Immobile commanders and units cannot move between provinces. Immobile commanders can only be moved by casting pretenders like the and , who are often cheaper than mobile pretenders. Some summons such as s and s are also immobile.. Examples of immobiles include some
The only immobile units are Mod Inspector often mistakenly shows immobiles as having non-zero map move, but you can always see that they have the immobile tag.s, s and immobile commanders who have been turned into units with e.g. . Note that the
Note that it is possible to have map move zero without having the immobile tag. Immobile creatures are the only ones allowed by the game to have no melee attacks.
As mentioned, an immobile commander can move by casting teleporting spells – , , and – just give the message that your commander "is unable to cast this spell right now".. Trying to cast the other
If the commander is not size 6, ethereal or has high earth paths, a friendly mage can also move it with . Immobile commanders can also be snatched by , but as the monkeys can only target hostile commanders, this is of limited use.
Immobile units can, non-intuitively, follow a long acaster, but will not join any other teleporting spells. If the units are bodyguarding a commander who is targeted by , there is also a chance that they will be moved with the target.
Very few pretenders are not only immobile, unteleportable or true immobile, cannot be moved by most rituals. The exceptions to this are using Wind Ride (though they must not be size 6 or have 4 or higher) or a wish for "friends" randomly choosing the province they're in.
The only true immobiles as of patch 5.42 are the, , , , and .