Warhosts has three factions. The Kingdom: armor, formation, siege and air (blue). The Wilds: cheap fast units, pack and hexes (green). The Pale Court: resurrection, magic and attrition (violet). Each has 8 units of five tiers, a hero with a spell and a racial trait.
Formation, armor and disciplineThe Kingdom
Armor, durable formation, strong siege and air.
Pack, speed and hexesThe Wilds
Cheap fast units, slows and hexes on enemies.
The fallen rise, magic growsThe Pale Court
The fallen rise, magic and arrows pierce armor.
Comparing the factions
| The Kingdom | The Wilds | The Pale Court | |
|---|---|---|---|
| Color | blue | green | violet |
| Hero | Marshal Elbrecht | Matriarch Korga | The Pale Princess Maelis |
| Trait | Formation: less damage in a tight line | Pack: attack bonus per kill | Dust: every 5th death raises a skeleton |
| Spell | Siege volley (area damage) | Call of the pack (summon scamps) | Bone storm (damage and slow) |
| Style | defense and siege | tempo and pressure | attrition and magic |
| For beginners | best choice | medium | harder |
What to choose
- Want simplicity and reliability: the Kingdom. Armor and Formation forgive mistakes.
- Love aggression and speed: the Wilds. You need to engage decisively.
- Like long games and magic: the Pale Court. It takes patience and attention to the economy.
The online ranking is kept per faction, so you can try them in turn: how the ranking works. Who beats whom: counters.