Bewilderment, Fire Shield and Mistform. They can always use tougher armor and reinvigoration gear. Notably - it's easy to go overboard. The best thing about this chassis is the number of defensive layers before items are added, the worst thing being the fatigue. Adding a million items is nice, but unless its fatigue positive, this chassis will struggle to heavy thug.

Do up a clean build AFTER fatigue section is done. Use a comparable bad build as an example (fatigue out)

Standard blesses to assist these

Anti-Troop

Heavy Thug Friendly

General

How stat blesses affect thugs

Insert section here - STUB

The most important thing of note is a general rainbow of stats generally will not substantially increase a thug's survivability. Thugs typically rely on specific stats for survival - and often the others will be wasteful. For example - a fire shield thug has little need for attack (unless doing some fancy tricks with repel)

The Elvish All Rounder

Elvish Defense Stacker

Shinuyama Special

The targeted resist bless

Other Mechanics

Some Tricks

Carrying a gem or two on a thug

This is one of the most overlooked things in thug building. Holding a gem or two can completely reshape a thug. Whether it be a N1 mage casting Personal Regeneration, or an E1 mage casting Summon Earthpower to gain E2 access, lower the fatigue of future E spells AND gain reinvigoration, a G1 mage casting Shroud of Bewilderment or an A1 mage casting Personal Mistform, a lot of lines get considerably better with a single gem used. There are thug builds that are only viable when carrying a gem.

Generally however since gems are expensive, this is reserved for multiplicative spells like the above - which add additional layers of defense. It's generally a little wasteful to spend a gem on an additive bonus.

Army Thug - LA Agartha Blindfighter

LA Agartha 5 gem Blindlord army thug

I can't remember who popularized this - but the idea broadly was a GSS Blindlord commander in a line of regular blindfighters could add some much needed DPS to an otherwise very tanky, but prone to fatiguing out line. It also gives a small, cleanly defined, easy to buff 'ball' of troops.

Flying Army Thugs

Any army thug that can be buffed or fluffed with flight can set up attack rear scripts after turn 5. This is very handy (especially with slow casting spells), as the thug can arrive at the backline after an opponent is off script, and after all hold/attack units have already moved several tikes. There's not a huge number of these, but when it comes up, it tends to be crushingly good (sniping the entire enemy mage line) so it's worth remembering.

Some All Rounder Army Thugs / Counter Thugs

Classic Elf Counterthug/Armythug

5 Gems Gear Vanherse Thug (requires E access)

This works because the thug chassis is already hard to hit/kill, and given a Greatsword of Sharpness can cut down highly armored enemy thugs. Luck is extremely good here - essentially layering with defense to make the counterthug very hard to kill, when the GSS does the killing work. Since this is a counterthug, a lot of buffs that would otherwise be good (e.g. Shroud of Displacement) are a bit redundant here, and we want to keep the script short and punchy

As an aside, with a longer script - this unit could be used as an army thug, and with enough def on the bless, potentially a very light raider (light thug). Greatsword of Sharpness on rainbow blessed elf cavalry thugs is a classic for a reason, it's versatile, powerful, and gives the elves a much needed way to punch through armor.

  • Vanherse
  • Greatsword of Sharpness
  • Personal Luck, Bless, Attack Closest (Only 2 scripted slots so low fatigue and attacking early interrupts enemy buff scripts by getting the first whack).

Blood Slave Counterthug/Armythug

MA Jotunheim - Cheap Giant Army Thug / Counter-Thug - 10-15B

This works because its incredibly cheap. It only uses blood slaves, hits hard, and is on a non-mage sacred commander so can accept a bless. Weapons can be interchanged, but flesh eater is a natural fit - since this line doesn't use any gems nor many slaves

  • Jotun Herse
  • Flesh Eater (X1 or X2),Ring Of The Warrior
  • Attack Closest

MA Ulm Knight Thug

Ulm Barebones Black Lord Army Thug (1 Gem with hammers!!)

This is a barebones, no nonsense army thug (or counterthug). Other nations can do similar things, or use indie heavy cavalry, but it works best on ulm due to their multiple earth gem discounts to forging - so this can cost as little as 1 gem and provides quite a lot of killing power on an armored chassis.

They get stronger when fluffed with low level earth spells (Temper Armor, Strength of Giants) and body ethereal (a classic). Obviously - they can be buffed more, but 1 weapon (typically GSS as it tends to outperform the alternatives), light buffing is the core (they can work without the buffing but it's a bit of a gimmie). Given ulm can easily buff Temper Armors Bracers of Protection are also a consideration for 1 gem at con3, as the extra 6 armor (once armors is cast) is non-trivial for survivability

  • Black Lord
  • Greatsword of Sharpness
  • HoldX3-5. Attack Closest
  • Best with a random mage fluffing Temper Armors, Strength of Giants, Body Ethereal

Piercer Counterthug (may need 2 on harder targets)

10-20 Gem Counterthug on any chassis

The power of this counterthug line is its simplicity. It fires an AN bolt round 1 that's going to kill a great deal of targets. If you have 2, that's 2 AN bolts. Combine that with a decent chassis (there's a lot around), and you have a solid earlygame counterthug. You can use Horse independents for mapmove, scouts for stealth or just ordinary commanders for convenience.

Note this really only works against low HP targets. The unit holding the piercer will likely die if the target ever makes it pass the buff script.

Since the unit never goes into melee, this can serve quite nicely in an anti army-thug situation if your opponents thugs are on a predictable chassis (e.g. horses). It IS a bit of a surprise tactic though - since a player (with air access) will start buffing air shield once they know these are flying around.