Warbandry Mechanics

Warbandry · the mechanics

How a fight is decided

Everything the game runs on, in one place: the ring, the stats, the three levels of synergy, what an ability may say, and the format a warband is legal under.

The rules are settled. The numbers are not. What basic synergy pays in §03, and the stats and abilities printed on all fifty-four creatures in §06, are a snapshot of the measuring harness on 26 August 2026. They are temporary and indicative only: balancing is running, one change per measured round, and any of them can move.

Every empty cell still says what it is waiting for. Nothing here is a placeholder standing in for a value that exists somewhere else: if it is blank, it has not been decided.

Before the rules

Where a fight comes from

These rules decide a single duel. A duel comes from the arena: every thirty seconds or so, it takes everyone waiting at a stake level and pairs each player with a rating neighbour. Each pair fights one duel, under exactly the rules on this page. Entering is one click, and the odds of a matchup can be worked out before it is fought. The whole path a player takes — the account, the search, the payout, what can go wrong — is on its own page: The Arena.

01

One formula and one draw

A duel is not a simulation. There is no round loop, no initiative order and nothing resolved creature by creature. Both warbands are reduced to a set of numbers, the two sets are compared once, and a single draw settles it.

The ring

MIG GRD SPD MAG VIT LDR

Six ways of fighting. Each one presses the next around the circle and is answered by the one before it — so every way of fighting beats one other and loses to one other.

The answering side wins the pairing. An arrow points at what a stat presses, and pressing is the losing end of it. This is the sharpest trap in the whole design and the one sentence to read twice.

An attack is a share of a stat above the average line. A stat sitting at the line answers an attack but never presses one — which is what finally charges a warband for refusing to commit to anything.

Amplitude

How much the ring can swing a match rides on how far the more committed of the two warbands has committed. Two shapeless warbands barely move each other; two sharp ones decide it between them.

Conversion

The two totals become one probability on a cube law — a small edge in strength is a small edge in odds, and a large one compounds.

Luck

Luck sits outside the ring. It never presses and never answers; it shifts the finished probability by a few points either way, and no further.

The floor

No warband is ever certain. The probability is clamped, so the weaker side always keeps a real chance and the stronger side never has a sure thing.

The magnitudes are not on this page yet. The amplitude constants, the exponent, the size of the Luck shift and the clamp are all live values in the measuring harness and move between rounds. They land here when the balance settles.

02

Seven stats, six of which fight

MIG
Might
presses Vitality
answered by Leadership
GRD
Guard
presses Speed
answered by Magic
SPD
Speed
presses Leadership
answered by Guard
MAG
Magic
presses Guard
answered by Vitality
VIT
Vitality
presses Magic
answered by Might
LDR
Leadership
presses Might
answered by Speed
LCK
Luck
outside the ring
shifts the finished roll

Every creature has a primary and a secondary stat — its two strengths — and the rest are neutral. Stats are never stored on chain: they are derived from the creature and its trait, every time.

The numbers are not set. The stat ladder and every creature's values are being measured; the table in §06 carries the empty column.

03

Three levels, and the rule they answer to

This is the spine of the design, and the three words are not interchangeable.

Basic synergy
What the game pays on its own: so many creatures of one type, of one faction, in one stack. Obvious — anyone finds it. Worth a growing bonus, the same for everyone.
Ability synergy
A creature's ability paying other creatures under a condition. It takes some reading to see.
Build
One or several synergies assembled into a whole that holds together — up to four or five working at once. Finding the best build is the game.
Archetype
A recognised family of builds: the shield wall, the grave host.

The rule that follows, and it is the game's: a build always beats a pile of basic synergies of the same budget. Simple, cheap builds can be very good and are wanted — they stay a minority at the top, so that the player who really builds and the player with the wide collection are the ones rewarded.

The synergy bonus is what a warband's basic synergies earn; the build bonus is what the abilities of a build add on top. The first lives in the composition, the second lives on the creatures — and that separation is what keeps a pile from ever catching a build.

What the game pays on its own

Basic synergy is the only part of the bonus a player does not have to read a card to find, so it is written down in full. These figures are the same snapshot as §06 — 26 August 2026, temporary, and moving.

What the warband commits toRungsWhat it pays
A stack of one creatureThe copy cap is 6, so the top rung is the deepest a stack may go.3 / 4 / 6 copies+4% / +12% / +24%
One typeCounted only where at least two different creatures of that type stand — six copies of one creature is a stack, not a type.3 / 6 bodies+3% / +6%
One factionThe warband is called sworn once it holds the middle rung.6 / 10 / 13 bodies+2% / +5% / +9%
Every body one factionThe single largest thing the composition can pay, and the hardest to hold.all 16+25%
A wide hostBreadth, not depth: every different creature above the floor pays, at most 6 of them — and only once 10 bodies share one faction, type or class, so a warband of sixteen strangers earns nothing.from 6 different creatures+3% each
All three factionsA flat payment for reaching across the whole roster.at least one of each+8%

Two more numbers the abilities in §06 keep referring to. The court is the warband's command staff: bodies that lead with Leadership, from at least 3 different creatures — several abilities read it, and each names its own count of bodies. Every muster ability rides one curve: it pays in full up to 5 copies of the creature, pays nothing at 8, and turns against you past that — at 12 copies the same payment is multiplied by -1.5.

04

What an ability may say

An ability is a condition and an effect written on a creature. The condition is what must be true before it does anything; the target is who it pays once it is. They are different things, and running them together is the commonest way to write a card that cannot be measured.

How many
Four abilities per creature. Five on a mythic.
What they cost
Every ability carries a tier, one to five, which is its measured strength — and it costs its own number against the creature's rarity budget. The budget is a ceiling on breadth, not a quota to spend.
Once only
A condition is active once. Copies of a creature never apply its ability twice.
Enablers
An ability that changes what counts rather than adding strength — "my infernals count as beasts", "this threshold is lower for me". They may combine, and abilities may compound on one stat: watched by measurement, never capped by rule.
Tech creatures
A creature whose ability reads the opponent's warband: a large gain when the read is right, a penalty when it is wrong. A reserve card first (§05). Brought in against a warband already on screen, the read never misses, so its gain is priced as a certain gain; the penalty keeps its meaning for a carrier fielded in the sixteen from the start. One such ability per creature; different tech creatures combine with decreasing returns.
Condition strength
How demanding a condition is, from nothing beyond fielding the creature up to two commitments at once. The stronger the ability, the stronger its condition must be.

No ability is final. They are written against the rules above and then measured, one change per round, and both the wording and the magnitude can move. What §06 prints is the wording and the tier a creature carried on the day of the snapshot — read it to see what a creature is for, never as the card it will ship as.

05

What makes a warband legal

Format rules live in the match contract and nowhere else. They are parameters, not identity: none of them is minted into the token, and all of them can move without touching anything anyone owns.

Warband size
A maximum, not a fixed count. A short warband is legal, and one creature is built specifically to reward leaving room.
Copy cap
How many copies of one creature may stand together. A guardrail against a degenerate stack, never a balance lever.
The regulation limits
One mythic and two legendaries.

Every count-reading number in the game — the size, the cap, every synergy threshold — is derived from the warband size in one place, so moving the size moves all of them together. Today that size is sixteen and the copy cap is six; what the rungs below them pay is in §03. Those are the values of one snapshot, not the cut the contract will freeze.

The reserve, and the one adjustment a match allows

A warband carries five creatures beside the sixteen it fields, hidden from the opponent, and a match may bring three of them in at most, each replacing one fielded creature. Both numbers are format parameters like the size and the copy cap, set per bracket; they start where they stand here and the bench confirms them. The reserve costs nothing against the budget: what the budget prices is the warband that fights.

Manual mode
After the pairing both players see each other's base warband and have a window, one minute to start, to send one sealed adjustment. Both are revealed at once. A player who sends nothing plays the base warband, and nothing is forfeited.
Automatic mode
The adjustment is written in advance, as one condition and a fixed set of swaps. The condition is one sentence, "the opponent fields at least six undead", naming a faction, a type, a class, a named creature or a stack, and it is read against the opponent's base warband. One clause, never two. A loose condition fires against fillers and costs its player three misplaced bodies, which is the reading and not a rule.
One mode a match
Chosen per warband when it is composed. The bracket's window decides which mode exists, and at zero the bracket is automatic only. A warband set to automatic in a bracket that runs a window plays its base warband while its owner is silent, never its rule.
Legality
Every rule above holds on the adjusted warband: the size, the copy cap, the mythic, the two legendaries. A swap is one for one, so the count itself cannot move; what a reserve of legendaries brings in is what the format still allows.
The draw
The block the duel's draw comes from is fixed once both adjustments are revealed, never at the pairing. The win probability is public, so a draw known while the window is open would let a player choose the adjustment that wins it.

06

Fifty-four creatures

Eighteen per faction, laddered four common, four uncommon, four rare, three epic, two legendary, one mythic. The ladder is symmetric on purpose: the decoder draws rarity, then faction, then creature, so no faction can be more likely than another.

Every stat and every ability below is temporary. They are what the measuring harness had installed on 26 August 2026, and nothing more: a snapshot of one round, printed here so the shape of a creature can be read and argued with. Balancing is running. Any number here can move at the next round, and several will.

Read them as indication, never as a card. Do not quote a figure from this page outside it, do not build a spreadsheet on it, and do not treat a missing ability as a decision — most creatures are still short of the four they will carry.

Every ability is written twice: one plain sentence for what it is for, and under the rule, exactly, the condition and the arithmetic as the harness runs them. Open it when the plain sentence is not enough — and remember that it is the half most likely to have moved by the time you read it.

The Order

eighteen creatures, four / four / four / three / two / one
bardskirmisher no type Common
MIG
2
GRD
3
MAG
1
VIT
1
LDR
7
LCK
1
none — a plain body, by design
heraldleader no type Common
MIG
3
SPD
2
MAG
1
VIT
1
LDR
7
LCK
1
1 of 4 writtenprovisional
The Banner Bornetier 1
every creature that leads with Leadership · Leadership

Every creature that leads with Leadership gains a little Leadership for each herald standing, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each herald beyond the first gives every body that leads with Leadership +0.02 Leadership, at full value up to 5 copies of the herald, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
monktank holy Common
MIG
3
GRD
7
MAG
1
VIT
1
LDR
2
LCK
1
none — a plain body, by design
soldierstriker blade Common
MIG
7
SPD
2
MAG
1
VIT
1
LDR
2
LCK
2
1 of 4 writtenprovisional
The Line Holdstier 1
every soldier · Guard

Soldiers gain Guard for each other soldier standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each soldier beyond the first gives every soldier +0.06 Guard, at full value up to 5 copies of the soldier, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
barbarianstriker blade Uncommon
MIG
8
GRD
4
MAG
1
VIT
1
LDR
2
LCK
2
1 of 4 writtenprovisional
Warcrytier 1
every barbarian · Might

Barbarians gain Might for each other barbarian standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each barbarian beyond the first gives every barbarian +0.06 Might, at full value up to 5 copies of the barbarian, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
dwarftank no type Uncommon
GRD
8
SPD
3
MAG
2
VIT
1
LDR
2
LCK
2
none yet — a statline for now
elfskirmisher spirit Uncommon
MIG
2
GRD
2
SPD
10
VIT
1
LDR
2
LCK
2
none yet — a statline for now
knighttank blade Uncommon
GRD
8
SPD
3
MAG
2
VIT
1
LDR
2
LCK
2
none yet — a statline for now
clericcaster holy Rare
MIG
3
GRD
4
SPD
2
VIT
1
LDR
10
LCK
1
1 of 4 writtenprovisional
The Blessingtier 2
every holy creature · Guard

While enough holy creatures stand, the congregation holds as one shield: every holy creature gains Guard, more for each holy body in the warband.

the rule, exactly

While you field at least 5 holy bodies: every holy body gains +0.035 Guard for each holy body in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
commanderleader no type Rare
MIG
4
SPD
2
MAG
2
VIT
1
LDR
10
LCK
2
1 of 4 writtenprovisional
The Full Mustertier 2
enabler · the wide host's floor

Fewer different creatures are needed before a wide host starts paying, though the warband must still be sworn to something first.

the rule, exactly

The wide host's floor drops by 3, from 6 different creatures to 3, so breadth starts paying sooner; the warband must still hold 10 bodies of one faction, type or class, and each different creature above the floor is worth 0.03, at most 6 of them.

2not writtentier —
3not writtentier —
4not writtentier —
sentinelskirmisher blade Rare
MIG
10
GRD
4
MAG
2
VIT
1
LDR
2
LCK
2
1 of 4 writtenprovisional
The Watchtier 2
the whole warband · Guard · reads the opponent

The sentinel watches for a coven across the table: when the opponent fields enough casters the whole warband's Guard rises, in press and in answer alike, and when they do not its Speed falls instead — the watch was posted for nothing.

the rule, exactly

When the opponent fields at least 5 casters: this warband's Guard attack and answer are both multiplied by 1 plus 62%; when it does not, its Speed attack and answer are both multiplied by 1 minus 20.7%. Several reads that hit share the gain — the largest in full, the second at a half, the third at a third — while the penalties never decay.

2not writtentier —
3not writtentier —
4not writtentier —
wizardcaster no type Rare
MIG
4
SPD
2
MAG
10
VIT
1
LDR
2
LCK
2
1 of 4 writtenprovisional
Wardingtier —
every caster from outside the Pact · Guard

Every caster from outside the Pact turns part of its Speed into Guard.

old ability, kept until the Order's showcase is decided

the rule, exactly

Every caster from outside the Pact moves 55% of the Speed it was born with into Guard.

2not writtentier —
3not writtentier —
4not writtentier —
griffin knightskirmisher flying Epic
MIG
12
GRD
5
MAG
2
VIT
1
LDR
3
LCK
2
1 of 4 writtenprovisional
Skyborne Lancetier 3
every flyer · Speed

While enough flyers stand, every flyer gains Speed, more for each flying body in the warband.

the rule, exactly

While you field at least 5 flying bodies: every flying body gains +0.04 Speed for each flying body in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
hierophantleader holy Epic
MIG
3
GRD
5
SPD
2
VIT
1
LDR
12
LCK
2
2 of 4 writtenprovisional
The Coronationtier 3
the creatures that lead with Leadership · Leadership

While the court stands at its lower rung, the creatures that lead with Leadership press harder with it.

the rule, exactly

While you field at least 6 bodies that lead with Leadership, from at least 3 different such creatures: the warband's Leadership attack is multiplied by 1 plus 0.9% per body that leads with Leadership, capped at +40%.

Sanctuarytier 1
the whole warband, counted by its holy creatures · Magic

The enemy's sorcery breaks on the church: the Magic pressed against the warband is blunted, further for each holy creature standing.

the rule, exactly

The enemy's Magic attack on this warband is reduced by 1.5% per holy body, capped at 38%.

3not writtentier —
4not writtentier —
paladintank blade holy Epic
MIG
4
GRD
12
SPD
3
MAG
2
VIT
2
LCK
2
2 of 4 writtenprovisional
The Two Regimentstier 3
the bodies standing in those two blocks · each block's own leading stat

While two creatures of rare or below, neither of them the paladin, each stand stacked to the copy limit, every body in those two blocks is raised in the stat its own block leads with.

the rule, exactly

While you field two creatures of rare or below, neither of them the paladin, each stacked at least 6 deep: every body standing in a block of a creature of rare or below stacked at least 6 deep (never the paladin's own copies) gains +0.4 in the stat its own block leads with.

The Wall Bracestier 1
the creatures that lead with Guard · Guard

While a real shield line stands, the creatures that lead with Guard answer harder in Guard, giving up a little of their Guard press for it.

the rule, exactly

While you field at least 5 bodies that lead with Guard: the warband's Guard answer is multiplied by 1 plus 8% per body that leads with Guard, capped at +42%; its Guard attack gives up a quarter of the same share.

3not writtentier —
4not writtentier —
championleader blade Legendary
MIG
14
SPD
4
MAG
2
VIT
2
LDR
4
LCK
3
2 of 4 writtenprovisional
First Bladetier 4
every blade · Might

While enough blades stand, every blade's Might is raised toward the champion's own, up to a ceiling.

the rule, exactly

While you field at least 5 blade bodies: the Might of every blade body is raised to the champion's own Might but never above 1.06 times the Might it was born with; it is only ever raised, and the champion is never paid.

Outnumberedtier 3
every blade · Might

Every blade gains Might for each seat the warband left empty, so it pays only a player who fields fewer creatures than they could.

the rule, exactly

Every blade body gains +0.3 Might for each of the 16 seats left empty, so a full warband collects nothing.

3not writtentier —
4not writtentier —
sun lionleader beast holy Legendary
GRD
14
SPD
4
MAG
2
VIT
2
LDR
4
LCK
3
2 of 4 writtenprovisional
The Crusadetier 4
every holy creature · Might

While the church is really mustered, every holy creature gains Might.

the rule, exactly

While you field at least 5 holy bodies: every holy body gains +1.05 Might.

The Pridetier 3
every beast · Guard

While enough beasts stand, every beast's Guard is raised toward the sun lion's own, up to a ceiling.

the rule, exactly

While you field at least 5 beast bodies: the Guard of every beast body is raised to the sun lion's own Guard but never above 1.22 times the Guard it was born with; it is only ever raised, and the sun lion is never paid.

3not writtentier —
4not writtentier —
the kingleader holy Mythic
MIG
6
SPD
4
MAG
3
VIT
2
LDR
16
LCK
3
3 of 5 writtenprovisional
The Crown's Mustertier 5
enabler · the warband's faction count

While the court stands at its upper rung, every creature in the warband counts as sworn to one faction.

the rule, exactly

While you field at least 10 bodies that lead with Leadership, from at least 3 different such creatures: every member of the warband counts as sworn to the faction it holds most of, which is what puts a mixed warband on the pure-faction rung — worth 0.25 at a full warband of 16.

The Crown Ennoblestier 2
enabler · the court's body count

While enough creatures that lead with Guard stand, each of them also counts as a body of the court, though never as one of the different kinds of commander the court asks for.

the rule, exactly

While you field at least 5 bodies that lead with Guard: each of those bodies also counts as a body of the court, so the court's body count rises; the 3 different commanders the court also asks for do not move.

The Anointedtier 3
every creature that leads with Leadership · Leadership

While the court stands at its upper rung, every creature that leads with Leadership has its Leadership raised toward the king's own, up to a ceiling.

the rule, exactly

While you field at least 8 bodies that lead with Leadership, from at least 3 different such creatures: the Leadership of every body that leads with Leadership is raised to the king's own Leadership but never above 1.025 times the Leadership it was born with; it is only ever raised, and the king is never paid.

4not writtentier —
5not writtentier —

The Pact

eighteen creatures, four / four / four / three / two / one
gargoyleskirmisher flying infernal Common
MIG
1
GRD
1
MAG
3
VIT
7
LDR
2
LCK
1
1 of 4 writtenprovisional
Stone Vigiltier 1
the whole warband, counted by its gargoyles · Might

The Might pressed against the warband is blunted, further for each gargoyle standing, up to a low ceiling.

the rule, exactly

The enemy's Might attack on this warband is reduced by 3% per gargoyle, capped at 18%.

2not writtentier —
3not writtentier —
4not writtentier —
goblinskirmisher greenskin Common
MIG
7
GRD
1
MAG
3
VIT
1
LDR
2
LCK
1
1 of 4 writtenprovisional
The Warrentier 1
every goblin · Might

Goblins gain Might for each other goblin standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each goblin beyond the first gives every goblin +0.06 Might, at full value up to 5 copies of the goblin, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
impcaster flying infernal Common
MIG
2
GRD
1
MAG
7
VIT
2
LDR
2
LCK
1
none — a plain body, by design
zombietank undead Common
GRD
1
SPD
1
MAG
3
VIT
7
LDR
2
LCK
1
none — a plain body, by design
cultistleader infernal Uncommon
MIG
3
GRD
1
SPD
2
VIT
2
LDR
8
LCK
2
1 of 4 writtenprovisional
Whisperstier 1
every cultist · Magic

Cultists gain Magic for each other cultist standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each cultist beyond the first gives every cultist +0.1 Magic, at full value up to 5 copies of the cultist, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
orcstriker blade greenskin Uncommon
MIG
8
GRD
1
SPD
1
MAG
4
LDR
3
LCK
1
1 of 4 writtenprovisional
The Mobtier 1
every orc · Vitality

Orcs gain Vitality for each other orc standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each orc beyond the first gives every orc +0.1 Vitality, at full value up to 5 copies of the orc, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
skeletonstriker blade undead Uncommon
MIG
8
GRD
1
MAG
3
VIT
2
LDR
3
LCK
1
1 of 4 writtenprovisional
The Risen Ranktier 1
every skeleton · Might

Skeletons gain Might for each other skeleton standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each skeleton beyond the first gives every skeleton +0.06 Might, at full value up to 5 copies of the skeleton, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
witchcaster infernal Uncommon
MIG
2
GRD
1
SPD
2
MAG
8
LDR
3
LCK
2
none yet — a statline for now
hellhoundstriker beast infernal Rare
MIG
10
GRD
1
MAG
4
VIT
2
LDR
3
LCK
1
1 of 4 writtenprovisional
The Reek of the Packtier 2
the whole warband · Might · reads the opponent

The hellhound hunts a crowd: when the opponent fields two full blocks of cheap creatures the whole warband's Might rises, in press and in answer alike, and when they do not its Magic falls instead.

the rule, exactly

When the opponent fields two creatures of rare or below, neither of them the hellhound, each stacked at least 6 deep: this warband's Might attack and answer are both multiplied by 1 plus 8.5%; when it does not, its Magic attack and answer are both multiplied by 1 minus 2.8%. Several reads that hit share the gain — the largest in full, the second at a half, the third at a third — while the penalties never decay.

2not writtentier —
3not writtentier —
4not writtentier —
trolltank beast greenskin Rare
MIG
3
SPD
2
MAG
2
VIT
11
LDR
2
LCK
2
1 of 4 writtenprovisional
The Mob Risestier 2
every greenskin · Might

While enough greenskins stand, every greenskin gains Might, more for each greenskin body in the warband.

the rule, exactly

While you field at least 5 greenskin bodies: every greenskin body gains +0.015 Might for each greenskin body in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
warlockcaster infernal Rare
GRD
1
SPD
2
MAG
10
VIT
2
LDR
4
LCK
2
1 of 4 writtenprovisional
The Coventier 2
every caster · Magic

While enough casters stand, every caster gains Magic, more for each caster in the warband.

the rule, exactly

While you field at least 5 casters: every caster gains +0.01 Magic for each caster in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
wraithskirmisher flying spirit undead Rare
MIG
2
GRD
1
SPD
10
VIT
2
LDR
4
LCK
2
1 of 4 writtenprovisional
The Cold Roadtier 2
every undead · Might

While enough undead stand, every undead gains Might, more for each different undead creature in the warband beyond the first.

the rule, exactly

While you field at least 5 undead bodies: every undead body gains +0.07 Might for each different undead creature in the warband beyond the first, at most 4 counted.

2not writtentier —
3not writtentier —
4not writtentier —
dark knightleader blade Epic
GRD
1
SPD
2
MAG
5
VIT
3
LDR
12
LCK
2
1 of 4 writtenprovisional
The War Counciltier 3
every leader · Leadership

While enough leaders stand, every leader gains Leadership, more for each leader in the warband.

the rule, exactly

While you field at least 5 leaders: every leader gains +0.02 Leadership for each leader in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
necromancercaster no type Epic
MIG
3
GRD
2
SPD
2
MAG
12
VIT
3
LCK
3
2 of 4 writtenprovisional
Grave Mustertier 2
enabler · every undead stack's depth

Every undead stack counts one body deeper than it stands, though never deep enough to reach the top rung.

the rule, exactly

Every undead stack counts one body deeper than it stands, never past 5 — one short of the top stack rung of 6, so a stack already at the top is untouched.

Corpse-fedtier 2
every zombie and every skeleton · Magic

While some creature stands stacked deep and the warband is a real undead host, every zombie and every skeleton gains Magic, more the deeper its own stack stands.

the rule, exactly

While you field some creature stacked at least 4 deep and at least 5 undead bodies: every skeleton and every zombie gains +0.04 Magic for each copy standing in the paid body's own stack.

3not writtentier —
4not writtentier —
overseercaster infernal Epic
MIG
3
GRD
2
SPD
2
VIT
3
LDR
12
LCK
3
2 of 4 writtenprovisional
The Enthralledtier 3
every common · Leadership

While some creature stands stacked deep, every common's Leadership is raised toward the overseer's own, up to a ceiling.

the rule, exactly

While you field some creature stacked at least 5 deep: the Leadership of every common is raised to the overseer's own Leadership but never above 1.3 times the Leadership it was born with; it is only ever raised, and the overseer is never paid.

The Tallytier 1
the overseers themselves · Magic

Every overseer gains Magic of its own, and nobody else gains anything.

the rule, exactly

Every overseer gains +1 Magic.

3not writtentier —
4not writtentier —
beastlordskirmisher greenskin Legendary
MIG
3
GRD
1
MAG
6
VIT
3
LDR
14
LCK
2
2 of 4 writtenprovisional
Under the Whiptier 3
enabler · every greenskin

Every greenskin counts as a beast as well, wherever the game counts beasts.

the rule, exactly

Every greenskin counts as a beast as well, in every count the game makes — the beast synergy family, the beastlord's own Whip-hand, and every other ability that reads beasts.

The Whip-handtier 4
every beast · Leadership

While enough beasts stand — counted after the whip has claimed the greenskins — every beast's Leadership is raised toward the beastlord's own, up to a ceiling.

the rule, exactly

While you field at least 5 beast bodies: the Leadership of every beast body is raised to the beastlord's own Leadership but never above 1.49 times the Leadership it was born with; it is only ever raised, and the beastlord is never paid.

3not writtentier —
4not writtentier —
lichcaster undead Legendary
MIG
4
GRD
2
SPD
2
MAG
14
VIT
4
LCK
3
3 of 4 writtenprovisional
The Cold Flametier 4
every undead · Magic

While the dead are held at scale, with most of the warband undead, every undead gains Magic, more for each undead body standing.

the rule, exactly

While you field at least 12 undead bodies: every undead body gains +0.028 Magic for each undead body in the warband.

The Dead Do Not Breaktier 1
the whole warband, counted by the undead on both sides · Leadership

The Leadership pressed against the warband is blunted, further for each undead standing on either side of the duel.

the rule, exactly

The enemy's Leadership attack on this warband is reduced by 7% per undead body, counting those on both sides of the duel, capped at 50%.

The Grave and the Pittier 2
every undead and every infernal · Magic

While the warband holds a real undead host and a real infernal host at once, every undead and every infernal gains Magic.

the rule, exactly

While you field at least 5 undead bodies and at least 5 infernal bodies: every undead body and every infernal body gains +0.15 Magic.

4not writtentier —
demon lordstriker infernal Mythic
MIG
16
GRD
2
SPD
3
VIT
4
LDR
6
LCK
3
2 of 5 writtenprovisional
The Burning Devotiontier 4
every infernal · Magic

While enough infernals stand, every infernal turns all the Leadership it holds above a small reserve into Magic.

the rule, exactly

While you field at least 5 infernal bodies: every infernal body moves everything it holds above 5 Leadership into Magic, read off the statline it was born with, and the drain can never be refilled.

Sworn to the Pittier 3
enabler · every caster from outside the Pact

While a caster from another faction stands in the warband and the infernal host is really held, every caster from outside the Pact counts as infernal.

the rule, exactly

While you field at least 1 caster from a faction other than the demon lord's and at least 5 infernal bodies: every caster from a faction other than the Pact counts as infernal, in every count the game makes; the condition itself is read on the warband before the widening, so the pit can never open itself.

3not writtentier —
4not writtentier —
5not writtentier —

The Wilds

eighteen creatures, four / four / four / three / two / one
boarstriker beast Common
GRD
2
SPD
2
MAG
2
VIT
7
LDR
1
LCK
1
1 of 4 writtenprovisional
The Soundertier 1
every boar · Vitality

Boars gain Vitality for each other boar standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each boar beyond the first gives every boar +0.06 Vitality, at full value up to 5 copies of the boar, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
direwolfskirmisher beast Common
GRD
2
SPD
7
MAG
1
VIT
3
LDR
1
LCK
1
1 of 4 writtenprovisional
The Pack Runstier 1
every direwolf · Speed

Direwolves gain Speed for each other direwolf standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each direwolf beyond the first gives every direwolf +0.06 Speed, at full value up to 5 copies of the direwolf, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
slimetank no type Common
MIG
1
SPD
2
MAG
2
VIT
8
LDR
1
LCK
2
none — a plain body, by design
wispcaster flying spirit Common
MIG
1
GRD
2
MAG
7
VIT
3
LDR
1
LCK
1
none — a plain body, by design
beartank beast Uncommon
GRD
2
SPD
2
MAG
2
VIT
10
LDR
1
LCK
2
1 of 4 writtenprovisional
Thick Coattier 1
the whole warband, counted by its bears · Might

The Might pressed against the warband is blunted, further for each bear standing, up to a low ceiling.

the rule, exactly

The enemy's Might attack on this warband is reduced by 1.2% per bear, capped at 10%.

2not writtentier —
3not writtentier —
4not writtentier —
giant spiderskirmisher beast Uncommon
MIG
2
GRD
3
SPD
8
MAG
2
LDR
1
LCK
2
1 of 4 writtenprovisional
The Webtier 1
the whole warband, counted by its giant spiders · Speed

The Speed pressed against the warband is blunted, further for each giant spider standing, up to a low ceiling.

the rule, exactly

The enemy's Speed attack on this warband is reduced by 3% per giant spider, capped at 18%.

2not writtentier —
3not writtentier —
4not writtentier —
lizardfolkstriker beast Uncommon
MIG
8
SPD
3
MAG
2
VIT
3
LDR
1
LCK
1
none yet — a statline for now
treanttank plant Uncommon
MIG
2
GRD
8
SPD
3
MAG
2
LDR
1
LCK
2
1 of 4 writtenprovisional
Deep Barktier 1
every treant · Vitality

Treants gain Vitality for each other treant standing with them, worth most up to about a third of the warband and turning against them past two thirds.

the rule, exactly

Each treant beyond the first gives every treant +0.08 Vitality, at full value up to 5 copies of the treant, nothing at 8, and negative past that — at 12 copies the same payment is multiplied by -1.5.

2not writtentier —
3not writtentier —
4not writtentier —
dryadcaster plant spirit Rare
MIG
2
GRD
2
SPD
4
MAG
10
LDR
1
LCK
2
1 of 4 writtenprovisional
Sap and Spelltier 2
every spirit · Magic

While enough spirits stand, every spirit gains Magic, more for each different spirit creature in the warband beyond the first.

the rule, exactly

While you field at least 5 spirit bodies: every spirit body gains +0.07 Magic for each different spirit creature in the warband beyond the first, at most 4 counted.

2not writtentier —
3not writtentier —
4not writtentier —
golemtank no type Rare
MIG
2
GRD
10
SPD
4
MAG
2
LDR
1
LCK
2
1 of 4 writtenprovisional
Bastion Stonetier 1
the creatures that lead with Guard · Guard

While a real shield line stands, the creatures that lead with Guard answer harder in Guard, giving up a little of their Guard press for it.

the rule, exactly

While you field at least 5 bodies that lead with Guard: the warband's Guard answer is multiplied by 1 plus 9% per body that leads with Guard, capped at +35%; its Guard attack gives up a quarter of the same share.

2not writtentier —
3not writtentier —
4not writtentier —
sprigganskirmisher plant Rare
GRD
2
SPD
10
MAG
2
VIT
4
LDR
1
LCK
2
1 of 4 writtenprovisional
The Thorntier 2
the whole warband · Magic · reads the opponent

The spriggan looks for a wall across the table: when the opponent fields enough tanks the whole warband's Magic rises, in press and in answer alike, and when they do not its Vitality falls instead.

the rule, exactly

When the opponent fields at least 6 tanks: this warband's Magic attack and answer are both multiplied by 1 plus 28%; when it does not, its Vitality attack and answer are both multiplied by 1 minus 9.3%. Several reads that hit share the gain — the largest in full, the second at a half, the third at a third — while the penalties never decay.

2not writtentier —
3not writtentier —
4not writtentier —
werewolfstriker beast Rare
MIG
10
GRD
2
MAG
2
VIT
4
LDR
1
LCK
2
1 of 4 writtenprovisional
The Runtier 2
every beast · Speed

While enough beasts stand, every beast gains Speed, more for each beast body in the warband.

the rule, exactly

While you field at least 5 beast bodies: every beast body gains +0.012 Speed for each beast body in the warband.

2not writtentier —
3not writtentier —
4not writtentier —
chimerastriker beast flying Epic
MIG
12
GRD
2
SPD
3
VIT
5
LDR
1
LCK
2
2 of 4 writtenprovisional
Three Naturestier 2
enabler · the chimera itself

While the warband has really sworn to a faction, the chimera joins whichever faction it fields most of, and counts inside its largest stack as well.

the rule, exactly

While the warband holds at least 10 bodies of one faction: the chimera counts as a member of whichever faction it holds most of, staying Wilds on a tie, and its copies count inside whichever stack that most helps, each chimera worth 1 body there.

The Chargetier 2
every striker · Might

While enough strikers stand, every striker gains Might, more for each striker in the warband.

the rule, exactly

While you field at least 5 strikers: every striker gains +0.012 Might for each striker in the warband.

3not writtentier —
4not writtentier —
fenshadeskirmisher undead Epic
MIG
2
GRD
3
MAG
3
VIT
12
LDR
2
LCK
3
2 of 4 writtenprovisional
The Fast Hosttier 3
every skirmisher · Speed

While enough skirmishers stand, every skirmisher gains Speed, more for each skirmisher in the warband.

the rule, exactly

While you field at least 5 skirmishers: every skirmisher gains +0.018 Speed for each skirmisher in the warband.

Marsh Damptier 1
the whole warband, counted by its undead · Might

The Might pressed against the warband is blunted, further for each undead standing.

the rule, exactly

The enemy's Might attack on this warband is reduced by 1.5% per undead body, capped at 30%.

3not writtentier —
4not writtentier —
hermitleader no type Epic
MIG
2
GRD
3
SPD
4
VIT
12
LDR
2
LCK
2
2 of 4 writtenprovisional
The Seancetier 3
every spirit · Magic

While enough spirits stand, every spirit gains Magic, more for each spirit body in the warband.

the rule, exactly

While you field at least 5 spirit bodies: every spirit body gains +0.03 Magic for each spirit body in the warband.

Roots and Simplestier 1
the hermit itself · Vitality

The hermit gains Vitality for each different plant creature in the warband, and pays nothing to the grove around him.

the rule, exactly

Every hermit gains +2 Vitality for each different plant creature in the warband.

3not writtentier —
4not writtentier —
dragonstriker beast flying Legendary
GRD
3
SPD
5
MAG
3
VIT
14
LDR
2
LCK
2
2 of 4 writtenprovisional
The Wyrm's Weighttier 3
the whole warband · Vitality

While the warband is purely Wilds, everything it fields presses harder with Vitality.

the rule, exactly

While every body you field shares one faction: the warband's Vitality attack is multiplied by 1 plus 7.5% per member of the warband, capped at +36%.

Under the Shadowtier 4
every beast · Vitality

While enough beasts stand and at least one of them was brought in from another faction, every beast's Vitality is raised toward the dragon's own, up to a ceiling.

the rule, exactly

While you field at least 5 beast bodies and at least 1 beast body from a faction other than the dragon's: the Vitality of every beast body is raised to the dragon's own Vitality but never above 1.1 times the Vitality it was born with; it is only ever raised, and the dragon is never paid.

3not writtentier —
4not writtentier —
leshytank plant Legendary
GRD
3
SPD
5
MAG
3
VIT
14
LDR
2
LCK
2
2 of 4 writtenprovisional
Heartwoodtier 4
every plant · Vitality

While enough plants stand, every plant's Vitality is raised toward the leshy's own, up to a ceiling.

the rule, exactly

While you field at least 5 plant bodies: the Vitality of every plant body is raised to the leshy's own Vitality but never above 1.13 times the Vitality it was born with; it is only ever raised, and the leshy is never paid.

The Forest Multipliestier 3
every stacked body of a creature of rare or below · Vitality

While enough plants stand, every stacked body of a creature of rare or below gains Vitality, more the deeper its own stack stands.

the rule, exactly

While you field at least 5 plant bodies: every body of a creature of rare or below standing at least 2 deep (never the leshy's own copies) gains +0.08 Vitality for each copy standing in the paid body's own stack.

3not writtentier —
4not writtentier —
phoenixskirmisher flying spirit Mythic
MIG
2
GRD
4
SPD
16
VIT
7
LDR
2
LCK
3
2 of 5 writtenprovisional
Rebirthtier 5
enabler · the warband's own matchups

In any matchup the warband is losing, the phoenix pulls the result back toward even, and it never pulls a winning matchup down.

the rule, exactly

In any matchup this warband is losing, its win probability moves 30% of the way back to even; a matchup it already leads never moves.

Wildfiretier 3
every flyer · Speed

While the sky host stands deeper than the griffin knight's own rung asks for, every flyer gains Speed, more for each flying body in the warband.

the rule, exactly

While you field at least 6 flying bodies: every flying body gains +0.04 Speed for each flying body in the warband.

3not writtentier —
4not writtentier —
5not writtentier —

07

What is still moving

Every number
Stats, ability magnitudes, synergy thresholds and the duel's own constants. All of them live in the measuring harness and change one at a time, each change measured before and after on the same seeds.
The synergy bonus
What a composition earns is being rewritten: it used to be a step and is becoming something that climbs with the combinations a player finds. The shape is decided; the curve is not.
The duel's determinism
One notch up on the exponent the calculator runs, so a built advantage shows on the match rather than only over a season. It is one measured round, read on the share of pairs past 75/25 between built warbands, which has to stay under one in ten.
Luck in combat
Luck may reach the fight itself rather than only shifting the finished roll. Decided in principle, not built.
The trait layer
Traits are rolled on chain already and no measurement has ever included one. Until that changes, no ability above rare may read a trait.
The arena's dials
How a fight happens is settled — the draw, the sealed entries, what happens when someone walks away — and the whole path is The Arena. What still moves are its dials: the stake of the launch bracket, and the arena's cut.