Explore effective unit compositions for Unicorn Overlord, including Alain's Hero Squad, The Four Horsemen, Cold Reception, and more. Optimize your army with these sample builds.
Below I am going to list the units I used to get through the game. I figured this would help people get some ideas about the teams they want to make. I also put numbers next to each character indicating the order that I added them to the unit to assist when you don’t have 5 character units unlocked yet.
Unit 1 - Alain’s Hero Squad
| 1. High Lord (Leader) | 2. High Priestess | 3. Sniper | 4. Landsknecht | 5. Valkyria |
Explanation: I basically built this unit to serve as Alain’s personal guard. Scarlett has great synergy with Alain, offering healing and magical damage to help punch through tanks. The Sniper was added to take out fliers and the Landsknecht is there to perform follow up attacks increasing the overall damage output of the unit. Virginia is here mostly for story and can be replaced with nearly any front line unit.
Unit 2 - The Four Horsemen (Plus a Gryphon)
| 1. Great Knight (Leader) | 2. Great Knight | 3. Sainted Knight | 4. Great Knight | 5. Gryphon Master |
Explanation: Great Knights are very powerful, especially when you put 3 of them in a row. This unit does super high damage and moves very rapidly across the map. The Sainted Knight is there to take hits, take out armored units with Runic Blade, and heal the back row as needed. The Gryphon is there to do row damage (the Great Knights hit columns) and to take out Doom Knights which are somewhat annoying for this team. This team is high damage, but isn’t very durable. Use it as more of a hit and run squad as opposed to prolonged battles.
Unit 3 - Cold Reception
| 1. Snow Ranger (Leader) | 2. Sorceress | 3. Gryphon Master | 4. Elven Archer | 5. Shieldshooter |
Explanation: This team is built around the Freeze status ailment. The Gryphon is given the Frozen Battleax and the back three classes all have access to freeze skills inherently. Basically you lock down the opponent and prevent them from attacking you as much as possible. The only one who doesn’t freeze is the Shieldshooter, who is here in a defensive capacity and to take out other ranged classes before they can target the arrow-weak Gryphon and the squishy backline characters.
Unit 4 - Beef Gate
| 1. Berserker | 2. Featherstaff (or Bishop) (Leader) | 3. Prince | 4. Werelion (Or Berserker) | 5. Swordmaster |
Explanation: This unit is set up to be basically a big tough tank that enemies can’t break through. The Featherstaff is preferred since they can heal the Berserkers/Werelion above maximum health making it more likely that their Grand Smashes deal maximum damage, but if you don’t have that class unlocked Bishops work just as well. Gilbert can boost both attack and defense which the Berserkers appreciate. The Swordmaster is Aramis and placed here for story reasons. He functions fairly well with a Runic blade to take out armored foes, but can be replaced with a caster or other magic unit without impacting performance.
Unit 5 - Pain and Suffering
| 1. Ax Dark Marquess (Leader) | 2. Rogue | 3. Druid | 4. Doom Knight | 5. Bishop |
Explanation: Barengaria is a powerful unit and this team is built to ramp her up to 11. Dark Marquess and Rogue have fantastic synergy, with Rogue providing status ailments left and right to trigger Barengaria’s bonus damage. The Druid plays very well with Eye of the Warrior Princess and can also spread Guard Seal which counts as a status ailment. The Doom Knight can spread burning but he’s here as an additional damage dealer since he also gains potency on targets with status effects. The Bishop is here for healing as usual, but her necessity is somewhat shaky. You could probably get away with something with less restorative power since both of your frontline units can heal themselves.
Unit 6 - The Great Wall
| 1. Legionnaire | 2. Feathershield (or Sainted Knight) (Leader) | 3. Elven Augur | 4. Viking | 5. Landsknecht |
Explanation: This unit is an absolute monster. The Legionnaire and Sainted Knight combo is well documented, and the Feathershield is such a great evolution of that pairing. You gain flying instead of cavalry, you reflect magic instead of nullifying it, and you get an additional unit to cover attacks with. The backline has the Elven Augur for big damage and some supporting healing, paired with a Viking to break physical defense and a Landsknecht to pick off weakened targets. This is probably my favorite overall unit.
Unit 7 - Great Balls of Fire
| 1. Warlock (Leader) | 2. Wyvern Master | 3. Vanguard (Can swap for Sword Dark Marquess in post-game) | 4. Sergeant | 5. Bishop |
Explanation: This unit is built to inflict Burn and then trigger the Fire Burst ability from the Chlorotic staff. Warlock and Wyvern Master can trigger burn naturally and are a pretty solid core. The Vanguard is there to block arrows from taking them out and later is equipped with their own burn inducing sword. The Sergeant also has a burning weapon as well as providing another ranged attack when needed. The Bishop is greatly appreciated on this team since the front line doesn’t handle sustained attacks very well and needs to be healed often.
Unit 8 - Hammer Time
| 1. Sainted Knight (Leader) | 2. Werebear | 3. Breaker | 4. Elven Sibyl | 5. Swordmaster |
Explanation: I personally enjoy the Werebear and wanted to use him on this team. This isn’t one of my strongest teams but it does pretty well. The Werebear and Sainted Knight make for a good defensive core with the Knight giving healing and magic protection to the Werebear. The Breaker and Swordmaster are here to counter Armored and Flying enemies respectively although I probably should have used a Sniper instead of a Swordmaster in hindsight. The Elven Sibyl is here for add
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