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
https://illwiki.com/dom5/baalz-zen
https://www.youtube.com/watch?v=9oUdOWyzkSw
Article Sections
Thug:
A broad brush term for a single unit that can take on a large number of units solo (or with pointbuffs/gear). Notably a 'thug' does not need to fight alone (and you can often fit multiple to a square), but the idea is the 'thug' is the only unit left in combat when all the buffing and preparatory work is done.
Light Thug
This is usually a thug that is specialized to take on small volumes of PD. Traditionally these are made as gem-cheaply as possible
Heavy Thug
This is a thug that can generally take on any volume of PD. These can typically also take on any volume of human, mageless troops. These are often still vulnerable to stronger infantry types (like barbarians and giants)
Supercombatant (SC)
A Supercombatant (abbreviated SC) is a single unit designed to take on a substantial army - either with mage support or without
Fluffer
A unit whose job is to buff a thug or supercombatant then retreat.
Armor Defeating Hits:
These are hits that ignore 25% of prot and occur at increased frequency at 50-99 fatigue and 100+ fatigue. They are a common cause of thug death.
The Defensive Onion
Essentially this refers to the multiplicative benefit from different layers of defense. Having for example 3/4 attacks miss due to high defense and another 3/4 due to body ethereal, and another 1/2 due to awe has a multiplicative benefit - the thug gets exponentially stronger for each defensive layer you add.
Thug/Supercombatant Bless
A bless designed to make thugs or supercombatants better. As a rule of thumb - these blesses focus on the defensive layers of the thug, be it adding resists / reinvigoration, or an incarnate like regeneration or awe.
Counter-Thugs
A 'thug' geared specifically to kill an opposing thug.
Non-Exclusive Terms used to describe thugs
Broadly – a Thug or Supercombatant is a heavily buffed unit that can fight a large volume of units. The basic idea is they are close to impervious to damage against their targets, so they can kill a lot and can fight without an army behind them. They usually have some gear - and are ways of converting gems and possibly mage turns into PD killers - or even army killers.
Conceptually there's really 3 main types of thug - and different players use the definitions interchangeably.
Note There are some specialized use cases as well (Counter thugs, Army Thugs (offensive), Army Thugs (Defensive)), but for this section - we will focus on the thugs that can take provinces - as that's what most players are referring to when they say 'thug' as opposed to army thug or counterthug.
Light thug:
This is the most common type of thug - and what most players are referring to. These are units or summons with 0-15 gems worth of gear that can take on PD or small armies either alone, or with a few fluffers. These are low investment raiders that can cheaply take a border province or the like. A great deal of light thugs will fail into high volumes of PD but succeed against low volumes I will present a few examples of different types of light thugs.
Heavy Thug:
This is the second most common definition of thug. Essentially - these units are self-sustaining and can deal with any amount of PD or unbuffed infantry. They typically cost more gems and require higher research.
Many players have split opinions on the value of these thugs (both specifically and in principle) - since losing them is incredibly expensive and they're ultimately not targeting armies the way a Supercombatant would. Some of the specific units (such as the Phoenix Pyre golem) have historically been divisive due to the very high cost.
Two huge boons on this type of unit are magic phase movement (so they can pick their battles), and having access to stealth gear (glamor) on a scout so they can sidle away, safe from the risk of counter-thugs. They both substantially reduce the risk of losing the thug.
Supercombatant (SC)
Most people separate their definitions of Supercombatants from thugs - but the definition of a light Supercombatant and heavy thug can bleed together. Supercombatants can deal with player armies and sometimes even mages. They vary in how difficult they are to answer - a 'light supercombatant' (E.G. an Ifrit Sultan) may have some pronounced weaknesses - whilst a 'heavy supercombatant' (e.g. bronze colossus) may be incredibly difficult to deal with until the later phases of the game. As a rule of thumb, Supercombatants (as things that want to drop on armies) benefit massively from having a magic phase movement option (teleport/cloud trapeeze), as it allows them to connect with important targets.
At core - the different types of thugs fill different roles
Since thugs come online in the midgame, there's a tendency for these lines to be dormant incarnates or imprisoned, as there's less opportunity to utilize the bless at early research. Ironically - these blesses tend to either have quite high scales and be targeted at the mid-lategame, or be hellblesses with lots of incarnates - focused on supercombatants. A Demilich (with around 19BP and 7 dominion) is a classic chassis for this type of build if imprisoned, since the combination of the hard to answer thugs and Demilich make a nation incredibly awkward to fight in the mid to lategame, and it only tends to drop 1 scale from a comparable rainbow pretender (at that dominion score)
Thugs have a few advantages over regular troops.
When fatigued out - you take 1/6 armor defeating hits (see below) as opposed to 1/36. It is hard to overstate how significant this is. A lot of players 'end' their buff script on a big spell, such as Hell Power, or Foul Vapors. However if that fatigues out a thug - the armor defeating hits will often kill it before it wakes up.
Armor defeating hits are doubly dangerous. Not only do they lower prot by 25%, they do so when you roll low on RNG. This means you're both on a lowroll, AND at 25% reduced prot. Typically - if an enemy unit gets a lucky roll - its these hits that deal most of the damage.
And just to add insult to injury, every 10 points of fatigue also lowers your defense rolls by 1 - up to -10. This means you take more hits as well
A simple example Say you have 29 Prot and roll a 3 when fatigued out (1/12 fights you roll a 2 or 3). You end at 25 prot (29-7+3). Meanwhile an opposing heavy infantry with a mere 16 damage highrolls a 12 (not that big a highroll with exploding DRN - it's exactly 1/6 for 12 or higher).
Layered onto that - if a bunch of units are attacking (say full surround of 8X3 = 24) - you're going to average about 4 armor defeating hits per round, and .667 hits per round rolling over 12. That can easily overcome any regeneration a unit might have - since there will be occasions where you suffer 2 hits in a round (or worse). If we say a unit is not fatigued, this drops to .11 per round (armor defeating and 12+), which is much more manageable from a regeneration perspective (let alone the extra attacks that miss due to the lower defense penalties).
I apologize if the below math is bad - statistics is not my forte and I used chatGPT to help
A second example - Prot Tanking 28 damage Giants at 32 prot
The lesson here is to not prot tank giants
The whole point of a thug is it is supposed to be efficient. If you're investing 50 gems, that could otherwise be put towards a global, or battlefield spells, or sitesearching remotes (etc), there are often diminishing returns unless you're making a super-combatant. Worse - if you overinvest - you create a giant neon target over the thug that screams 'loot pinata' - both increasing the risk of losing it - and rewarding your opponent for killing it.
Essentially - if you have a unit that's only going to clear PD, how many gems is that 'really' worth as opposed to just recruiting a few more troops. If you are losing 15-20 gem thugs here and there, it will not take much time before the losses become crushing (especially earlygame).
As an extension of Trap 2 - if you put a bunch of gems into a unit that can only really kill PD or unprepared forces - you generally don't want to be too aggressive as the cost of losing it is significant. Although there can be value in being aggressive and unpredictable with thugs - the gem cost of losing them is significant. The more forward positioned they are, generally the more vulnerable they are to counterthugs and opposing player tricks.
Thugs lack the siege power to knock down fort walls and generally can't 'hold' lands from players retaking them - particularly those next to a fort/palisades. Sending millions of thugs everywhere may be cool, but ultimately if you can't take forts, it's going to be a problem, and they're going to get chipped away at by counter-parties. Worse, thugs tend to be mages, so your research is falling behind when doing all this. Worse still - thugs tend to be really irritating, so if you raid someone to hell and don't finish them off, you may be in for a long and costly war. Thugs work best when doing a decisive raid right before a big army fight so they can get back to researching or join up with the main army, or when chipping at otherwise undefendable border provinces. Plinking all over the place without a clear purpose tends to be a mistake.
Ultimately, thugs (particularly light thugs and raiding thugs), are generally not a players main army - and it's important to be able to win the army fights as well as raid your opponent. Otherwise, ultimately the land thugs claim will likely be reclaimed, and when the inevitable army fight comes, there's a risk that a player over-relaint on thugs isn't ready for the big battle that may require troops and different (non-thug) magic as well. This becomes more apparent when you consider as well all the turns the thug 'isn't' researching and all the turns spent making gear for them.
Of course, there are thug lines that convert well into stackfight lines, but the basic point remains - you need to be able to win the big fight at some point as well. It's often a mistake to place all of ones eggs in the thug basket.
Heavy thugs and Supercombatants can be an exception to this general rule as they can wipe out stacks and bring a quick end to a war. However if they fail or are killed - it can also be crippling. Generally - players with no other threats to deal with can muster up some sort of response to a heavy thug or supercombatant (even if via trade) so they're still best used in conjunction with other tools.
This is one of the core concepts of building a thug - since the DRN system tends to mean any 'one' stat even if stacked really high is unlikely to negate all attacks. The Defensive Onion is the layering of defenses to exponential effect. Essentially - defensive layers have an exponential not a liner effect.
So the basic idea is you want to layer defenses. Lets take a simple example. We have a G2 mage. We give it some heavy armor (hard to hit), some reinvigoration on the bless (doesn't fatigue out), some defense on the bless (hard to hit), it casts shroud of bewilderment (hard to hit), and a fluffer casts Body Ethereal (hard to hit). Lets say each of these layers blocks 3/4 attacks. Well at that rate - only 1/256 attacks is getting through. And that's just 4 layers. Add on mirror images and some regen, and this thug becomes very hard to kill through ordinary means.
The way the DRN system works - it tends to be best to layer 'different' defenses or checks than just to force one. So high defense + high prot tends to be better than pushing the prot that little bit further.
Finally - due to armor defeating hits - prot is arguably the weakest part of the onion. Because it's so easy to buff however, it's typically the one that gets the most focus.
Some Combos (Many thanks to Soron)
Some Important Onion Layer Spells earlygame
Some less core but still valuable spells
https://illwiki.com/dom5/dom6/protection
These hits ignore 25% of prot in addition to only procing on low prot rolls. They tend to do a lot of damage and misunderstanding this mechanic is one of the most frequent causes of thug death. When the defender rolls their prot roll against the attackers damage roll (2d6 exploding) if they roll a 2 – (1/36) it’s an armor defeating hit. If their fatigue is 50-99 this is 2-3 (1/12) and if immobilized (entangled or fatigue > 100) it is 2-3-4 (1/6). Then damage type modifiers (like slashing are added) – which can often stack on the damage after the armor has been reduced.
For example – a 24 Prot unit is hit by a 16 damage armor defeating slashing hit. You roll say a 3, and they roll an 8 (fairly standard). So 24 Prot – 6 = 18 prot total. And the hit deals 24 (so 6 damage) plus slashing modifier – 7 damage total.
In a thugging situation you will receive many hits. The difference between 1/36 armor defeating and 1/6 is significant.
https://illwiki.com/dom5/dom6/fatigue
Because of the effect of armor defeating hits and to a lesser extent – the lower DEF rolls of fatigued units – fatigue management is the easiest to mess up aspect of a thug. In short – the relevant aspects are
There are usually two aspects to a thug’s life cycle. The buff cycle – where it may accumulate fatigue (if it’s a mage), and the aftermath, where it tries to stay fatigue neutral or positive. Ordinarily – it is best for a thug to enter combat at low fatigue, to avoid armor defeating hits. Most thugs are fatigue neutral or positive – that is to say they don’t accumulate fatigue when they start fighting. Occasionally, they can be built to fatigue out – generally into low damage units with very high prot or in shorter fights where the battle is expected to be won before fatigue accumulates
When using a thug or supercombatant, there tends to be some element of risk. If the opponent deploys enough mages, counterthugs or troops the unit will die. Since quite a few gems are invested in these (especially heavy thugs and supercombatants), it's important to evaluate which tiles to attack. For the purposes of this section - we will assume you know the PD type in the province (and if you don't - that can be another layer of risk).
Light thugs will tend to always have some level of risk to a PD dump of any PD type. Some are more resistant to this than others.
Edge of Territory Provinces: These tend to be the safest things for a thug to hit. Often, they're outside the range of receiving reinforcements in a single turn. As such, the attacker can be less worried about counterthugs and the like. Having scouts when raiding these is very valuable, as it lets the attacker confirm there are no reinforcements in range before deploying the thug.
The second advantage of these is unpredictability. If there's a border 3 long, it's not always obvious if a thug will attack, or where it will attack, especially if the attacker moves 2 tiles in one turn. The ability to send a thug from a fort 2 tiles away can be very powerful, and conversely, just the threat of it can be very restricting.
Tiles Adjacent to a Fort These tiles are considerably riskier to attack, as the attacker can be confident that the defender has mages (and troops) inside the fort. Of course, taking these tiles is often important staging for a war, but they carry higher risks. The other, less obvious risk, is the deeper into enemy land one goes, the less paths of retreat remain. Often this means a thug's movements can be relatively predictable.
The other problem with raiding these is they're trivial to retake. Any gold gains are likely temporary since the tile will predictably flip the next turn. Unless clearing a path (for a 2 mapmove) for a larger force, there isn't a lot of value raiding these tiles, but there is a lot of risk.
Forts and Capitals Interestingly - players often forget to patrol these early (since the mages are on research), but once pinged they're unlikely to forget again. These are hard targets, and often the goal of hitting one isn't to keep the tile, it's to constrain an opposing players movement for 1 turn when they break siege. If you can pull this off, it can allow other units to move into the cap circle with impunity or parts of the land to be 'cut off' from the main capital force for an extra turn. Since a non-stealthing unit attacking a capital will be predictable (which in turn will tend to getting caught and the thug dying), these lines tend to require Stealth or Magic Phase thugs.
When attacking these - there will always be the risk of both a mage/counterthug patrol (and immediate kill on the thug), and of large volumes of PD killing the thug/SC (dependent on how heavy it is). Although it can be rewarding (largely due to constraining opposing player moves for a turn when you move off), this tends to require quite a lot of setup - it's not especially effective to just siege for a turn and move off with no followup from other forces.
Catching Small, Targeted Forces Heavy Thugs and Supercombatants tend to shine in low-risk scenarios where they can wipe out a important (but ultimately small) force. The small force is unlikely to have answers to have answers to the thug, and the thug is able to accrue value at a respectable pace with relatively low risk. As a rule of thumb, this isn't going to be a main army, but splinter forces, reinforcement, small blocks of troops for raiding and the like.
Catching Large Forces This is mostly reserved for supercombatants and the heaviest of thugs. This tends to be high risk high reward (albeit some supercombatants are tailor made for this), but losing is generally catastrophic since you also lose all the gear your unit has. Furthermore - a skilled player moving a large force around a second nation (who has access to supercombatants) will plan for it. So for example - if you take a Musphelheim Wight Titan 20% Regen Larger Bless (dormant), it's going to be fairly obvious what you're doing and players will plan around it (that doesn't necessarily mean they can stop it - but one can fully expect them to pull out the Bag o Tricks.
Three features that define a lot of thug-related play are
The former two are reliable ways of reducing the gem cost of items. Although they reduce an item by a 'fixed' amount - the discount to gem-cost ration get better with low gem items. Let's take an extreme example to demonstrate this. A 20 gem item with a 4 gem discount is 16 gems - or a 20% discount. A 5 gem item with a 4 gem discount is 1 gem, or an 80% discount. Before discounts (and for the moment ignoring mage turns), you could make 4 items at 5 gems to one at 20. After discounts, it becomes 16/1.
The dwarvern hammer costs 15 gems. It essentially 'gains' 2 gems per turn by not spending them on items. These gems can vary in color - if you suddenly make Air items, the hammers preserve A gems, if E items, E gems, etc. It pays for itself after 7.5 turns, at which point simply having one essentially generates 2 gems per turn. Now players can overvalue these a little, not forging before having a full hammer economy - but they are generally very good value engines as the game goes on. It is (one) of the reasons why a lot of the best light thugging items are at 5 gems - the discount given by the hammer makes the thugs very cheap.
Generally - 5 gem items are sufficiently good that getting lots of them cheaply is valuable. The best of these is the Greatsword of Sharpness. With a hammer, these cost 3 gems, and can make a unit incredibly high damage and give it ARP (with a goodly bonus to atk and def). Obviously - the 2 gems saved don't care if they're saved on a 10 gem item, or a 5 gem item, but practically, the former will use up a players gems quite quickly when the latter will be much closer to a players gem income (-3 per turn per item as opposed to -8 per turn per item). Also - if spending 'all' the gems and mage turns don't matter, 3 items at 5 gems is generally going to be significantly better than 1 10 gem item. In terms of increasing unit DPS - the Greatsword of Sharpness outperforms a lot of the more expensive options in the general case.
This is one of the most overlooked things in thug building. Holding a gem or two can completely reshape a thug. Whether it be a N1 mage casting Personal Regeneration, or an E1 mage casting Summon Earthpower to gain E2 access, lower the fatigue of future E spells AND gain reinvigoration, a G1 mage casting Shroud of Bewilderment or an A1 mage casting Personal Mistform, a lot of lines get considerably better with a single gem used. There are thug builds that are only viable when carrying a gem.
Generally however since gems are expensive, this is reserved for multiplicative spells like the above - which add additional layers of defense. It's generally a little wasteful to spend a gem on an additive bonus. Some lines can have scouts trail behind thugs slowly feeding them gems as required for this purpose.
Thugs with stealth are considerably more survivable than ones without. Similarly - if a unit like a scout can carry a stealth item (Con5 G3 and Con7 G2), it can swap it onto a thug so it can stealth away after an attack.
On a similar note, thugs with magic phase attacks can pick their targets very cleanly, and can also be hard to pin down. Magic phasing in then stealthing away can be very hard to predict and deal with.
TODO - ideally get someone else to write this because god knows I can't manage self-routing on my thugs
Add mechanics here
Add example here (Orains)
Add self deprecating joke here
https://illwiki.com/dom5/dom6/protection
These hits ignore 25% of prot in addition to only procing on low prot rolls. They tend to do a lot of damage and misunderstanding this mechanic is one of the most frequent causes of thug death. When the defender rolls their prot roll against the attackers damage roll (2d6 exploding) if they roll a 2 – (1/36) it’s an armor defeating hit. If their fatigue is 50-99 this is 2-3 (1/12) and if immobilized (entangled or fatigue > 100) it is 2-3-4 (1/6). Then damage type modifiers (like slashing are added) – which can often stack on the damage after the armor has been reduced. For example – a 24 Prot unit is hit by a 16 damage armor defeating slashing hit. You roll say a 3, and they roll an 8 (fairly standard). So 24 Prot – 6 = 18 prot total. And the hit deals 24 (so 6 damage) plus slashing modifier – 7 damage total. In a thugging situation you will receive many hits. The difference between 1/36 armor defeating and 1/6 is significant.
Every now and then a hit will get through. Most thugs need some way to regenerate damage once hit. Since a thug will absorb lots of attacks, there will be lots of chances for a highroll. Generally – a few will occur so a thug needs a plan for this
A thug needs a way to kill things. This is rarely a complicated problem but it is potentially forgettable so I’ll mention it here. Most thugs want some form of light AOE attack.
The two (arguably 3) big spells for lategame thugs are Soul Vortex (fatigue, hp regen and damage), Phoenix Pyre (Not Dying), and Invulnerability (less important but you reach it en-route to the above two). In the late game - there is an increasing volume of mage thugs (Vampires - Phoenix Pyre Golems, Teleporting Giants). These are sort of the core spells that hold those engines together.
D3 (or D2 with gems) is arguably the only 'needed' aspect. Soul vortex in particular enables a great deal of thugging options as it solves for most of a thugs problems with fatigue management / HP regen and damage. These D2 or D3 mages tend to be able to take out large volumes of PD (20+) ungeared or with very light gear (armor only).
It is preferable to have a means of magic phase movement on a mage thug so you can drop them on the requisite tile then retreat.
There is a subcategory of mage thugs that don't use the specific spells. These tend to be either capstone mages (Ubar's Sultan comes to mind) or lategame summons (E.G. Caelum's diversity summons).
The exact formulae for protection calculation are linked above. However a quick and dirty formula is find the larger number of the two - then divide the smaller one by two and add it. For final values under 30 you can add 1.
Alternatively - you can use the actual maths (in the linked articles), or the protection table (second linked article) to calculate it exactly.
Invulnerability works similarly to natural protection. If it is higher that natural protection and the unit is hit by Non-Magic weapons it will apply. It does not stack with natural protection, and it does nothing if natural protection is higher or if hit by magic weapons. Two quick examples
A lich with barkskin (10 natural protection 25 Invulnerability, and say with blacksteel plate (17 armor) is hit by
A Berserk Myrmecoleon with a hardskin and Invulnerability bless (for now ignore the fact this is a bad bless and lean into the example). Natural Protection is 18 +3 (E over 3), +5(berserk) + 5(hardskin) = 31 and invulnerability is 10
https://illwiki.com/dom5/dom6/encumbrance In combat there are 2 main sources of encumbrance
The way melee fatigue per turn is calculated is you add your encumbrance to fatigue when
Spellcasting Encumbrance
Dominions 6 introduced a 'wading' mechanic for large units. The technical aspects are these
The main benefits are as follows
Any army thug that can be buffed or fluffed with flight can set up attack rear scripts after turn 5. This is very handy (especially with slow casting spells), as the thug can arrive at the backline after an opponent is off script, and after all hold/attack units have already moved several tikes. There's not a huge number of these, but when it comes up, it tends to be very good (sniping the entire enemy mage line) so it's worth remembering.
If you fear a thug or supercombatant drop, you can always script an army full of mages to retreat. It's not always an obvious option - but if you're moving in your own lands - this can minimize damage
Different thugs do well into different PD. More specifically - prot thugs get really unhappy when thrown at Lizardmen or Barbarians and die quickly.
As a rule of thumb - tribe and underground provinces are good targets for thugs since the PD is weak - and the defender because of that is unlikely to invest heavily.
Of course - tracking PD types is laborious. If you're going maximum effort however - you can track the PD type of border provinces before neighbors conquer them so you can later allocate thugs (or not allocate thugs) to take those squares. Meanwhile - if you're going to PD dump against thugs - it's best that be on a tile that has good independents (such as barbs/lizards/bone tribe/heavycav.
A counter thug is essentially a very cheap variation of a thug - that is designed to kill other thugs. Typically - a counter-thug costs a fraction of what a regular thug costs - with most of its cost tied up in its weapon.
Counterthugs tend to be defined by their weapons. Ordinarily they need some trait that allows them to kill a thug easily. Since they aren't designed for sustained combat - they generally don't need to worry about things like staying fatigue neutral or HP regen.
When using counterthugs - you often want a scout or similar unit present to help loot any spoils. If the enemy has a GSS of their own for example and you bring 2 GSS counterthugs, well they already have weapons so they can't loot the 3rd GSS. But a scout could. Generally since counterthugs rarely have much gear beyond a weapon, this is to take weapons.
Many thanks to Memoria
An army thug is essentially a thug that rather than doing things solo - sits in an army. Broadly - the goal of these tends to be one of three -
At late research, soul vortex and invulnerability almost automatically make any death mage an army thug. Earlier, players need to be a bit more creative.
Units designed to hold off large blobs of troops tend to be built similarly to ordinary thugs - albeit with a focus on survivability. They tend to accept every buff the player army can give them, then misbehave with the enemy troop line (sometimes with magic like shockwave, sometimes by just sitting in a blob and occupying it).
Units designed to snipe elites tend to be build closer to counterthugs, with a focus on their weapons. Now because these are embedded in an army, they're often built a little more expensively as players can stack their armies buffs on them and really boost up the defensive onion. But at core, these units are focused around their weapon and target. Flying or Gift of flight can be very helpful on these for finding targets
Super-DPS inline units are just what they sound like. In a line of low to mid DPS units, having a few GSS thugs can suddenly make that line extremely dangerous and hard to deal with. There are quite a few ways to build these, but since it tends to be part of a troop line, the tendency is to make them fairly barebones and weapon focused. Having a unit inline stops it being surrounded and makes it considerably more survivable.
Army thugs tend to be minimalist and dedicated to a single purpose - generally more offensive in nature than a general purpose thug. An oversimplification - they can often be seen as a 'walking Greatsword of Sharpness' that improves army DPS.
Wading is significant on these for a few reasons (+3 size points). Firstly and foremostly it allows them to start the battle with the mage core, soak buffs, then waddle into combat through the line. Secondly, it guarantees they make it into combat and don't get stuck behind the line (and have units to their side so they don't get surrounded). Thirdly (and for me most importantly) it's forgiving, if you err in your positioning, wading means you'll still probably be fine. Dominions is complex, and forgiving mechanics tend to overperform.
A chaff raider is one that operates by essentially spamming chaff units. This can be done either via a spell (like horde of skeletons), or through a couple of specific items
Strictly speaking - these aren't thugs but they fill a similar niche. Typically these items are placed on high utility chassis, such as a scout (for stealth raiding) or some sort of bird (for long map moves). These units can raid small amounts of PD, particularly when two or three are sent at once.
They provide a source of stealth raiding for nations that would otherwise be lacking. It's not dramatic, but these are sufficiently useful to be worth a mention. Both items come online at Const5, and the best spells for this come on at research 5 (Evocation for Glamor (gemmed), Ench for Death).
These can also serve as solid counterthugs. Essentially there can be more chaff than the thug can deal with - ultimately overwhelming it (assuming it's not a fire shield thug). The mirror dealing false damage is particularly potent here as it helps deal with regeneration thugs
Returning triggers at the 'end' of the attack cycle for 1 weapon. This means a weapon that hits twice will get both hits in before returning triggers. Now this doesn't stack with buffs like quickness - so you get the number of attacks on the weapon.
There are a few weapons that take advantage of this. Sword of Swiftness hits twice, Gloves of the Gladiator hits 4 times!! and Wave Breaker hits 3 times. All 3 are good options for dealing with a returning thug using items - especially if on a good chassis and carefully buffed.
Any magic to deal with a returning thug has to kill it in one hit. If your opponent has Astral Paths (they shouldn't unless they're a demilich because of this) - Magic Duel is the best answer.
Otherwise, a few specfic spells can punch through a high HP returning chassis. Ironically these aren't great answers to a demilich as it keeps coming back.
Firstly - not all magic will work all the time. Due to the wide variety of thugs that can be built - and the large number of spells - this list will invariably be missing effective spells and answers. Nevertheless, this should serve as a reasonable starting point.
In descending order of relevance
Some Incarnate Thug Examples
MA Eriu - Medium to Heavy Thug (Gearless) 1-2 Gems - Sidhe Lord - Ench3 Alt1 - Bless = Awe/Fire Shield/Blood Surge -
This works because of the layering of defenses. The Sidhe lord has a high defense score to begin with. Then it casts Shroud of Displacement, giving it a MR layer. Then it has an Awe Layer. So two layers negate attacks entirely and 'preserve' the defense score. Then it casts regeneration on itself, and has a slight HP layer. And finally, the few attacks that do get through both usually bounce off fire shield (killing the unit), and get killed by the units boosted stats with blood surge.
Essentially - the idea behind such a thug is an awake researcher lets these solo-expand early - then convert into solo-thugging tiles belonging to another player gearless. Awe and Fire shield are compensating for the lack of gear.
MA Pyrene Emerald Count Light Thug (Gearless), No Research - Bless = Invulnerability, Fire Shield, Fateweaving
This layers invulnerability onto an already high prot score and decent HP to make a very hard to kill unit. It then layers the fireshield/fateweaving combo as a kill mechanism. Effective against small amounts of PD. As seen by Arco in the Lucid Tournament Finals 2026
EA Yomi ARCOBLESS Dai Oni
Muspel Jarl SC - move to muspel section
Unholy + Bow Thug - EA Panagea (Thanks Demonsthenes)
Quite a lot of pretender builds take an imprisoned rainbow bless - which invariably has some inflection points. Thugs can be anywhere from lightly affected by these blesses - to new strategies being enabled. The bless itself can be anywhere from one tailored to the troops - with benefits to the thug incidental - to one quite focused on thugging and supercombatants.
As an aside - the entire bless can be tailored around the thug or supercombatant chassis. For example, a bless with 5 reinvigoration and blood surge (amongst other things) isn't going to help a troop line much - but may make a host of thugs fatigue positive. Often however with these 'pure thug' blesses - there is a real question to whether an incarnate would be better.
These builds usually have somewhere between about 19 and 33BP - although they can theoretically go a little higher (obviously there's a big gap between 19 and 33). There are really 3 approaches, a tailored bless, a bless that pushes a single stat (with maybe some ancillary bonuses), and a catchall bless - which typically has some stats, some resists, and often some trait giving more HP. The catchalls tend to be very popular.
33 is 6 dominion on Grey Ones with every path at +4 (-4 scales). Beyond this - it's one BP/Scale so it's heavily diminishing returns (frankly - there are considerable diminishing returns on the move to 4 in a path as opposed to 3 in terms of point cost - so between 22/24 and 33 (22 on a non-grey one chassis).
It's easy to go overboard on these blesses. It's all well and good to have the best sacreds or thugs in the lobby - but ultimately scales mean gold, and gold means more stuff, more scaling and more thugs. Particularly when each BP costs 32 design points or even 40 design points, there's a real question to how much value that little extra kick to the thug is generating, as opposed to the scaling/gold.
A general rainbow of stats generally will not substantially increase a thug's survivability. Thugs typically rely on specific stats for survival - and often the others will be wasteful. For example - a fire shield thug has little need for attack (unless doing some fancy tricks with repel). So as a rule of thumb, thug blesses tend to lean into a limited number of stats - be it attack (on a repel bless), defence (on an elf bless) or reinvigoration (for fatigue neutrality).
Finally it is worth mentioning the popular 'no weaknesses' bless - that takes all the resists, a bunch of HP, and some stats. These tend to underperform. Although the thugs (and sacreds) will be annoying to deal with throughout the game, for the price of a weakness or two one can usually get quite a lot of scales - or lean into a strength (such as improving the reinvigoration, or giving one resist 10 to make certain enemies suffer). There is division of opinion here, and some very strong players swear by the 'full range' style of blesses, so take my opinion with a grain of salt.
Anti-Troop
Heavy Thug Friendly
General
5 Gems Gear Centauride Hierophantide Thug
This thug stacks defense to the sky. The basic idea is that the basic thug starts with 15 def, and you can relatively easily get +8 to +9 from the bless, +2 if using quicken self and another +2 to +6 from items. At 27-32 def, (although fatiguing out is still a problem), unless immobilized or shot with arrows, nothing is going to be able to hit that in a line formation - including most opposing thugs. Variants like this can lightly raid but really shine when embedded in armies since not being surrounded means they're incredibly hard to hit. All 3 variants have at least one damaging weapon.
0 Gem gear light raider thug
The Jann Emir has everything a thug might need - good paths, a decent chassis, great stats, stealth. It just has massive fatigue issues with encumbrance 6. This can easily be fixed through either careful scripting (ew), or a forgiving bless with +5 reinvigoration + Blood Surge (for 6 total). These lines do benefit significantly from some gear (e.g. a 2H weapon like a GSS removes 2 fatigue per spell cast), but the basic build works gearless.
The spells they cast change quite significantly based on the point in the game, but the main ones of note are Bless, Flying Shield, Summon Earthpower, Shroud of Bewilderment, Fire Shield and Mistform. They can always use tougher armor and reinvigoration gear. Notably - it's easy to go overboard. The best thing about this chassis is the number of defensive layers before items are added, the worst thing being the fatigue. Adding a million items is nice, but unless its fatigue positive, this chassis will struggle to heavy thug.
Do up a clean build AFTER fatigue section is done. Use a comparable bad build as an example (fatigue out)
Code for python to calculate damage (had to be done in a word doc so it has to be copy pasted to python annoyingly)
calculate_damage_defense_not_included.docx
— TODO
LATE IN THE PIECE
–
LA Agartha 5 gem Blindlord army thug
Popularized by Zan - the idea broadly was a GSS Blindlord commander in a line of regular blindfighters could add some much needed DPS to an otherwise very tanky, but prone to fatiguing out line. It also gives a small, cleanly defined, easy to buff 'ball' of troops.
MA Jotunheim - Cheap Giant Army Thug / Counter-Thug - 10-15B
This works because its incredibly cheap. It only uses blood slaves, hits hard, and is on a non-mage sacred commander so can accept a bless. Weapons can be interchanged, but flesh eater is a natural fit - since this line doesn't use any gems nor many slaves
5 Gems Gear Vanherse Thug (requires E access)
This works because the thug chassis is already hard to hit/kill, and given a Greatsword of Sharpness can cut down highly armored enemy thugs. Luck is extremely good here - essentially layering with defense to make the counterthug very hard to kill, when the GSS does the killing work. Since this is a counterthug, a lot of buffs that would otherwise be good (e.g. Shroud of Displacement) are a bit redundant here, and we want to keep the script short and punchy
As an aside, with a longer script - this unit could be used as an army thug, and with enough def on the bless, potentially a very light raider (light thug). Greatsword of Sharpness on rainbow blessed elf cavalry thugs is a classic for a reason, it's versatile, powerful, and gives the elves a much needed way to punch through armor.
10-20 Gem AN bow Counterthug on any chassis
The power of this counterthug line is its simplicity. It fires an AN bolt round 1 that's going to kill a great deal of targets. If you have 2, that's 2 AN bolts. Combine that with a decent chassis (there's a lot around), and you have a solid earlygame counterthug. You can use Horse independents for mapmove, scouts for stealth or just ordinary commanders for convenience.
Note this really only works against low HP targets. The unit holding the piercer will likely die if the target ever makes it pass the buff script.
Since the unit never goes into melee, this can serve quite nicely in an anti army-thug situation if your opponents thugs are on a predictable chassis (e.g. horses). It IS a bit of a surprise tactic though - since a player (with air access) will start buffing air shield once they know these are flying around.
MA Jotunheim - Cheap Giant Army Thug / Counter-Thug - 10-15B
This works because its incredibly cheap. It only uses blood slaves, hits hard, and is on a non-mage sacred commander so can accept a bless. Weapons can be interchanged, but flesh eater is a natural fit - since this line doesn't use any gems nor many slaves
Ulm Barebones Black Lord Army Thug (1 Gem with hammers!!)
This is a barebones, no nonsense army thug (or counterthug). Other nations can do similar things, or use indie heavy cavalry, but it works best on ulm due to their multiple earth gem discounts to forging - so this can cost as little as 1 gem and provides quite a lot of killing power on an armored chassis.
They get stronger when fluffed with low level earth spells (Temper Armor, Strength of Giants) and body ethereal (a classic). Obviously - they can be buffed more, but 1 weapon (typically GSS as it tends to outperform the alternatives), light buffing is the core (they can work without the buffing but it's a bit of a gimmie). Given ulm can easily buff Temper Armors Bracers of Protection are also a consideration for 1 gem at con3, as the extra 6 armor (once armors is cast) is non-trivial for survivability
Vampire Lord Light Thug - 96 Blood Slaves (0-10 gems)
The reason this thug is good is it's immortal (so your advantage rarely shrinks unless it gets seduced or the like), spammable at blood 8, and a flying stealthy thug that can raid distant provinces. Essentially - because its raids are 'free' due to immortality, it's all upside with very low risk - just a high initial investment.
This flies, is immortal (so is low committment), has stealth and can raid moderate amounts of PD solo even ungeared due to 25 invuln. Works well ungeared and with a single piece of armor. Also it can swap to horde of skeleton spam or melee variants on a dime which can cause counterthugs fits. Being immortal and flying means this unit can take otherwise risky lines. Boots and armor can be brought in to raid deeper and increase survivability for relatively few gems. A very powerful unit - but it's deep in research at blood 8. In dominions 5 it was exceptional at blood 7, now it competes with Three Red Seconds, so it's still good but lost some utility (the alternatives are stronger)
Also notable - this can be magic phased with Hell Ride
5 Gem Hammer of the Mountains Cyno/Caveman
This is an incredibly barebones counterthug. It is designed to deal with small units with the AOE stun - essentially stunlocking them until they die. It is effective against low str targets and defense stackers. This won in the arena against an objectively stronger unit through stunlocking it in Lucids Tournament Finals 2026.
Broadly - prot supercombatants tend to be vulnerable to construction items that give AN or ARP. Items like Greatsword of Sharpness early and Gate Cleaver later will rapidly kill a unit through any amount of protection. Otherwise - 1 hit kill spells like soul slay, curse and affliction chipping are generally effective. Finally if its a pretender relying on invulnerability like a Dracolich, magic weapons will kill it quickly.
Web and Earth Meld tend to be the best answers at early research, albeit plain damage spells tend to do alright. The big 'strength' of these units is they do very well into a blob of ungeared troops. The solutions essentially all involve gems and magic (albeit in practice they're often tricky to counterthug).
Curse chipping, AN/ARP weapons (to some extent), some specialized gear (like Star of Heroes) are all solid in the earlier phases of the game, Axe of Hate, Gate Cleaver are decent later on, and generally there'll always be some tricky way to counter it for less investment. Often something like skelespam to bog it down, and spamming some 1-hit kill spell is effective (even at 1% success it'll hit eventually). Without using const items, the more extreme variants of these can be hard to answer. Generally however - a small coterie of mages casting relevant spells will go a long way - as opposed to just more troops (be it chaff spam, curse, a one hit spell etc).
It should be mentioned the above answers are often finnicky at the best of times. But the reason for that is an overgeared supercombatant represents a huge committment, be it in bless, gear or otherwise. It should require a large commitment to counter - and there are often phases of the game where supercombatants are 'functionally' very hard to kill - especially without item trading. However if one of these costs say '100' gems to make - does your large counter-committment 'actually' represent 100 gems + a hellbless of value? Oftentimes the answer to that is no. In any event - in a game where a player has a 'supercombatant bless', players should at least be aware when picking research priorities to try to have at least one answer. As always - diplomacy (and item trading) is the best answer.
There are a few dedicated items for dealing with these. Flambeau is surprisingly good (albeit gem expensive) since it also provides an AOE that can clear any chaff. Holy Scourge is a cheaper but still passable option that requires less paths and is serviceable on a countethug.
The Ravenous Swarm is quite effective as a spell since it only targets undead. It's especially good in army fights where there are a few wights in someone's army, since it will only target them (assuming no other undead).
Otherwise - general anti-thug tricks work. These smaller wights tend not to be too hard to deal with - but have high mapmove and can be kitted out in a variety of ways - so their unpredictability and speed makes the real threat. The real 'trick' is to predict where they're going if they're solo raiding tiles, and perhaps have an item or two 'prebuilt' to shuffle onto a counterthug.
It's worth mentioning these can be kitted very lightly - or very heavily, based on both the user and paths. A counterthug may work well against a lightly geared wight mage, but one with a load of paths, gear and high research may be harder to deal with.
Mid-Lategame - Fire Death wights specifically can pose real problems due to Phoenix Pyre + Soul Vortex. The solution typically is to either kill it really fast, use Axe of Hate to kick its fatigue up so Pyre turns off, or use some fancy magic trick. The pyre vortex variants though really serve as light supercombatants so watch out!
So the Demilich is a monster lategame. The combination of immortality, Teleport, Innate Caster and the option to either heavy thug or cast a battlefield wipe is gamechanging. How can one deal with it? It should be noted that most answers are temporary at best (it's that powerful lategame), but below are some options
This is an inanimate pretender with innate caster, lots of prot, lots of resists, and air paths so it can teleport. Earlygame, a lot of nations simply can't answer this or require extremely dedicated answers. The bronze colossus - albeit boring - has a bad habit of winning games due to wiping out stacks with ease, and being a magic phase monster
In theory it's a little vulnerable to thugs - GSS lines, Smasher's etc. In practice, it often moves via magic phase, can always embed in an army after a teleport, and usually has a sufficient kill mechanism that a few thugs won't cut it without some serious gear.
Normally, this unit will cast shockwave on spam for damage - albeit iron fists also works on hard targets. Finding the goldilocks balance of gear can be tricky - but this unit generally likes a lot of buffs. Just because it's a one man army doesn't stop you from fluffing Body Ethereal or some other multiplicative spell.
One core thing to remember - even though it has innate caster and is inanimate (low fatigue), if you give it too much encumbrance and a lengthy buff script - the fatigue can be non-trivial. Since any non armor-defeating hits are likely to do nothing - this is a real consideration.
Demilich V1 - Battlefield Spells - 0-10 gems of gear, 3 gems to teleport, 1-2 D gems
This works because the demilich is immortal, and can use innate caster to bonk an entire army at the start of combat with some crippling battlefield wide spell. The basic idea is it teleports in, kills everything or mames everything (e.g. with disease), and either wins (fine), or dies and respawns, ready to do it all next turn, and the next turn etc. It wears Magic Penetration gear to increase the kill potential
Because the Demilich can do this time and time again, it rapidly can wear down any force not inside a fort, killing large volumes of mages and troops. It can singlehandedly make it difficult to move stacks around in the mid-lategame. Since few answers deal with it permanently (and if an opponent has answers, the user presumably takes precautions), this can be between nuisance every turn from the moment it comes online, to a game-ending stack wiping monster. This makes it the single most feared lategame pretender chassis in Dominions6
Such a build benefits from Blood4 due to the bonus 10HP, needs S3 (teleport), and at least D6 (Bone grinding). The rest of the pathing on the pretender can vary significantly based on player preference - albeit A1 is popular for Wind of Death
V2 - Phoenix Pyre Variant - 4 Gems (No Items)
This is essentially the anti-PD variant. It's an ungeared or reinvig geared variant that just keeps respawning and killing things with magic. Technically you can put the two builds together, but they have quite different functions and will often want different spells (It's not bad on wind of death to keep the spell up for longer). Of minor note - if the tile doesn't have a lab, the demilich can get 'stuck' for a turn where it has to build a lab to teleport again.
Why The Early to Early-MidGame Innate Caster Giant Rock Pretender Supercombatant Works
At this phase of the game a big, inanimate, teleporting rock can be very hard to deal with. Layer on a few defensive buffs, and you have a super-combatant that can't move (ergo can't retreat) - so if it survives the combat - will rout the enemy. Of course, these big inanimate units tend to have a bunch of HP and can also just kill entire armies. However given the value of ones pretender - the safest use for these is picking off fringe parties, since dropping on someone's main army can be risky (with magic, and forged items and all). Nevertheless - it can drop on armies.
A popular meme strategy is getting some form of rock pretender awake and teleporting onto someones capital. It has its risks and problems, but if you can pull it off, it can obviously be crippling in a first war situation. Of course, this also leaves you on an awake researcher line with 'at best' an out of commission pretender for other players (or a big honking trade partner for a third party with E forging) - killing your pretender - leaving both players crippled and likely in a hellwar - in a position for said third player to swoop in). And if the monodrop fails for some reason, that's a very good way to knock one's self out of the game. As such - monodrop buids tend to be a bit of a meme
Typically this type of supercombatant has a few glaring weaknesses.
Build 1 Mid Research Rock + Battlefield Wipe
These are often empowered. There's no requirement to start with the paths for the battlefield wipe.
This works because it combines 3 things. A big, hard to kill chassis, innate caster for quick casting, and a spell that kills everything. There are variants of this, some for cap defence (like god block and sphinx), others that can teleport (like monument), but the basic concept is the same.
Build 2 Late game Idol of Sorcery Soul Drain SC
There's a few variants of this - but broadly - this uses an inanimate chassis, some battlefield wipe spell, and optionally something like Phoenix Pyre to keep the pretender alive (albeit usually they're pretty hard to kill and enemy units die fast). Innate caster making sure spells go off turn 1 is significant and The lategame battlefield wipes at research 7-8 (Winds of Death, Fire Storm, Soul Drain) are a notch better than the clouds and foul vapors at 6 (albeit vapors is very good). Essentially - with pyre access and better battlefield wipes, these become noticably more effective (and work with a more common spread of paths)
Note there isn't an idol of sorcery img on the wiki so we're using a monolith for now
Unempowered Lategame Idol of Sorcery
MA Xibalba - I can't believe it's not a vampire lord (Invuln Vortex Thugs)
Camazots (D2) Cheap Backline Raider/Army Thug 2-3 gems + 5-10 gems of gear
The basic idea of this thug is it's cheap (it carries 2 gems to cast invuln and vortex), flies (so it can attack rear), and has D2 for invuln/vortex. It also attacks at 0 fatigue due to Reinvigoration. It jumps in the backline after r5 and wreaks havok on mage lines. It can also be equipped with a weapon like a Greatsword of Sharpness or Flesh Eater to increase its DPS. With 1 piece of armor, this unit has low 30's prot as well as soul vortex to stay alive. There are other shennanigans (in tham Xibalba can self-buff luck), but it's essentially a much earlier (and non-immortal) vampire lord thug. It's a bit light on stats for heavy thugging or supercombatanting. Notably, you can use more than one of these at once - and the same lines work on the twiceborned chassis.
They also can swap between skelespam lines and the above, so countering them can be complex due to the different attack vectors. Stealth and flying also do a lot for hitting annoying tiles.
Finally (and hilariously), Low base HP and morale means its quite easy to rout and self-trigger morale checks, especially with say a blood slave (for reinvigoration) and a retreating fluffer. Although amusing, this isn't good and is something to be aware of
Pending Coinneach MacAilpein
Pair of Vanjarl Thugs - 20 Gems Total - Radier and Army Thugs (weapon interchangable)
A stock Vanjarl Thug Line. Items be shuffled around with Barding/Dream Spool, spells with Personal Flight (counterthug on atk large), displacement/Blur for Shroud of Bewilderment (shroud requires a gem and is a self buff but is considerably stronger than many alternatives), or even stack them (take care on fatigue). Weapons can be swapped out for GSS or similar when counter-thugging. The line works because putting 2 in a tile reduces harass penalties, the str boosts damage and the reinvig keeps them going. Luck is generally avoided for fatigue reasons
Broadly - in these lines - blur/displacement is best for counter-thugging, shroud is best for raiding. They come at different research paths however so the issue may be moot early.
Ephor Fire Shield Thug (5 gems)
This essentially is a prot thug that relies on Ench3 (Fire Shield) for damage. It works because for 5 gems - you get a very hard to kill unit with about 30 prot, not desperately high fatigue and a killing mechanism. It may be at a mathematical level better to skip temper armors for fatigue reasons. Notably - other nations like ulm have similar variants. Certain players like Monkeydew like layering this with a dormant Obfuscate bless for a very annoying raider.
Ephor Fire Shield Thug BAD VARIANT(30 Gems)
This fails for a couple of reasons. Firstly, the extra prot for the most part doesn't help deal with a lot of units. Secondly - this fatigues out fast due to +4 encumbrance from the other build - and will get rapidly killed by armor defeating hits. It doesn't answer a lot more than the 5 gem variant (and certainly not a lot more than a pair of them), has fatigue problems, and is a very juicy target for a counterthug
20 Gem Basalt King Light Thug / Army Thug
Earth Fire paths and built in fear make for a good protection thug chassis. These can be chancey to use due to being Slowrec (and 'just' a prot thug so a bit vulnerable to things such as GSS), but are servicable in a lot of situations. Servicable at const3. Fluffable - and can accept a goodly number of buffs beyond what it can buff itself with (Body Ethereal is best).
The Basalt King raid into almost any volume of PD in a pinch but does best as an army thug where the fear can really put in work. Theoretically, with a good bless and unprepared opponent it can stackwipe, in practice, anti-thug units tend to deal with this quite effectively. Nevertheless, sometimes players will be caught unawares and this can stackwipe in that case - especially with another layer of defenses like regeneration on the bless.
The Basalt King can be kitted as a light thug, army thug, or heavy thug and accepts a thug bless well. Generally used as a 20+ gem heavy thug due to the high cost and 2 cap turns.
Machaka Phoenix Pyre Soul Vortex Anti-Infantry Heavy Thug [25-30 Gems] (Twicebornable)
This is a straightforward Fire/Death Pyre/Vortex/Invuln Thug. It's predictable but it's very effective, with vortex providing the reinvig to keep pyre going forever. This requires Alteration 7 for Pyre
Assuming wiki is in-date https://illwiki.com/dom5/twiceborn
If you're incredibly greedy - you can cast twiceborn on these then cast transformation (or do it the other way around albeit twiceborn will cost more gems) and hope for a giant chassis. This essentially will turn it into a proper supercombatant (in both forms). When supercombatanting - you would gear more extensively.
The Malikah is quite a complicated thugging unit. Naba gets access to a range of buffs - so it can have a lot of buffs painted on. It has good paths (is slowrec so is expensive), solid stats (especially in magic scales), decent HP and human encumbrance (3). It even has flying/magicphase/stealth so it can pick favorable battles and shuffle away! It's complicated because there are so many good aspects - and yet the unit struggles to balance fatigue / thugging and it's easy to go overboard, fatigue out, and die.
The basic spells it wants to selfbuff (on Naba's paths) are Shroud of Splendor, Shroud of Bewilderment - both which add additional defensive layers. Fire Shield is another obvious choice. It can add self buffs depending on paths rolled (E for Earth power being the best).
It wants a few spells fluffed. Ideally it wants a skin buff like Stoneskin, Mistform (or self-buffed), Displacement (or Blur), Bless at a minimum, Temper Armors. The best of these (Stoneskin/Mistform) are at alt 4 however and a little deeper in research than the rest of the kit.
Put all this together and you have a lot of defensive layers at around research 3-4, albeit fatigue remains in issue. Fortunately - the self buffs aren't especially fatigue heavy, but a complicating factor is the best fatigue regen items come at con5 (albeit Rangers Boots exist at con3) and naba has limited N access in any event. As such, the earth random tends to be the best one for Summon Earthpower. Even with all the defensive layers the unit will be a little vulnerable as it wants to spam Shockwave in combat, which will tend to fatigue it out. However this makes it a very killy, very hard to kill unit for not a huge gem investment. However it's a versatile enough defensive 'base' to build in quite a few different ways (and lategame as a pyre unit as well).
You can build this a few different ways - as a cheapo thug, with a weapon element (like repel), as a mage, as a heavy thug with a shield. There's no one way to do this - as the chassis can hold a lot of buffs - but the core remains, multiple layers of defense, decent stats, and not too fatigue negative.
Example Malikah Heavy Thug - 15 gems (earth random) - 1 gem carried - Research 3.
Example 2 Malikah Heavy Repel Thug (E random)
This line requires at least +2 Reinvigoration on the bless (e.g. via a Myrmecoleon scales build). It is fatigue positive, and layers BE, Defense, Repel, Awe, Shroud of Bewilderment, Prot. This layering makes it extremely difficult to kill with ordinary troops. Bonus points if you use a fluffer as it can take additonal buffs
Note There are a couple variants of golem thugs. Historically, golem thugs have been quite divisive. On the one hand, they are mindless, high HP, STR and MR, carry a ring of returning well and can magic phase. On the other, their remaining stats are underwhelming, they tend to be very gem expensive to kit out, they can take a very long time to pay for themselves, and losing one can be catastrophic due to the gem investment. Below is a few of the more common variants
Controversial Phoenix Pyre Golem Light Supercombatant - 130 Gems
Essentially - this is a high HP, mindless chassis that you stack reinvigoration, phoenix pyre and defensive buffs on. Pyre and Fire shield kill reasonably fast, the unit doesn't take too much damage, reinvigoration means pyre keeps procing and the unit won't die, and there's enough flexibility that some resists can be fitted. This tends to be quite hard to kill with magic since mindless deals with most of the 1hit spells, and resist gear can deal with the rest. Extraordinarily expensive however - and should be 'relatively' cheap to answer with counterthug gear (Axe of Hate in particular).
Prot Golem Heavy Thug (85 Gems)
Due to being mindless, this can be a useful way to kit out a golem. It's far from invulnerable, so it may want to stealth away afterwards or teleport again. The magic phase movement isn't strictly necessary but is highly recommended. May want to carry a S gem for returning after the 'main' combat
Horror Harmonica Golem - 130 Gems Core, usually with another 30-40 gems in Armor, Misc Slot, Boots, Weapon/Shield.
This is one of the most feared supercombatants in dominions since any nation can make it. It is one of the big payoffs for being the first person to construction 9. Essentially, the way it works is the user has a teleporting golem with a ring of returning that summons horrors as a kill mechanism. Being mindless, the horrors don't attack it and the Golem isn't vulnerable to a lot of otherwise effective spells like soul slay. It's hard to pin down and unpredictable due to teleport so counterthugging (the classic answer is to make a counterthug designed to 1hit the golem) is difficult.
Otherwise, the golem can shuffle its gear a bit, and can hold an astral pearl in case you ever want to actually cast returning (e.g. teleport onto a non-lab tile and need an emergency button for a specialized counterthug).
Why this unit is so annoying
Firstly and foremostly - this is quite threatening and can take on essentially any amount of PD and smallish armies including with light mage support. On top of that - it's generally very hard to deal with permanantly due to ring of returning. So it teleports around the map, accruing value on small to medium targets. In that sense it's like a demilich-lite.
There are a small variety of answers to this unit - mostly focused around a unit with const gear hitting really hard and killing the golem in 1 round before ring of returning pops. For example - Dalts Reccomends a Golem of ones own with Gloves of the Gladiator to deal massive damage in one turn and kill the golem. A players gets the attack 'cycle' of one weapon - so quickness won't help but having a weapon that hits twice (or four times) will.
The big problem is - if there's a magic phase 'war' you need to both have your super-thug, predict where the golem will teleport to (with a wary opponent), Magic phase in yourself, and if there's no lab there - risk your opponent doing some sneaky MP thing with a different kitout to loot your thug. So the supercombatant golem actually quite hard to pin down - albeit there are theoretical answers.
TO ADD - KNOWN QUANTITY BUT NEED AN EXAMPLE
The basic idea of this unit is it allows nations with limited magic phase access to use a golem as a magic phase counterthug. It's very expensive, but the idea broadly is if you can bonk a heavy thug - the gear recovered offsets some of the cost - and it's fairly low risk since it's magic phase and presumably in your own lands (enemy raiding), and the payoff can be quite lucrative. Players may need a scout or two in position to 'collect the loot' if the golem is heavily geared.
The specifics of the golem will depend a lot on the specifics of the enemy thug. As a rule of thumb - counterthugging heavy thugs is best with highly damaging weapons (ARP/AN 2 handed), and the golem will want a S booster (Meteoric Coin or Starshine Skullcap), but beyond that there's some flexibility. It is notable just how bad the golem's stats are - so that flexibility will often go into shoring up STR/ATK values
1 Blacksteel Helmet Const 1
1 Blacksteel Plate Const 1
1 Full Blacksteel Plate Const 1
All good sources of prot, Full blacksteel also having 4 encumbrance (which is generally too much for a thug)
1 Ice Ageis Const 3
Ice Armor means this is the only shield that grants straight prot as well as parry
1 Barkskin Amulet Const 3
Not great as you usually would want a mage to buff this – but useful in a pinch
1
1
1 Helmets Const 3
1 Bracers of Protection Const 3
Straight prot on a misc slot. Also this stacks with temper armors as a new slot – so when used together is +6 Armor (and much better)
1
1 Kithaironic Lion Pelt Const 3
Providing essentially any random unit 21 prot for 5 gems, this is a cheap item for low cost thugs
1 Flesh Eater Const 5
High Damage, gives berserk and some prot, and cheap
1
1
1
1
1
1 ??Assorted Con5 Armors?? Const 5
These are generally too expensive for thugs at 10 gems each, but tend to be good on Supercombatants
No Entries
1 Enchanted Pike Const 1
Sometimes used on pretenders for repel builds
1 Thunder Whip Const 3
Significant chaining damage, a common earlygame repel thug item
1 Vine Whip Const 3
Less commonly used than thunder whip due to gem cost and lower damage, this is the best item for ‘stymying’ a large block of infantry to a standstill. Has +3 attack compared to thunder whip
1 Burning Pearl Const 3
Sources of ATK
1 Ring of the Warrior Const 3
Sources of ATK
1 Rat Tail Const 5
Rarely used – but deals fear on hit and +3 attack
1 Shock Trident Const 5
Similar to thunder whip but more damage and stats
No Entries
No Entries
1 Gauche of Parrying Const 3
+6 Defense and 0 length (so you can wield 2 weapons), this is the premiere defence thug item
1 Cat Charm Const 3
Expensive but +4 Def
No Entries
No Entries
No Entries
1 Eye Shield Const 3
It’s a shield and it weakens attackers
1 Pendant of Luck Const 3
Grants Luck. Most useful when preventing magic phase remotes like seeking arrow.
1
1 Charcoal Shield Const 5
It’s a shield and a damage source
1 Vine Shield Const 5
The gold standard in dominions 5 – since nerfed and now bad.
1
1 Dancing Shield Const 5
Blocks 50% of attacks but 10 gems. Generally reserved for SuperCombatants
1 Amulet of Antimagic Const 5
Providing 4MR this tends to be used for Supercombatants
Shroud of the Battlesaint Const 5
A way to get a bless on a non-sacred unit
No Entries
No Entries
1 Mace of Eruption Const 3
A useful, if underwhelming source of AOE damage
1 Enchanted Salt Const 3
Not just for Djinn – this applies weapon blesses and can pop glamor images
(Did they fix this?)
1 Frost Brand Const 5
A useful source of AOE damage
1 Snake Bladder Stick Const 5
An awkward weapon but a way of dealing AOE damage
1
1 Implementor Axe Const 5
Fear plus a high damage arp attack (weaker than GSS though – you take it for the fear)
1 Horror Helmet Const 5
Provides fear on a helm. After being nerfed to 5 fear for 10 gems it’s not very efficient
1 Storm Spool Const 5
Provides Shock Damage when hit (which can stun)
1 Flambeau Const 5
Has a large AOE effect that is good for clearing out chaff, particularly summoned chaff (undead/illusions). Solid arp hit for dealing with tough units as well. The combination of effects is powerful
No Entries
No Entries
1 Ranger's Boots Const 3
A lot like boots of the messenger except no mapmove and only 2 regen. Comes at con3 however
1 Wraith Sword Const 5
Provides Life Drain. This serves as HP and fatigue regen
1 Boots of the Messenger Const 5
Good mapmove and reinvigoration – a staple thug item
1 Amulet of Resilience Const 5
Great reinvigoration but expensive. Generally reserved for supercombatants
1 Girlde of Might Const 5
Provides reinvigoration on an E item.
1 Ring of Regeneration Const 5
Provides Regeneration
No Entries
No Entries
1 Greatsword of Sharpness Const 3
Deserves a category of its own. The single strongest thug item
1 Coral Blade Const 3
Significant HP Bonus, bleed on damage, decent stats, this is a sort of all rounder item, albeit it tends to army thugs due to not dealing AOE. It’s biggest niche is the bonus HP.
1 Gossamer Veil Const 5
Gives Stealth as well as +1G
1 Flesh Eater Const 5
High Damage, Gives Prot, Very Cheap. Can be spammed on blood nations for very low cost.
No Entries
No Entries
1 Greatsword of Sharpness Const 3
Deserves a category of its own. The single strongest thug item
1 Smasher Const 3
Anti SC items, the former for inanimates, the latter for heavily armored SC’s
1 Star of Heroes Const 3
Anti SC items, the former for inanimates, the latter for heavily armored SC’s
1
1 Eyecatcher Const 3
Hard to forge but a very early source of AN
1
1 Duskdagger Const 3
Hard to forge but a very early source of AN
1 Hammer of the Mountains Const 3
Stunlocks low str thugs
1
1 Piercer Const 3
Deals AN against light thugs.
1
1 Knife of the Damned Const 3
This curses enemy supercombatants
Black Bow of Boutolf Const 3
Not as good as it looks (needs to deal damage), but automatically feebleminds.
1
1 Blade of Grass Const 3
Deals ARP and causes bleeding – very potent against Armor heavy small/medium thugs
1 Holy Scourge Const 3
An item specifically useful to counterthug human sized undead like twiceborn wights
1 Moon Blade Const 5
Deals AN to magical
1 Flesh Eater Const 5
High Damage, deals chest wounds
1 Heart Finder Sword Const 5
Rarely better than flesh eater – but occasionally on high HP targets the heart finding can be very relevant
1 Mirror of Trapped Images Const 5
A bit of a strange one, these can be spammed on scouts and can overwhelm a thug. The former is better for this
1 Amulet of the Dead Const 5
A bit of a strange one, these can be spammed on scouts and can overwhelm a thug. The former is better for this
Midget Masher Const 5
Come midgame on a large unit, this can one-shot a lot of things. Can easily do 70+ damage per hit
No Entries
1 Skeletal Body Alt 1
2 Enlarge Alt 2
1 Body Ethereal Alt 3
1
1 Mossbody Alt 3
3 Regeneration Ench 3
2 Mistform Alt 4
2 Quickness Alt 4
2
1 Gift of Splendor Ench 4
1 Air Shield Alt 0
1 Personal Luck Thau 1
1 Reinvigoration Blood 1
1 Mirror Image Alt 2
1 Quicken Self Alt 2
1
1 Flying Shield Ench 2
1
1 Shroud of Splendor Ench 2
2 Personal Regeneration Ench 2
2 Hell Power Blood 2
2 Summon Earthpower Conj 3
2 Protective Winds Alt 3
1 Fire Shield Ench 3
1 Astral Shield Ench 3
2 Shroud of Bewilderment Ench 3
2
1 Horrible Visage Ench 3
3
1 Strength of Gaia Conj 4
1 Liquid Body Alt 4
1 Temper Flesh Alt 4
2
1 Shroud of Flying Shards Ench 4
2 Strength of Giants Ench 1
1 Blur Alt 2
2 Temper Armors Const 2
2 Battle Fury Thau 2
1 Barkskin Alt 3
2 Group Blur Alt 3
2 Gift of Giant Strength Ench 3
1 Iron Will Thau 3
1 Luck Thau 3
3 Stoneskin Alt 4
2 Group Barkskin Alt 4
3 Soldiers of Steel Const 4
2 Spell Ward Ench 4
2 Earth Shatter Hammers Ench 4
2 Furious Warriors Thau 4
1 Personal Barkskin Alt 1
1 Blurred Body Alt 1
1 Personal Stoneskin Alt 2
1 Breath of Winter Ench 2
2 Displace Body Alt 3
1 Personal Ironskin Alt 3
1
1 Stygian Skin Alt 4
1 Elemental Fortitude Alt 4