This is an old revision of the document!
Firstly and foremostly – I am bad at thugging / SC building. There are many players better than me regarding the topic – however I cannot see an advanced guide as of yet – so I’m doing one up in the hopes of expanding as time goes on.
I will link the old article below as it contains a lot of useful information
https://illwiki.com/dom5/thugs-and-supercombatants
Thug: A broad brush term for a single unit that can take on a large number of units solo (or with pointbuffs/gear). Notably a 'thug' does not need to fight alone (and you can often fit multiple to a square), but the idea is the 'thug' is the only unit left in combat when all the buffing and preparatory work is done
Light Thug This is usually a thug that is specialized to take on small volumes of PD. Traditionally these are made as gem-cheaply as possible
Heavy Thug This is a thug that can generally take on any volume of PD. These can typically also take on any volume of human, mageless troops. These are often still vulnerable to stronger infantry types (like barbarians and giants)
Supercombatant A single unit designed to take on a substantial army - either with mage support or without
Fluffer A unit whose job is to buff a thug or supercombatant then retreat.
Armor Defeating Hits: These are hits that ignore 25% of prot and occur at increased frequency at 50-99 fatigue and 100+ fatigue. They are a common cause of thug death.
The Defensive Onion Essentially this refers to the multiplicative benefit from different layers of defense. Having for example 3/4 attacks miss due to high defense and another 3/4 due to body ethereal, and another 1/2 due to awe has a multiplicative benefit - the thug gets exponentially stronger for each defensive layer you add.
Thug/Supercombatant Bless A bless designed to make thugs or supercombatants better. As a rule of thumb - these blesses focus on the defensive layers of the thug, be it adding resists / reinvigoration, or an incarnate like regeneration or awe.
Non-Exclusive Terms used to describe thugs
Counter-Thugs A 'thug' geared specifically to kill an opposing thug.
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.
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.
Heavy Thug: This is the second most common definition of thug. Essentially - these units are self-sustaining and can deal with any amount of PD or unbuffed infantry. They typically cost more gems and require higher research.
Many players have split opinions on the value of these thugs (both specifically and in principle) - since losing them is incredibly expensive and they're ultimately not targeting armies the way a Supercombatant would. Some of the specific units (such as the phoenix pyre golem) have historically been divisive due to the very high cost.
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.
At core - the different types of thugs fill different roles
Since thugs come online in the midgame, there's a tendency for these lines to be dormant incarnates or imprisoned, as there's less opportunity to utilize the bless at early research. Ironically - these blesses tend to either have quite high scales and be targeted at the mid-lategame, or be hellblesses with lots of incarnates - focused on supercombatants. A Demilich (with around 19BP and 7 dominion) is a classic chassis for this type of build if imprisoned, since the combination of the hard to answer thugs and Demilich make a nation incredibly awkward to fight in the mid to lategame, and it only tends to drop 1 scale from a comparable rainbow pretender (at that dominion score)
Thugs have a few advantages over regular troops.
TRAP 1 - Fatiguing out and Dying to Armor Defeating Hits When fatigued out - you take 1/6 armor defeating hits (see below) as opposed to 1/36. It is hard to overstate how significant this is. A lot of players 'end' their buff script on a big spell, such as Hell Power, or Foul Vapors. However if that fatigues out a thug - the armor defeating hits will often kill it before it wakes up.
Armor defeating hits are doubly dangerous. Not only do they lower prot by 25%, they do so when you roll low on RNG. This means you're both on a lowroll, AND at 25% reduced prot. Typically - if an enemy unit gets a lucky roll - its these hits that deal most of the damage.
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).
Layered onto that - if a bunch of units are attacking (say full surround of 8X3 = 24) - you're going to average about 4 armor defeating hits per round, and .667 hits per round rolling over 12. That can easily overcome any regeneration a unit might have - since there will be occasions where you suffer 2 hits in a round (or worse). If we say a unit is not fatigued, this drops to .11 per round (armor defeating and 12+), which is much more manageable from a regeneration perspective (let alone the extra attacks that miss due to the lower defense penalties).
I apologize if the below math is bad - statistics is not my forte and I used chatGPT to help
The lesson here is to not prot tank giants
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.
Essentially - if you have a unit that's only going to clear PD, how many gems is that 'really' worth as opposed to just recruiting a few more troops. If you are losing 15-20 gem thugs here and there, it will not take much time before the losses become crushing (especially earlygame).
TRAP 3 - Over-Aggressive positioning
As an extension of Trap 2 - if you put a bunch of gems into a unit that can only really kill PD or unprepared forces - you generally don't want to be too aggressive as the cost of losing it is significant. Although there can be value in being aggressive and unpredictable with thugs - the gem cost of losing them is significant. The more forward positioned they are, generally the more vulnerable they are to counterthugs and opposing player tricks.
This is one of the core concepts of building a thug - since the DRN system tends to mean any 'one' stat even if stacked really high is unlikely to negate all attacks.
The defensive onion is the layering of defenses to exponential effect. Essentially - defensive layers have an exponential not a liner effect.
So the basic idea is you want to layer defenses. Lets take a simple example. We have a G2 mage. We give it some heavy armor (hard to hit), some reinvigoration on the bless (doesn't fatigue out), some defense on the bless (hard to hit), it casts shroud of bewilderment (hard to hit), and a fluffer casts Body Ethereal (hard to hit). Lets say each of these layers blocks 3/4 attacks. Well at that rate - only 1/256 attacks is getting through. And that's just 4 layers. Add on mirror images and some regen, and this thug becomes very hard to kill through ordinary means.
The way the DRN system works - it tends to be best to layer 'different' defenses or checks than just to force one. So high defense + high prot tends to be better than pushing the prot that little bit further.
Finally - due to armor defeating hits - prot is arguably the weakest part of the onion. Because it's so easy to buff however, it's typically the one that gets the most focus.
Many thanks to Soron
https://illwiki.com/dom5/dom6/protection
These hits ignore 25% of prot in addition to only procing on low prot rolls. They tend to do a lot of damage and misunderstanding this mechanic is one of the most frequent causes of thug death. When the defender rolls their prot roll against the attackers damage roll (2d6 exploding) if they roll a 2 – (1/36) it’s an armor defeating hit. If their fatigue is 50-99 this is 2-3 (1/12) and if immobilized (entangled or fatigue > 100) it is 2-3-4 (1/6). Then damage type modifiers (like slashing are added) – which can often stack on the damage after the armor has been reduced. For example – a 24 Prot unit is hit by a 16 damage armor defeating slashing hit. You roll say a 3, and they roll an 8 (fairly standard). So 24 Prot – 6 = 18 prot total. And the hit deals 24 (so 6 damage) plus slashing modifier – 7 damage total. In a thugging situation you will receive many hits. The difference between 1/36 armor defeating and 1/6 is significant.
Every now and then a hit will get through. Most thugs need some way to regenerate damage once hit. Since a thug will absorb lots of attacks, there will be lots of chances for a highroll. Generally – a few will occur so a thug needs a plan for this
A thug needs a way to kill things. This is rarely a complicated problem but it is potentially forgettable so I’ll mention it here. Most thugs want some form of light AOE attack.
https://illwiki.com/dom5/dom6/fatigue Because of the effect of armor defeating hits and to a lesser extent – the lower DEF rolls of fatigued units – fatigue management is the easiest to mess up aspect of a thug. In short – the relevant aspects are
There are usually two aspects to a thug’s life cycle. The buff cycle – where it may accumulate fatigue (if it’s a mage), and the aftermath, where it tries to stay fatigue neutral or positive. Ordinarily – it is best for a thug to enter combat at low fatigue, to avoid armor defeating hits. Most thugs are fatigue neutral or positive – that is to say they don’t accumulate fatigue when they start fighting. Occasionally, they can be built to fatigue out – generally into low damage units with very high prot or in shorter fights where the battle is expected to be won before fatigue accumulates
The two (arguably 3) big spells for lategame thugs are Soul Vortex (fatigue, hp regen and damage), Phoenix Pyre (Not Dying), and Invulnerability (less important but you reach it en-route to the above two). In the late game - there is an increasing volume of mage thugs (Vampires - Phoenix Pyre Golems, Teleporting Giants). These are sort of the core spells that hold those engines together.
D3 (or D2 with gems) is arguably the only 'needed' aspect. Soul vortex in particular enables a great deal of thugging options as it solves for most of a thugs problems with fatigue management / HP regen and damage. These D2 or D3 mages tend to be able to take out large volumes of PD (20+) ungeared or with very light gear (armor only).
It is preferable to have a means of magic phase movement on a mage thug so you can drop them on the requisite tile then retreat.
There is a subcategory of mage thugs that don't use the specific spells. These tend to be either capstone mages (Ubar's Sultan comes to mind) or lategame summons (E.G. Caelum's diversity summons).
Code for python to calculate damage (had to be done in a word doc so it has to be copy pasted to python annoyingly)
calculate_damage_defense_not_included.docx
— TODO
* Review wiki pages
* Doubled cost of losing thugs
You also need a section on identifying good thug chassis. Something like path combinations, stats, stealthy, preexisting gear, etc etc.
– 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.
–
A counter thug is essentially a very cheap variation of a thug - that is designed to kill other thugs. Typically - a counter-thug costs a fraction of what a regular thug costs - with most of its cost tied up in its weapon.
Counterthugs tend to be defined by their weapons. Ordinarily they need some trait that allows them to kill a thug easily.
Multiplicative Buffs (The Best Ones) Body Ethere
SelfBuffs
Fluffable Buffs
SelfBuffable and Fluffable Buffs
This essentially is a prot thug that relies on Ench3 (Fire Shield) for damage
Good Variants (and rationale)
Variant 1 - Ephor Fire Shield Thug (5 gems)
Bad Variants
Variant 1 - Ephor Fire Shield Thug (30 Gems)
HEAVY THUGS
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
– DEFENSE THUGS
Pair of Vanjarl Thugs - 20 Gems Total - Radier and Army Thugs (weapon interchangable)
A stock Vanjarl Thug Line. Items be shuffled around with Barding/Dream Spool, spells with Personal Flight (counterthug on atk large), displacement/Blur for Shroud of Bewilderment (shroud requires a gem and is a self buff but is considerably stronger than many alternatives), or even stack them (take care on fatigue). Weapons can be swapped out for GSS or similar when counter-thugging. The line works because putting 2 in a tile reduces harass penalties, the str boosts damage and the reinvig keeps them going. Luck is generally avoided for fatigue reasons
Broadly - in these lines - blur/displacement is best for counter-thugging, shroud is best for raiding. They come at different research paths however so the issue may be moot early.
Blue-Gray Highlighted Text####TODO Overdo and ignore fatigue on a vanjarl thug to show how NOT to do it</color>
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