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LA Agartha 5 gem Blindlord army thug
Popularized by Zan - 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.
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
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.
10-20 Gem AN bow 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.
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
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
Vampire Lord Light Thug - 96 Blood Slaves (0-10 gems)
The reason this thug is good is it's immortal (so your advantage rarely shrinks unless it gets seduced or the like), spammable at blood 8, and a flying stealthy thug that can raid distant provinces. Essentially - because its raids are 'free' due to immortality, it's all upside with very low risk - just a high initial investment.
This flies, is immortal (so is low committment), has stealth and can raid moderate amounts of PD solo even ungeared due to 25 invuln. 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
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. This won in the arena against an objectively stronger unit through stunlocking it in Lucids Tournament Finals 2026.
Broadly - prot supercombatants tend to be vulnerable to construction items that give AN or ARP. Items like Greatsword of Sharpness early and Gate Cleaver later will rapidly kill a unit through any amount of protection. Otherwise - 1 hit kill spells like soul slay, curse and affliction chipping are generally effective. Finally if its a pretender relying on invulnerability like a Dracolich, magic weapons will kill it quickly.
Web and Earth Meld tend to be the best answers at early research, albeit plain damage spells tend to do alright. The big 'strength' of these units is they do very well into a blob of ungeared troops. The solutions essentially all involve gems and magic (albeit in practice they're often tricky to counterthug).
Curse chipping, AN/ARP weapons (to some extent), some specialized gear (like Star of Heroes) are all solid in the earlier phases of the game, Axe of Hate, Gate Cleaver are decent later on, and generally there'll always be some tricky way to counter it for less investment. Often something like skelespam to bog it down, and spamming some 1-hit kill spell is effective (even at 1% success it'll hit eventually). Without using const items, the more extreme variants of these can be hard to answer. Generally however - a small coterie of mages casting relevant spells will go a long way - as opposed to just more troops (be it chaff spam, curse, a one hit spell etc).
It should be mentioned the above answers are often finnicky at the best of times. But the reason for that is an overgeared supercombatant represents a huge committment, be it in bless, gear or otherwise. It should require a large commitment to counter - and there are often phases of the game where supercombatants are 'functionally' very hard to kill - especially without item trading. However if one of these costs say '100' gems to make - does your large counter-committment 'actually' represent 100 gems + a hellbless of value? Oftentimes the answer to that is no. In any event - in a game where a player has a 'supercombatant bless', players should at least be aware when picking research priorities to try to have at least one answer. As always - diplomacy (and item trading) is the best answer.
There are a few dedicated items for dealing with these. Flambeau is surprisingly good (albeit gem expensive) since it also provides an AOE that can clear any chaff. Holy Scourge is a cheaper but still passable option that requires less paths and is serviceable on a countethug.
The Ravenous Swarm is quite effective as a spell since it only targets undead. It's especially good in army fights where there are a few wights in someone's army, since it will only target them (assuming no other undead).
Otherwise - general anti-thug tricks work. These smaller wights tend not to be too hard to deal with - but have high mapmove and can be kitted out in a variety of ways - so their unpredictability and speed makes the real threat. The real 'trick' is to predict where they're going if they're solo raiding tiles, and perhaps have an item or two 'prebuilt' to shuffle onto a counterthug.
It's worth mentioning these can be kitted very lightly - or very heavily, based on both the user and paths. A counterthug may work well against a lightly geared wight mage, but one with a load of paths, gear and high research may be harder to deal with.
Mid-Lategame - Fire Death wights specifically can pose real problems due to Phoenix Pyre + Soul Vortex. The solution typically is to either kill it really fast, use Axe of Hate to kick its fatigue up so Pyre turns off, or use some fancy magic trick. The pyre vortex variants though really serve as light supercombatants so watch out!
So the Demilich is a monster lategame. The combination of immortality, Teleport, Innate Caster and the option to either heavy thug or cast a battlefield wipe is gamechanging. How can one deal with it? It should be noted that most answers are temporary at best (it's that powerful lategame), but below are some options
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.
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.
Why The Early to Early-MidGame Innate Caster Giant Rock Pretender Supercombatant Works
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.
Build 1 Mid Research Rock + Battlefield Wipe
These are often empowered. There's no requirement to start with the paths for the battlefield wipe.
This works because it combines 3 things. A big, hard to kill chassis, innate caster for quick casting, and a spell that kills everything. There are variants of this, some for cap defence (like god block and sphinx), others that can teleport (like monument), but the basic concept is the same.
Build 2 Late game Idol of Sorcery Soul Drain SC
There's a few variants of this - but broadly - this uses an inanimate chassis, some battlefield wipe spell, 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 and The lategame battlefield wipes at research 7-8 (Winds of Death, Fire Storm, Soul Drain) are a notch better than the clouds and foul vapors at 6 (albeit vapors is very good). Essentially - with pyre access and better battlefield wipes, these become noticably more effective (and work with a more common spread of paths)
Note there isn't an idol of sorcery img on the wiki so we're using a monolith for now
Unempowered Lategame Idol of Sorcery
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.
They also can swap between skelespam lines and the above, so countering them can be complex due to the different attack vectors. Stealth and flying also do a lot for hitting annoying tiles.
Finally (and hilariously), Low base HP and morale means its quite easy to rout and self-trigger morale checks, especially with say a blood slave (for reinvigoration) and a retreating fluffer. Although amusing, this isn't good and is something to be aware of
Pending Coinneach MacAilpein
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.
Ephor Fire Shield Thug (5 gems)
This essentially is a prot thug that relies on Ench3 (Fire Shield) for damage. It 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. Notably - other nations like ulm have similar variants. Certain players like Monkeydew like layering this with a dormant Obfuscate bless for a very annoying raider.
Ephor Fire Shield Thug BAD VARIANT(30 Gems)
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
20 Gem Basalt King Light Thug / Army Thug
Earth Fire paths and built in fear make for a good protection thug chassis. These can be chancey to use due to being Slowrec (and 'just' a prot thug so a bit vulnerable to things such as GSS), but are servicable in a lot of situations. Servicable at const3. Fluffable - and can accept a goodly number of buffs beyond what it can buff itself with (Body Ethereal is best).
The Basalt King raid into almost any volume of PD in a pinch but does best as an army thug where the fear can really put in work. Theoretically, with a good bless and unprepared opponent it can stackwipe, in practice, anti-thug units tend to deal with this quite effectively. Nevertheless, sometimes players will be caught unawares and this can stackwipe in that case - especially with another layer of defenses like regeneration on the bless.
The Basalt King can be kitted as a light thug, army thug, or heavy thug and accepts a thug bless well. Generally used as a 20+ gem heavy thug due to the high cost and 2 cap turns.
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.
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 even has flying/magicphase/stealth so it can pick favorable battles and shuffle away! 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) and naba has limited N access in any event. As such, the earth random tends to be the best one for Summon Earthpower. 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.
Example 2 Malikah Heavy Repel Thug (E random)
This line requires at least +2 Reinvigoration on the bless (e.g. via a Myrmecoleon scales build). It is fatigue positive, and layers BE, Defense, Repel, Awe, Shroud of Bewilderment, Prot. This layering makes it extremely difficult to kill with ordinary troops. Bonus points if you use a fluffer as it can take additonal buffs
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
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).
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
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).
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.
TO ADD - KNOWN QUANTITY BUT NEED AN EXAMPLE
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