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dom6:guides_and_player_improvement:strategy_articles:thugs [2026/07/21 21:23]
cybertron2
dom6:guides_and_player_improvement:strategy_articles:thugs [2026/07/26 18:24] (current)
naaira [Spell Table] Updated the format
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 ====Unit Definitions==== ====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+<WRAP column twothirds><WRAP group><WRAP column third rightalign>**Thug:**</WRAP><WRAP column twothirds>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.</WRAP></WRAP>
  
-**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+<WRAP group><WRAP column third rightalign>**Light Thug**</WRAP><WRAP column twothirds> This is usually a thug that is specialized to take on small volumes of PD. Traditionally these are made as gem-cheaply as possible</WRAP></WRAP>
  
-**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** A single unit designed to take on a substantial army - either with mage support or without+<WRAP group><WRAP column third rightalign>**Heavy Thug**</WRAP><WRAP column twothirds> 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)</WRAP></WRAP>
  
-**Fluffer** A unit whose job is to buff a thug or supercombatant then retreat.+ 
 +<WRAP group><WRAP column third rightalign>**Supercombatant (SC)**</WRAP><WRAP column twothirds>A Supercombatant (abbreviated SC) is a single unit designed to take on a substantial army - either with mage support or without</WRAP></WRAP> 
 + 
 +<WRAP group><WRAP column third rightalign>**Fluffer**</WRAP><WRAP column twothirds>A unit whose job is to buff a thug or supercombatant then retreat.</WRAP></WRAP></WRAP>
  
 ====Other Important Definitions==== ====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. +<WRAP column twothirds><WRAP group><WRAP column third rightalign>**Armor Defeating Hits:**</WRAP><WRAP column twothirds>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.</WRAP></WRAP>
  
-**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.+<WRAP group><WRAP column third rightalign>**The Defensive Onion**</WRAP><WRAP column twothirds> 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.</WRAP></WRAP>
  
-**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.  
  
-__Non-Exclusive Terms used to describe thugs__+<WRAP group><WRAP column third rightalign>**Thug/Supercombatant Bless**</WRAP><WRAP column twothirds> 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.</WRAP></WRAP> 
 + 
 +<WRAP group><WRAP column third rightalign>**Counter-Thugs** </WRAP><WRAP column twothirds>A 'thug' geared specifically to kill an opposing thug.</WRAP></WRAP> 
 + 
 +<WRAP group><WRAP column third rightalign>**Non-Exclusive Terms used to describe thugs**</WRAP><WRAP column twothirds>
   * **Protection Thug** A thug that relies on high protection   * **Protection Thug** A thug that relies on high protection
   * **Defense Thug** A thug that relies on high defence to not get hit   * **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   * **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)   * **Repel Thug** A thug that stays alive by passing repel checks (typically wielding a longspear or whip)
- +</WRAP></WRAP></WRAP>
-**Counter-Thugs** A 'thug' geared specifically to kill an opposing thug.+
 =====What is a Thug or Supercombatant and why do I want one===== =====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.  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 types of thug - and different players use the definitions interchangably.+Conceptually there's really 3 main types of thug - and different players use the definitions interchangeably
  
-**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. I will present a few examples of different types of light thugs.+<WRAP box round>**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.//</WRAP> 
 +<WRAP> 
 +<tabbox Light Thug> 
 +**Light thug:** 
 +<WRAP column 100px>{{ :nations:ea:mekone:polemarch.png?nolink |}}</WRAP> 
 + 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. 
 +<tabbox Light Thug Examples>
   * A Geronte from Mekone with blacksteel plate (casting fire shield turn 1).    * 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 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 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 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))
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   * A ungeared sauromancer from Ctis casting soul vortex t1, and invulnerability t2   * 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)   * 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)
 +</tabbox></WRAP>
  
-**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. +<WRAP> 
- +<tabbox Heavy Thug> 
-//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.// +**Heavy Thug:** 
 +<WRAP column 100px>{{  :independents:golem.png?nolin  |}}</WRAP> 
 +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.
  
 +<tabbox 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 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 empowered golem with armor and reinvigoration items that casts phoenix pyre turn 1
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           * 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.           * 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.
  
 +<tabbox 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.
  
-**Supercombatant** 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.  +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. 
 +</tabbox></WRAP> 
 +<WRAP> 
 +<tabbox Supercombatant> 
 +**Supercombatant (SC)** 
 +<WRAP column 100px>{{  :pretenders:bronze_colossus_1.png?nolink  |}}</WRAP> 
 +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.  
 +<tabbox Supercombatant Examples>
   * A Bronze Colossus pretender with blacksteel plate (spamming shockwave) is a classic Supercombatant   * 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   * 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)   * 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)   * A heavily geared Tartarian (level 9 spell)
 +</tabbox></WRAP>
  
 At core - the different types of thugs fill different roles At core - the different types of thugs fill different roles
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 +<WRAP box round>
 ===An Aside on Thug Blesses=== ===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)+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)</WRAP>
  
 ====Why Use Thugs Instead of Troops==== ====Why Use Thugs Instead of Troops====
 Thugs have a few advantages over regular troops. Thugs have a few advantages over regular troops.
-  - 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+  - 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
           - 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.            - 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. 
-  - Thugs can stackwipe large volumes of units for relatively low committment +  - Thugs can **stackwipe** large volumes of units for relatively low committment 
-  - Thugs are less obvious on the game map and can be hidden / the items shuffled around +  - Thugs are **less obvious** on the game map and can be hidden / the items shuffled around 
-  - 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 +  - 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 
-  - 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 +  - 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 
-  - Thugs can be difficult to answer. It is another vector of attack for some nations that requires specific, targeted answers+  - Thugs can be **difficult to deal with**. It is another vector of attack for some nations that requires specific, targeted answers
           - 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).            - 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). 
-  - There's a cool factor. It's fun to see a single unit wipe out a stack. +  - 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. 
 +  - There's a **cool factor**. It's fun to see a single unit wipe out a stack. 
  
  
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   * For the amount of gems invested, thugs tend to be 'relatively' flimsy. There are a lot of good methods in magic, sometimes in just troop deployment, and in counterthugs to deal with thugs.   * For the amount of gems invested, thugs tend to be 'relatively' flimsy. There are a lot of good methods in magic, sometimes in just troop deployment, and in counterthugs to deal with thugs.
   * A thug is a giant 'loot pinata' that invites answers. They can be countered in a number of ways - and when the pinata pops, it can be very lucrative for an opponent (and painful for you)   * A thug is a giant 'loot pinata' that invites answers. They can be countered in a number of ways - and when the pinata pops, it can be very lucrative for an opponent (and painful for you)
-====The Most Common Traps In Thug Building==== +=====The Most Common Traps In Thug Building===== 
-**TRAP 1 - Fatiguing out and Dying to Armor Defeating Hits**+====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. 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. 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.
  
-===A simple example===  +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 
-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+4). 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). + 
 +<WRAP box round>**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.   * 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.
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 //I apologize if the below math is bad - statistics is not my forte and I used chatGPT to help// //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===+</WRAP> 
 +<WRAP box round> 
 +**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.   * 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    * Just for comparison - at 28 Damage (aka a giant) into 32 prot and 2 per square (16xturn) - we average 
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                   * 39.66 damage/round                   * 39.66 damage/round
 //The lesson here is to not prot tank giants// //The lesson here is to not prot tank giants//
 +</WRAP>
  
  
- +====TRAP 2 - Overinvesting ====
- +
-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 +
- +
-**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. 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.
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 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). 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 **+====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.  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. 
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 ====The Defensive Onion==== ====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. +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. 
   * //If a unit attacks something with a 50% chance of hitting, and the defender has another buff that reduces the hit chance by 50%, only 1/4 attacks will hit. In other words - the first buff will block '1' attack and the second buff will block '2 attacks' (and so on).//   * //If a unit attacks something with a 50% chance of hitting, and the defender has another buff that reduces the hit chance by 50%, only 1/4 attacks will hit. In other words - the first buff will block '1' attack and the second buff will block '2 attacks' (and so on).//
  
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 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. 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.
  
 +<WRAP box round>
 ===Some Combos=== ===Some Combos===
 //Many thanks to Soron// //Many thanks to Soron//
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   * Furious Warriors (Not great but can help a repel thug)   * Furious Warriors (Not great but can help a repel thug)
   * Temper Flesh / Personal Quickness / Liquid Body etc (self buffs)   * 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+  * 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)   * 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).    * Cold and Fire Resists (can reduce the fatigue impact of heat or cold scales). 
 +</WRAP>
  
 ====Armor Defeating Hits==== ====Armor Defeating Hits====
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           * Earth power is a close second, being reinvigoration in spell form (allowing many units to be fatigue neutral at const 3)           * Earth power is a close second, being reinvigoration in spell form (allowing many units to be fatigue neutral at const 3)
   * The skin spells (barkskin/Stoneskin/Ironskin), Body Ethereal, Temper Armors, Enlarge, Regeneration, Mossbody can all be painted on by fluffers. Early there’s a series of powerful self buffs (Temper Flesh, skeletal body), and lategame there’s Phoenix Pyre and Soul Vortex, the former which with positive fatigue can make a unit near invincible, the latter which is a one stop shop fatigue solution. Earth power is easy to miss (Conj3) but provides much needed reinvigoration for earth mages.   * The skin spells (barkskin/Stoneskin/Ironskin), Body Ethereal, Temper Armors, Enlarge, Regeneration, Mossbody can all be painted on by fluffers. Early there’s a series of powerful self buffs (Temper Flesh, skeletal body), and lategame there’s Phoenix Pyre and Soul Vortex, the former which with positive fatigue can make a unit near invincible, the latter which is a one stop shop fatigue solution. Earth power is easy to miss (Conj3) but provides much needed reinvigoration for earth mages.
-  * Reinvigoration items come into their own at const 5 (boots of the messenger / amulet of reinvigoration (N), and Girdle of Might (E)). Similarly – amulet of regeneration is ‘the’ regeneration item at const5. The defensive misc items also get a notch better – from the underwhelming bracers of protection at const 3 to the more potent shock spool / dancing trident. +  * Reinvigoration items come into their own at const 5 (boots of the messenger / amulet of reinvigoration (N), and Girdle of Might (E)). Similarly – amulet of regeneration is ‘the’ regeneration item at const5. The defensive misc items also get a notch better e.g. shock spool / dancing trident. Some items at const3 need some help but can also be quite good - bracers of protection also gets buffed by Temper Armors, so on its own it's underwhelming, but with temper armours it represents +6 head and body armor.
   * At const 3 thugs can be a bit finnicky and struggle to stay fatigue positive, whilst at const5, the options tend to greatly increase. There is more variety at con7 - but const3 and const 5 are sort of the 'core' thug techs.   * At const 3 thugs can be a bit finnicky and struggle to stay fatigue positive, whilst at const5, the options tend to greatly increase. There is more variety at con7 - but const3 and const 5 are sort of the 'core' thug techs.
  
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 --- ---
 TODO TODO
-  * Army Thugs +
-  * Counterthugs +
-<del>  * Review wiki pages </del>   +
-  * Second round of feedback +
-  * Thug/SUpercombatant Usage and Risk (aka skirmish raiders, deep raiders etc) +
-<del>  * Doubled cost of losing thugs</del>+
   * Specific point buffing section (best point buffs research 1-4 -> Self and Fluffers -> Sort by magictype bold the priorities, bold underline the defining spells)   * Specific point buffing section (best point buffs research 1-4 -> Self and Fluffers -> Sort by magictype bold the priorities, bold underline the defining spells)
-  * Memoria Notes 
-  * Hannibal Notes 
   * HOW NOT TO MAKE A THUG (lets use my own horrid examples)   * HOW NOT TO MAKE A THUG (lets use my own horrid examples)
-  * Simplify and rewrite when its all up 
-  * Hammers, 5 Gem items, Steel Oven and Cheap Thugs 
-  * Expand Counterthug and Counter-Supercombatant 
-  * How to deal with Ring of Returning Golem Thug/SC's 
   * Thugs/SC's plus army wipes (e.g. foul vapors)   * Thugs/SC's plus army wipes (e.g. foul vapors)
-  * Anti thug magic +  * And maybe touch briefly on sacred thugs if applicable 
-  * Anti-immortal strategies [Soul Slay (w or w/o mind hunt)] [Curse Variants] [DOME] MAPS HOW TO DEAL WITH IMMORTAL IMMERSION 22/6/26 [Retreat scripts], [Ravenous Swarm] +  * Flesh out Heavy Thug Examples 20+PD etc. Also flesh out MP counterthugs (start with golems)
-  * Anti Demilich Strategies (a block of its own) +
-  * The DemiDrop Pseudo SC. +
-  * DM's Hannibal 2AM 22/7/26+
  
  
- +**LATE IN THE PIECE** 
-You also need a section on identifying good thug chassis. Something like path combinations, stats, stealthy, preexisting gear, etc etc.+  * Add a newbie section of SC's and answers 
 +  * Second round of feedback 
 +  * Simplify and rewrite when its all up 
 +  *   * a section that shows some thugs / SCs that explains how you should identify what their strengths and weaknesses are and  how to deal with them. 
 +  *  a section on identifying good thug chassis. Something like path combinations, stats, stealthy, preexisting gear, etc etc. 
 +  * Sort thugs also by Research Point (not just type), both const and other
  
 -- --
-And maybe touch briefly on sacred thugs if applicable 
-Magic phasing thugs are another thing. As well as bringing in scouts with stealth gear for a safe retreat 
-Or magic phase plus stealthy mages combining for extra punch 
-A section on point buffing is needed 
-And a section on SC army wipers 
--- 
--- 
-How to make a thug 
-I think a more useful example for this guide would be outlining how to create a thug to defeat roughly 20pd to raid an enemy province with what it has to defeat and what it would need to do the job. Then a second section detailing how to defeat that specific thug with perhaps a third section on how to ambush that counterthug with another thug type at roughly similar research levels. 
-Simple example would be a D2 mage with gems/armor and a few gems to raid a border province, with the counter potentially being a golem with chains and a firebrand/armor... countered by a teleporter with shatters or any other of the number of anti golem tech.  
  
--- 
  
 +=====Spell Table=====
 +<WRAP group>
 +====Multiplicative Fluffable====
 +<WRAP column quarter center>{{path>D1}} Skeletal Body <sup>Alt 1</sup> </WRAP><WRAP column quarter> {{path>N2}} Enlarge <sup>Alt 2</sup></WRAP><WRAP column quarter> {{path>S1}} Body Ethereal <sup>Alt 3</sup> \\ {{path>N1W1}} Mossbody <sup>Alt 3</sup> \\ {{path>N3}} Regeneration <sup>Ench 3</sup>
 +</WRAP><WRAP column quarter> {{path>A2}} Mistform <sup>Alt 4</sup>\\ {{path>W2}} Quickness <sup>Alt 4</sup>\\ {{path>G2F1}} Gift of Splendor <sup>Ench 4</sup>
 +</WRAP></WRAP>
 +
 +
 +<WRAP group>
 +====Multiplicative Selfbuffs====
 +<WRAP column quarter>{{path>A1}} Air Shield <sup>Alt 0</sup>\\ {{path>G1}} Personal Luck <sup>Thau 1</sup> \\ {{path>B1}} Reinvigoration <sup>Blood 1</sup></WRAP><WRAP column quarter>{{path>G1}} Mirror Image <sup>Alt 2</sup>\\ {{path>W1}} Quicken Self <sup>Alt 2</sup>\\ {{path>E1A1}} Flying Shield <sup>Ench 2</sup>\\ {{path>G1F1}} Shroud of Splendor <sup>Ench 2</sup>\\ {{path>N2}} Personal Regeneration <sup>Ench 2</sup>\\ {{path>B2}} Hell Power <sup>Blood 2</sup></WRAP><WRAP column quarter>{{path>E2}} Summon Earthpower <sup>Conj 3</sup> \\ {{path>A2}} Protective Winds <sup>Alt 3</sup> \\  {{path>F1}} Fire Shield <sup>Ench 3</sup> \\ {{path>S1}} Astral Shield <sup>Ench 3</sup> \\ {{path>G2}} Shroud of Bewilderment <sup>Ench 3</sup> \\ {{path>G2D1}} Horrible Visage <sup>Ench 3</sup>
 +</WRAP><WRAP column quarter>{{path>N3E1}} Strength of Gaia <sup>Conj 4</sup> \\ {{path>W1}} Liquid Body <sup>Alt 4</sup>\\ {{path>E1}} Temper Flesh <sup>Alt 4</sup> \\  {{path>E2A1}} Shroud of Flying Shards <sup>Ench 4</sup>
 +</WRAP></WRAP>
 +
 +<WRAP group>
 +====Additive Fluffable====
 +<WRAP column quarter>{{path>N2}} Strength of Giants <sup>Ench 1</sup></WRAP><WRAP column quarter>{{path>G1}} Blur <sup>Alt 2</sup> \\ {{path>E2}} Temper Armors <sup>Const 2</sup> \\ {{path>F2}} Battle Fury <sup>Thau 2</sup> </WRAP><WRAP column quarter>{{path>N1}} Barkskin <sup>Alt 3</sup> \\ {{path>G2}} Group Blur <sup>Alt 3</sup> \\ {{path>E2}} Gift of Giant Strength <sup>Ench 3</sup> \\ {{path>E1}} Iron Will <sup>Thau 3</sup> \\ {{path>G1}} Luck <sup>Thau 3</sup> 
 +</WRAP><WRAP column quarter>{{path>E3}} Stoneskin <sup>Alt 4</sup> \\ {{path>N2}} Group Barkskin <sup>Alt 4</sup>\\ {{path>E3}} Soldiers of Steel <sup>Const 4</sup>\\ {{path>S2}} Spell Ward <sup>Ench 4</sup> \\ {{path>E2}} Earth Shatter Hammers <sup>Ench 4</sup>\\ {{path>F2}} Furious Warriors <sup>Thau 4</sup>
 +</WRAP></WRAP>
 +
 +<WRAP group>
 +====Additive Selfbuffs====
 +<WRAP column quarter>{{path>N1}} Personal Barkskin <sup>Alt 1</sup> \\ {{path>G1}} Blurred Body <sup>Alt 1</sup></WRAP><WRAP column quarter>{{path>E1}} Personal Stoneskin <sup>Alt 2</sup>\\ {{path>W1}} Breath of Winter <sup>Ench 2</sup></WRAP><WRAP column quarter>{{path>G2}} Displace Body <sup>Alt 3</sup> \\ {{path>E1}} Personal Ironskin <sup>Alt 3</sup>
 +</WRAP><WRAP column quarter>{{path>D1W1}} Stygian Skin <sup>Alt 4</sup>\\ {{path>N1}} Elemental Fortitude <sup>Alt 4</sup> 
 +</WRAP></WRAP>
 +{{:dom6:guides_and_player_improvement:strategy_articles:a1_-_copy.png?600|}}
  
 ====Counterthugs==== ====Counterthugs====
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           * A counterthug might be a single Cynocephalian Chieftan with a Greatsword of Sharpness. That is going to deal 33ARP slashing damage per round - averaging 21/hit. This kills the very elite thug in two swings (or two thugs in one turn).           * A counterthug might be a single Cynocephalian Chieftan with a Greatsword of Sharpness. That is going to deal 33ARP slashing damage per round - averaging 21/hit. This kills the very elite thug in two swings (or two thugs in one turn).
  
-Counterthugs tend to be defined by their weapons. Ordinarily they need some trait that allows them to kill a thug easily. +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 - 
 +  * Make a unit semi-indestructible to hold off a large blob of troops
 +  * Have a unit designed to snipe elites
 +  * Have a super-DPS unit embedded in an army line
  
-====Common Thug Buffs -> Up to Research 4===== +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. 
-Multiplicative Buffs (The Best Ones) +
-Body Ethere+
  
-SelfBuffs+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). 
  
-Fluffable Buffs+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
  
-SelfBuffable and Fluffable Buffs+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)
 +  * Generally want to be more minimalist
 +  * Wading is a massive deal
 +  * More offensive in nature
 +  * Use the troops around them as defense (hard to surround)
 +====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//
 +
 +{{:dom6:guides_and_player_improvement:strategy_articles:b1copy.png?600|}}
 +{{:dom6:guides_and_player_improvement:strategy_articles:b2.png?600|}}
 +{{:dom6:guides_and_player_improvement:strategy_articles:b3.png?600|}}
 +{{:dom6:guides_and_player_improvement:strategy_articles:b4.png?600|}}
 +{{:dom6:guides_and_player_improvement:strategy_articles:b5.png?600|}}
 ====Hammer Economy - why hammers are more than just +2 gems==== ====Hammer Economy - why hammers are more than just +2 gems====
 +
 +
 +=====Light Thugs / Raiders=====
 +  * Generally more minimalist
 +  * More defensive in nature (relative to army thugs)
 +  * Armour defeating hits become a big deal
 +  * Etc
 +
 +
 +=====Other Structural Notes - Memoria=====
 +  * Gear,
 +  * Mechanics,
 +  * Scripts,
 +  * Supporting 'stuff' (e.g. scouts carrying mask of face borrowing following SC's around to step them getting mphase'd by counter thugs),
  
  
Line 364: Line 431:
 ====Heavy Thug==== ====Heavy Thug====
 **Machaka Phoenix Pyre Soul Vortex Anti-Infantry Heavy Thug [25-30 Gems] (Twicebornable)**  **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// //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.// //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.//
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 //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)// //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??//
  
   * ??Vampire Lord??   * ??Vampire Lord??
Line 393: Line 465:
  
  
 +====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//
 +
 +  * ??Jotun Herse??
 +  * ??Flesh Eater?? (X1 or X2),??Ring Of The Warrior??
 +  * Attack Closest
 +
 +
 +====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.//
 +
 +  * ??Cynocephalian Chieftain??
 +  * ??Hammer of the Mountains??
 +  * Attack Closest
 +
 +
 +=====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//
 +
 +  * ??Demilich??
 +  * ??Eye of the Void??, ??Spell Focus??
 +  * ??Bone Grinding?? OR ??Wind of Death?? -> Other Spells or recasts [also a 5x Magic Duel variant]
 +
 +**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).//
 +
 +  * ??Demilich??
 +  * No Items
 +  * ??Phoenix Pyre??, ??Soul Vortex??, Other Spells (??Reinvigoration?? can be nice, but there's a lot of options here) 
 +
 +=====The Horror Harmonica Golem Supercombatant=====
 +
 +**Horror Harmonica Golem - 130 Gems Core, usually with another 30-40 gems in Armor, Misc Slot, Boots, Weapon/Shield. This is an expensive SuperCombatant that is hard to kill, can give players fits, and should not be skimped on**
 +
 +//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. 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, its hard to kill in 1 hit, and it summons horrors every turn that won't attack it (mindless). Mindless also means answers like soul slay fail//
 +
 +//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). //
 +
 +//(IDK the exact mechanics on ring of returning but there's a grace period so some counterthugs can hit twice before it goes off - killing the golem))//
 +
 +  * ??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===
 +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. 
 +
 +=====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.// 
 +  * ??Gifts from Heaven??
 +  * ??Disintegrate?? and ??Stream of Life??
 +  * The blood banish spells ??Infernal Prison?? and ??Claws of Kokytos??  and for smaller targets ??Life for a Life??
 +  * Against non-undead  and smaller chassis ??Bane Fire??
 +  * For magic units, ??Control?? / ??Opposition??
 +  * ??Corpse Candle?? -> This is a little buggy due to the way illwinter coded it and does a Lot more damage than regular decay.
 +  * Technically charm effects work but SC's tend to have high morale. 
 +
 +====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 jumps in the backline after r5 and wreaks Havok on mage lines. It can also be equipped with a weapon like a GSS or Flesh Eater to increase its DPS. With 1 piece of armor, this unit has in the low 30's of 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.//
 +
 +
 +
 +  * ??Camazotz#2719??
 +  * ??Blacksteel Plate??, ??Flesh Eater??
 +  * ??Invulnerability??, ??Soul Vortex??, ??Gift of the Fourth Soul??, Hold, ??Reinvigoration??, Attack Rear
 +
 +
 +=====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**
 +
 +  * ??Idol of Sorcery??
 +  * ??Eye of the Void??, ??Amulet of Antimagic??
 +  * ??Soul Drain??, ??Soul Vortex??, ??Astral Shield??, ??Body Ethereal??, ??Shroud of Bewilderment??
 +
 +
 +=====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.// 
 +  * They tend to die quickly to construction 3 E items - so they often need to take care. In higher skill lobbies, these items will be traded around in the hopes of sniping such as super-combatant so a nation's lack of E access does not prevent them from deploying these
 +  * They tend to be very reliant on either Prot (e.g. Monolith) or a high HP pool with some defenses (e.g. Baphomet). Accordingly - they are vulnerable to high damage/arp/an, and magic weapons correspondingly. 
 +  * They tend to take some chip damage in a fight - so can't 'go forever'
 +  * They want to teleport onto labs if possible so they can teleport to safety after
 +  * It can be awkward getting the research needed to use these in a timely manner. They typically need Thamuturgy4 for the teleport, but their actual combat spells come from other paths. As such, they can often come online later than one might expect (since a user needs multiple researches at 2-4) where they are more vulnerable
 +  * Come the midgame - these aren't incredibly sturdy. It's the phase before battlefield wipes - so they don't kill quickly - but after research 3-4ish, so players have some good magic, Evocation is creeping up in damage and construction items are flying around. They're still good, but as the game goes on, they become increasingly risky to use
 +
 +
 +  * 
 +=====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. **
 +
 +  * ??Malikah??
 +  * ??Blacksteel Plate??, ??Ranger Boots??, ??Thunder Whip?? (for repel), ??Burning Pearl?? (for repel)
 +  * ??Summon Earthpower??, ??Flying Shield??, ??Shroud of Splendor??, ??Shroud of Bewilderment??, ??Fire Shield??
 +  * Fluffed - ??Blur??, ??Bless??, ??Temper Armors??
 +
 +=====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//
 +
 +**Ulm Black Lord 5 Gem (with ulm discounts) thwacker**
 +
 +  * ??Black Lord??
 +  * ??Greatsword of Sharpness??
 +  * HoldX3-5. Attack Closest
 +  * Best with a random mage fluffing ??Temper Armors??, ??Strength of Giants??, ??Body Ethereal??
 +
 +=====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.
 +
 +  * **Curse:** This is the premiere anti SC anti-thug spell. It comes in a G/N and D from at early research (the latter needing gems), and dramatically increases the chance a unit will take an affliction when it takes damage. And since quite a lot of supercombatants take chip damage and rely on regeneration, this will rapidly stack afflictions until the target becomes unviable. Being a low research, low path (albeit G/S is awkward) magic, this is fairly widely available
 +  * **Magic Duel:** Astral thugs and supercombatants are at extreme risk in enemy astral nations due to this spell. It singlehandedly 'disables' low S supercombatant chassis and makes them non-viable in many situations.
 +  * **Web/Earth Meld:** The 'Immobilization spells' are often forgotten - but are highly effective against low STR units or something reliant on defense stacking (like elves). They come at early research, have low path requirements, hit in an AOE, and leave the thug vulnerable for several turns. They're also quite easy to put in a formation (behind the troop line), which is always nice since it makes it hard to go terribly wrong. These are particularly effective against lightly geared but heavily fluffed human/elf thugs, as they tend to lack the strength to break out. Being so low in research - these spells can provide an 'emergency button' versus someone spamming light thugs. 
 +  * **Mind Hunt / Soul Slay**: Although at high research, this is incredibly powerful vs thugs. It allows a defender to remotely snipe attacking thugs - often at a fraction of the gem cost
 +  * **Ravenous Swarm:** This only targets undead and is particularly effective vs human sized twiceborn thugs
 +  * **Damaging Spells** There are an assortment of damage spells across the various research levels that deal with thugs. Given the different research points and the different uses of thugs - it would be trite to list them all.
 +          * Two famously powerful ones are at B8 ??Life for a Life?? (which essentially one shots a human sized thug), and ??Frozen Heart?? (which rapidly kills anything without CR due to dealing AN damage and has low path requirements at W1. If we go lower in the research, ??Lightning Bolt?? can also be very effective. The trait these three spells share is AN damage, so they bypass any armor. 
 +          * A bit more esoterically - the AOE spells at Evocation 5 fare well against a lot of army thugs - so ??Falling Fires??, ??Gifts from Heaven?? etc (arp and high damage and high aoe).
 +  * **Chaff Spam** (e.g. horde of skeletons, Warrior Illusion): Not all thugs have an AOE kill mechanism. Simply spamming chaffy units can overwhelm them. This is particularly effective for nations that can deploy a low volume of mages to deal with an otherwise irritating thug
 +
 +=====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 
 +  * Hammers ??Dwarven Hammer?? 
 +  * Units with the trait Forge Bonus (reduces gem cost = to bonus) e.g. ??Master Smith??
 +  * To a lesser extent, the site, ??The Steel Ovens??. This is a one per map site however so it is not reliable. It is significant enough a bonus however to mention. 
 +
 +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.
 +
 +=====how natural protection / invulnerability and armour stacks=====
 +  * [[https://illwiki.com/dom5/protection]]
 +  * [[https://illwiki.com/dom5/stacking-effects#protection]]
 +
 +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. 
 +  * For example, at 20 Armor and 10 natprotection, you could 'guesstimate' 25-26 prot (20 +5). **[Actually 25]**
 +          * That exact example is 25, but with 11 natprot or 21 armor it becomes 26 (right on the threshold).
 +
 +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 magic weapons attack. The protection scores used would be 10 (natural protection) and 17 (armor)
 +  * A non-magic weapons attack. The scores used would be 25 (invulnerability) and 17 (armor
 +
 +
 +**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
 +  * A magic weapons attack. The protection scores used would be 31 (natural protection) and 0 (no armor)
 +  * A non-magic weapons attack. The protection scores used would be 31 (natural protection) and 0 (no armor)
 +
 +=====Anti-Demilich Strategies=====
 +So the ??Demilich?? is a monster lategame. How can one deal with it?
 +
 +  * **??Curse?? variants.** Essentially - if the demilich is cursed it will accrue afflictions. They all reduce its effectiveness, but Mute isn't always removed on respawn and can stop it teleporting around. This doesn't solve the problem but it does help
 +  * **Magic phase a fort under it.** If a demilich gets teleported onto a fort - it can be quite hard to get it off. Typically, a player has to use a remote attack on their own demilich and kill it (and hillariously - the demilich being tough to kill often makes it hard to kill with remotes). Even if not a permanant solution, this is a passable one (and also protects the troops that would be inside
 +  * <del>**A billion Horror Marks**.</del> This doesn't work due to turn sequence order. The horrors will kill the demilich 'after' magic phase ([[https://illwiki.com/dom5/dom6/turn-order-sequence]])
 +  * <del>**Smaller deployments and retreat orders:**</del> Short term this can work - long term the problem is the demilich keeps constraining the other player. Even if losses are small - the ability to deploy on the map and claw back are also reduced. 
 +  * **Banishing to the shadow realm**: ??Infernal Prison?? and ??Claws of Kokytos?? are passable short tetm solutions
 +  * **Soul Slay:** Although hard to pull off due to the mage volume required (and likely sacrificed) and the high MR of the demilich (plus it being somewhat predictable for an astral nation) - this kills the Demilich for good (well until they call god it back up at least)
 +  * **Sic the demilich player on someone else** Not really a solution but Diplo can mean someone else suffers the demilich for a while
 +  * **Set up a dramatic line to pop the enemy capital** With the capital gone - the demilich dies for good. If you can pull off some sort of one turn siege shennanigans line (very hard to do most of the time), and win the combat, the cap will be taken and the demilich will die for good. Remember, you have to 'get' to the capital through the demilich, then siege it down, then take it, all with a demilich dropping on you - so this aint easy. Nevertheless, it's an option, particularly if you have the demilich locked down for a few turns.
 +
 +====GEAR COMBO====
 +??Sword of Sharpness?? + ??Main Gauche of Parrying?? (Def Thug only E items??) TODO (Hannibal)
 +
 +
 +=====Sacred Thugs (not supercombatants) - Relevant Incarnates=====
 +In descending order of relevance
 +  * **??Fire Shield??** - This provides a defensive chassis with a kill mechanism. This allows quite a few units that otherwise couldn't thug or would struggle into large volumes of PD to do so. It's moderately expensive but unique in the blesses for how many lines it enables - particularly on a nation without fire access.
 +  * **??Awe??** An exceptional Thug bless - as attacks negated by awe don't harrass a unit, so this lets a defender 'preserve' its defense skill unlike other blesses.
 +  * **??Stygian Skin??, ??Barkskin??**, Stygian is ususally better due to costing 1 less BP and boosting 0 prot units more, but these both get units to around 10 Natprot. This takes a lot of prot lines with high armor but without a skin spell (aka Barkskin/Ironskin) 'over the edge'.
 +  * **??Hard Skin??, ??Fortitude??** Some thugs just like the extra armor and defences. These are particularly useful on fire shield thugs
 +  * **??Unbearable Splendour??** This is extremely expensive but makes your thugs a nuisance to deal with - as they gain a powerful defensive layer and counterthugs risk going blind. Usually this costs too many BP to consider
 +  * **??Etherealness??** This means the thug becomes tankier. Does nothing against counterthugs, but can give some lines that little bit of extra kick
 +  * **??Fear?? / ??Dread??** Generally too expensive to be good on thugs, these are technically kill mechanisms (and have historically been combo'd with awe. The issue is, your fear aura ball is small on a thug - so it doesn't have as much effect as it would on a line of sacreds. 
 +  * **??Fateweaving??** Not worthwhile on its own, this can be used in combination with Fire Shield on certain thugs. This is very expensive, but quite powerful
 +  * **??Displacement??** It's a big ball of defence. The biggest problem with this bless is that other blesses layer defences in other ways - and if you need to stack def, it's often better to have another layer like awe than just more def.
 +  * **??Vampiric Weapons??** Looks good but has a lot of subtle problems (on damage not on hit, reduced healing on kill, can't be stacked with too many other incarnates). This is a noob-trap most of the time. If you think you found the exception, you're probably wrong
 +
 +====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//
 +
 +??Sidhe Lord??
 +No Gear
 +??Personal Regeneration??, ??Bless??, ??Shroud of Bewilderment??, ??Blurred Body??, ??Personal Barkskin?? - Attack Closest.
 +=====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. 
 +
 +====Standard blesses to assist these====
 +**Anti-Troop**
 +  * Reinvigoration (fatigue management)
 +  * Blood Surge (A very nice trait for a solo thug - lots of relevant stats)
 +  * Defense Stacking (Defense and Blur) - (For defense thugs)
 +  * Heroism (A sideways form of defense stacking) (For defense and repel thugs)
 +  * Atk!? - For repel thugs (Rarely good)
 +
 +**Heavy Thug Friendly**
 +  * Enlarge (for HP/Twiceborn/Regen+Fluffing, especially good on twiceborn Supercombatant lines)
 +  * Resists (to make answers harder and to reduce fatigue in bad terrain)
 +
 +**General**
 +  * Mountain Survival (2 terrains for 1BP - this is very efficient mapmove)
 +  * Undying/Enchanted Blood (HP for a few thugs - usually not fantastic on thugs in place of just more stats)
 +  * Unaging (Specifically for old age thug units)
 +  * Mending Bones (Specifically for twiceborn Heavy thugs)
 +
 +
 +====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===
 +=====Self Buffs and Mounts=====
 +Importantly for cavalry thugs - self buffs spread to thugs. So ??Personal Barkskin?? will affect the mount and the rider - as will ??Shroud of Bewilderent??, ??Personal Regeneration?? and other similar spells
 +
 +=====Casting Mechanics - fancy shennanigans=====
 +If you have a spell set to cast in your initial script - it is prioritized in the units combat script when casting after t5. This is relevant when thugs need to do hyper-specific things. For example, a LA Zematia Fire Shield Thug may want ??Healing Touch?? in its script - because when cast - it heals both the high armor rider and the mount for a considerable amount - whilst fire shield is doing the damage. 
 +
 +
 +=====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. 
 +
 +=====Magic Phase + Stealthy Units / Mages=====
 +Expand but as described. A good trick to 'teleport' in a heavier than expected thug or force. This all occurs in magic phase. 
  
  
 +=====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.//
  
 +  * ??Blindlord?? (in a line of ??Blindfighter??s)
 +  * ??Greatsword of Sharpness??
 +  * Hold Hold attack closest (hold attack on blindfighters)
dom6/guides_and_player_improvement/strategy_articles/thugs.1784669000.txt.gz · Last modified: 2026/07/21 21:23 by cybertron2