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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.
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
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:
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.
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.
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 (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.
At core - the different types of thugs fill different roles
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)
Thugs have a few advantages over regular troops.
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).
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
The lesson here is to not prot tank giants
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).
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.
Thugs lack the siege power to knock down fort walls and generally can't 'hold' lands from players retaking them - particularly those next to a fort/palisades. Sending millions of thugs everywhere may be cool, but ultimately if you can't take forts, it's going to be a problem, and they're going to get chipped away at by counter-parties. Worse, thugs tend to be mages, so your research is falling behind when doing all this. Worse still - thugs tend to be really irritating, so if you raid someone to hell and don't finish them off, you may be in for a long and costly war. Thugs work best when doing a decisive raid right before a big army fight so they can get back to researching or join up with the main army, or when chipping at otherwise undefendable border provinces. Plinking all over the place without a clear purpose tends to be a mistake.
Ultimately, thugs (particularly light thugs and raiding thugs), are generally not a players main army - and it's important to be able to win the army fights as well as raid your opponent. Otherwise, ultimately the land thugs claim will likely be reclaimed, and when the inevitable army fight comes, there's a risk that a player over-relaint on thugs isn't ready for the big battle that may require troops and different (non-thug) magic as well. This becomes more apparent when you consider as well all the turns the thug 'isn't' researching and all the turns spent making gear for them.
Of course, there are thug lines that convert well into stackfight lines, but the basic point remains - you need to be able to win the big fight at some point as well. It's often a mistake to place all of ones eggs in the thug basket.
Heavy thugs and Supercombatants can be an exception to this general rule as they can wipe out stacks and bring a quick end to a war. However if they fail or are killed - it can also be crippling. Generally - players with no other threats to deal with can muster up some sort of response to a heavy thug or supercombatant (even if via trade) so they're still best used in conjunction with other tools.
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)
Some Important Onion Layer Spells earlygame
Some less core but still valuable spells
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.
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
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
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.
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.
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. Some lines can have scouts trail behind thugs slowly feeding them gems as required for this purpose.
Thugs with stealth are considerably more survivable than ones without. Similarly - if a unit like a scout can carry a stealth item (Con5 G3 and Con7 G2), it can swap it onto a thug so it can stealth away after an attack.
On a similar note, thugs with magic phase attacks can pick their targets very cleanly, and can also be hard to pin down. Magic phasing in then stealthing away can be very hard to predict and deal with.
TODO - ideally get someone else to write this because god knows I can't manage self-routing on my thugs
Add mechanics here
Add example here (Orains)
Add self deprecating joke here
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
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.
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).
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
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
Dominions 6 introduced a 'wading' mechanic for large units. The technical aspects are these
The main benefits are as follows
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 very good (sniping the entire enemy mage line) so it's worth remembering.
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
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.
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.
Many thanks to Memoria
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. Having a unit inline stops it being surrounded and makes it considerably more survivable.
Army thugs tend to be minimalist and dedicated to a single purpose - generally more offensive in nature than a general purpose thug. An oversimplification - they can often be seen as a 'walking Greatsword of Sharpness' that improves army DPS.
Wading is significant on these for a few reasons (+3 size points). Firstly and foremostly it allows them to start the battle with the mage core, soak buffs, then waddle into combat through the line. Secondly, it guarantees they make it into combat and don't get stuck behind the line (and have units to their side so they don't get surrounded). Thirdly (and for me most importantly) it's forgiving, if you err in your positioning, wading means you'll still probably be fine. Dominions is complex, and forgiving mechanics tend to overperform.
A chaff raider is one that operates by essentially spamming chaff units. This can be done either via a spell (like horde of skeletons), or through a couple of specific items
Strictly speaking - these aren't thugs but they fill a similar niche. Typically these items are placed on high utility chassis, such as a scout (for stealth raiding) or some sort of bird (for long map moves). These units can raid small amounts of PD, particularly when two or three are sent at once.
They provide a source of stealth raiding for nations that would otherwise be lacking. It's not dramatic, but these are sufficiently useful to be worth a mention. Both items come online at Const5, and the best spells for this come on at research 5 (Evocation for Glamor (gemmed), Ench for Death).
These can also serve as solid counterthugs. Essentially there can be more chaff than the thug can deal with - ultimately overwhelming it (assuming it's not a fire shield thug). The mirror dealing false damage is particularly potent here as it helps deal with regeneration thugs
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.
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.
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.
In descending order of relevance
Some Incarnate Thug Examples
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
Muspel Jarl SC - move to muspel section
Unholy + Bow Thug - EA Panagea (Thanks Demonsthenes)
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.
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). So as a rule of thumb, thug blesses tend to lean into a limited number of stats - be it attack (on a repel bless), defence (on an elf bless) or reinvigoration (for fatigue neutrality).
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.
Anti-Troop
Heavy Thug Friendly
General
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.
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)