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Unit Overviews and Stats
Songs of Conquest

Unit Overviews and Stats

Learn Songs of Conquest unit stats and unique faction rosters to maximize their potential with detailed breakdowns and actionable battlefield strategies.

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Unit Overviews and Stats

Learn Songs of Conquest unit stats and unique faction rosters to maximize their potential with detailed breakdowns and actionable battlefield strategies.

Understanding your units is paramount to success in Songs of Conquest. Each faction boasts a unique roster, offering distinct strengths and weaknesses that demand strategic deployment. This section provides detailed breakdowns of common units, their core stats, and actionable strategies for maximizing their potential on the battlefield.

Unit Overviews and Stats - Songs of Conquest screenshot
Unit Overviews and Stats

Faction: Arleon

Arleon units excel in defensive capabilities and sustained combat. Their core strength lies in their ability to absorb damage and retaliate effectively, making them ideal for holding choke points and protecting ranged units.

Footmen

  • Tier: 1
  • Cost: 50 Gold, 1 Wood
  • Stats:
    • Health: 10
    • Attack: 3
    • Defense: 2
    • Movement: 4
    • Initiative: 3
  • Special Abilities:
    • Shield Wall: Reduces incoming physical damage by 25% when adjacent to another Footman.
    • Guard: Grants +1 Defense to an adjacent allied unit for one turn (active ability, 1-turn cooldown).
  • Strategy: Footmen are your early-game workhorses. Prioritize keeping them in tight formations to maximize their Shield Wall ability. Use Guard on your more vulnerable units, such as Slingers or Apprentices, when they are under threat. They are excellent for holding the line against early-game neutral creatures like Goblins or Wolves found in the Whispering Woods.

Slingers

  • Tier: 1
  • Cost: 60 Gold, 1 Stone
  • Stats:
    • Health: 8
    • Attack: 4 (Ranged)
    • Defense: 1
    • Movement: 4
    • Initiative: 4
  • Special Abilities:
    • Piercing Shot: Ignores 1 point of enemy Defense.
    • Volley: Deals 50% additional damage to units with 3 or more stacks. (Passive)
  • Strategy: Slingers provide crucial ranged support. Position them behind your Footmen or other durable units to protect them from direct engagement. Their Piercing Shot makes them effective against units with moderate defense, while Volley encourages focusing fire on single targets to maximize damage output. Early game, target enemy ranged units or low-defense melee units like Brigands often found near abandoned camps.

Faction: Rana

Rana units are characterized by their swiftness, poison effects, and ability to bypass defenses. They excel at flanking maneuvers and debilitating enemy units over time.

Toad Warriors

  • Tier: 1
  • Cost: 55 Gold, 1 Crystal
  • Stats:
    • Health: 9
    • Attack: 3
    • Defense: 1
    • Movement: 5
    • Initiative: 4
  • Special Abilities:
    • Poisonous Strike: Deals 1 additional damage as poison over 2 turns. Stacks up to 3 times.
    • Leap: Can move over obstacles and units (active ability, 2-turn cooldown).
  • Strategy: Toad Warriors are excellent for disrupting enemy formations and applying consistent pressure. Use Leap to bypass front-line defenders and target vulnerable back-line units like enemy archers or spellcasters. Their Poisonous Strike makes them surprisingly effective against high-health units over time. Focus on applying multiple stacks of poison to a single target for maximum effect. You'll often find them effective against the slower, heavily armored units of the Barony of Loth.

Bog Witches

  • Tier: 1
  • Cost: 65 Gold, 1 Arcane Dust
  • Stats:
    • Health: 7
    • Attack: 2 (Magic)
    • Defense: 0
    • Movement: 3
    • Initiative: 5
  • Special Abilities:
    • Curse of Weakness: Reduces target unit's Attack by 1 for 2 turns. Stacks up to 2 times. (Active ability, 1-turn cooldown).
    • Swamp Affinity: Gains +1 Movement and +1 Defense when on swamp terrain.
  • Strategy: Bog Witches are crucial for debuffing enemy units and controlling the battlefield. Prioritize using Curse of Weakness on high-damage enemy units, especially those with powerful melee attacks. Their Swamp Affinity makes them particularly potent when fighting in marshy areas, such as the Sunken Mire, allowing them to reposition and survive more effectively. Protect them with your Toad Warriors or other melee units, as they are very fragile.

Faction: Barony of Loth

Loth units are characterized by their resilience, fear-inducing abilities, and synergy with death and decay. They excel at grinding down enemies and exploiting morale penalties.

Skeletons

  • Tier: 1
  • Cost: 45 Gold, 1 Bone
  • Stats:
    • Health: 12
    • Attack: 2
    • Defense: 2
    • Movement: 3
    • Initiative: 2
  • Special Abilities:
    • Undead: Immune to morale effects.
    • Reanimate: When an adjacent allied unit dies, this unit gains +1 Health (up to its starting Health). (Passive)
  • Strategy: Skeletons are your cheap, expendable front-line units. While individually weak, their Undead trait makes them reliable, and Reanimate can make them surprisingly durable in prolonged engagements, especially when paired with other low-tier units like Zombies. Use them to absorb hits and tie up enemy units while your stronger units or spellcasters deal damage. They are excellent for clearing out low-level neutral stacks like Dire Wolves or Forest Spiders in the early game.

Zombies

  • Tier: 1
  • Cost: 50 Gold, 1 Bone
  • Stats:
    • Health: 15
    • Attack: 2
    • Defense: 1
    • Movement: 2
    • Initiative: 1
  • Special Abilities:
    • Undead: Immune to morale effects.
    • Slow: Melee attacks reduce target's Movement by 1 for 1 turn. Stacks up to 2 times.
  • Strategy: Zombies are incredibly slow but possess high health for a Tier 1 unit. Their Slow ability is their primary utility, allowing you to pin down faster enemy units. Use them to create bottlenecks and protect your ranged units or spellcasters. They synergize well with Skeletons, providing additional bodies for Reanimate to trigger. While slow, they can effectively hold ground against most early-game threats encountered in the Shadowfen.

Faction: Barya

Barya units are characterized by their technological prowess, explosive damage, and ability to manipulate the battlefield with constructs. They excel at burst damage and area-of-effect attacks.

Pistoleers

  • Tier: 1
  • Cost: 70 Gold, 1 Iron
  • Stats:
    • Health: 9
    • Attack: 5 (Ranged)
    • Defense: 1
    • Movement: 3
    • Initiative: 5
  • Special Abilities:
    • First Shot: The first attack in combat deals +2 damage. (Passive)
    • Volley Fire: Deals 50% additional damage to units with 3 or more stacks. (Passive)
  • Strategy: Pistoleers are your primary early-game damage dealers. Their high base attack and First Shot make them excellent for quickly eliminating weak enemy units or softening up stronger ones. Position them carefully to maximize their ranged output and protect them from melee engagement. Like Slingers, focus fire to trigger Volley Fire. They are particularly effective against unarmored units like Goblins or Cultists often found in the Iron Peaks.

Automatons

  • Tier: 1
  • Cost: 60 Gold, 1 Iron
  • Stats:
    • Health: 11
    • Attack: 3
    • Defense: 2
    • Movement: 3
    • Initiative: 3
  • Special Abilities:
    • Construct: Immune to morale effects and poison.
    • Overcharge: Gains +1 Attack for 1 turn. Cannot move this turn. (Active ability, 2-turn cooldown).
  • Strategy: Automatons serve as sturdy, reliable front-line units. Their Construct trait makes them immune to many common debuffs, making them excellent for absorbing damage. Use Overcharge when you need a burst of damage, particularly against a high-priority target that is already engaged. Pair them with Pistoleers to provide a durable screen. They are particularly useful against factions that rely on poison or morale attacks, such as the Rana.

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