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March of Giants Builds

March of Giants Warship Build Guide: Hypercarry Items, Bunkers & Scaling

A complete March of Giants Warship build guide covering item priorities, bunker and trench Battleworks, and hypercarry positioning in the 4v4 alpha.

10/2/2026 Last updated: 10/3/2026 8 min read

FAQ

Is the Warship a good hypercarry in March of Giants?
Yes. Player experience from the closed alpha suggests the Warship is one of the strongest ranged hypercarries available, largely because its bunker passive, shield scaling, and range steroid all compound into an extremely safe late game. It just requires patience — you are not strong until you finish your core items.
What should I buy first for a March of Giants Warship build?
Start with a shield-scaling item so you benefit from the roughly 10% damage reduction that shields provide. Follow it with a cooldown-and-movement shield item to get your W range buff closer to permanent uptime, then transition into attack speed scaling items.
Do bunkers give me gold when they get a kill?
Community reports indicate they do not. If a bunker lands the last hit, the gold does not appear to credit your hero. Treat bunkers as vision and zoning tools rather than as a farming engine.
How many supplies should I save before a push?
There is no hard number, but experienced players tend to bank a large reserve and spend it in a single burst during a siege rather than building continuously. Ten supplies is the minimum threshold worth thinking about, since that is what a single trench square costs.
Does building a trench give vision?
That is still an open question in the alpha community. What is confirmed is the cost structure: 10 supplies to start a trench, then roughly one supply per additional square, which makes long extensions far more efficient than new trenches. The Warship rewards players who respect its curve. Farm patiently, buy shields before damage, treat your bunkers as a second health bar, and the late game takes care of itself.

Most players write the Warship off as a slow gun platform with no escape and no late game. Then they watch a six-item hypercarry delete an entire squad from max range and quietly change their minds. A properly executed March of Giants Warship build turns a bulky artillery Giant into the most oppressive ranged carry in the 4v4 alpha — and the setup is more forgiving than most people assume. The trick to a reliable March of Giants Warship build is recognizing that this hero scales on three axes simultaneously: attack speed, attack range, and shield uptime. Miss any one of them and you are just a big, slow target with a nice voice line.

Below is a practical breakdown drawn from early alpha play, community reports, and stream observations — including what actually works, what wastes supplies, and where most Warship players throw away their lead.

Inside the Warship Kit: Why This Giant Hypercarries

the March of Giants Team’s March of Giants is a 4v4 MOBA layered with RTS-style army control and buildable structures called Battleworks. As Mobalytics’ closed alpha impressions note, the game pairs WWI-flavored art direction with over-the-top Giant scale — and the Warship sits right at the intersection of those systems.

What makes the Warship unusual is that its kit rewards a defensive, zone-based playstyle while still converting into raw damage. Community reports from alpha streams describe the fantasy as “a Glo that can also hypercarry” — a comparison that captures the hybrid identity well.

Tool Reported Function Why It Matters for the Build
Rapid Bunker Construction (passive) Bunkers complete in roughly one second (player experience) Instant cover and zone denial mid-fight
Revenge (scaling passive) Attack speed scaling, with a reset when dropping below a health threshold (community report) Punishes players who panic at low HP
Range steroid (W) Extends attack range; cooldown reduction pushes it toward permanent uptime The core enabler of the hypercarry pattern
Escape tool (E) Area-of-effect slow attached to your disengage Your only real answer to melee divers
Ultimate Dash plus damage — usable purely as mobility (player experience) Doubles as a second escape or a repositioning tool

The important takeaway: the Warship is not a burst mage or a bruiser. It wins by standing at a range where nobody can touch it while shredding anything that walks into its bubble.

The Core March of Giants Warship Build: Item Priorities

One of the best things about itemization in March of Giants is that the shop pool is shared across nearly every Giant. You are not locked into a single “correct” build — you can go tanky, shield-focused, or straight damage. That flexibility is exactly why the Warship’s build order matters so much.

Player experience from alpha matches suggests leaning into shields early and damage later, because shield effects come with a real defensive payoff.

Priority Item Category Primary Purpose
1 Shield-scaling item Stack shields first — while shielded you take roughly 10% reduced damage
2 Cooldown + movement shield item Lower W cooldown and improve chase/kite speed
3 Attack speed scaling item Feeds the triple-scaling loop of speed, range, and shields
4 Second attack speed / range item Converts you from “annoying” to “unanswerable”
5 Lifesteal or execution item Sustain through extended sieges
6 Situational defensive item Cleanse, anti-stun, or matchup-specific tech

Two practical notes from the community:

  • Cooldown reduction on W is the highest-value stat you can buy. Stream observations point out that range upgrades on W do very little, but cooldown reduction gets you to near-permanent uptime on the range buff — which is the entire point.
  • Do not buy damage before you can survive the dive. The Warship has no “oh no” button. A defensive item at slot three will win more games than a greedy damage item that never gets used.

If the enemy team has a hard-CC lockdown hero or a snowballing diver, your sixth slot should almost always be counter-itemization rather than more damage. Community reports specifically flag cleanse-style effects as essential against long-duration crowd control — and note that cleanse timing matters, since you need to be unstoppable at the moment the effect ends, not when it begins.

Battleworks Synergy: Bunkers, Trenches, and Supply Math

This is where the Warship separates itself from every other Giant. The passive that lets you throw down bunkers in about a second changes how you trade, how you retreat, and how you control the jungle.

Battlework Reported Cost Strategic Use
Bunker (single) Small supply cost, ~1 second build with Warship passive Instant cover, lane trading, jungle denial
Bunkers in a radius Same per-unit cost Massed bunkers fire on enemies who enter your zone
Trench (first square) 10 supplies Expensive entry point — think before committing
Trench extension 1 supply per additional square Cheap once started, ideal for long-term lane control

A few hard-earned lessons from alpha play:

  • Bunkers shoot. Once several are clustered in your radius, they chip away at anyone who steps in. Laying five or six in a jungle corridor effectively turns that area into your personal forest.
  • Bunker last hits do not credit your hero with gold (community report). Letting a bunker steal a kill is a real economic loss — plan your last-hit timing around it.
  • Stockpile, then dump. Supplies are a resource you can bank. Holding a large reserve and spending it all at once during a siege push is far stronger than trickling structures out one at a time.

Trenches are the slower, more permanent play. At 10 supplies for the first square, they are not a reactive tool — but at one supply per extension, they become an efficient way to lock down a lane you already control.

Phase-by-Phase Gameplan

The Warship’s power curve is unusually steep. You are weak early, dangerous at two items, and genuinely terrifying at five or six. Play to that curve instead of forcing fights you cannot win yet.

Phase Your Job Avoid
Early game Farm safely, build bunkers for vision and cover, rotate only for free kills Contesting supply waves you cannot win
Mid game Finish shield item + W cooldown item, start pressuring outposts Fighting three or four enemies at once
Late game Stand at max range, shred Giants, split-push with a siege unit Walking into the enemy Bastion alone

The single biggest pattern from strong Warship games is the rotation loop: rotate, farm a kill, defend base, repeat. It sounds simple, but the discipline of never overextending is what gets you to the six-item spike that actually ends games.

A useful late-game macro trick: send a siege unit down one lane while you push another. A 4v4 team cannot realistically defend both, and the Warship is one of the best Giants at converting a two-lane threat into a Bastion kill.

Matchups, Positioning, and Common Mistakes

Because the Warship is a ranged carry with no reliable escape, matchups are dictated almost entirely by spacing. Against melee divers you outspace them; against long-range poke you need shields and cooldown reduction online before you can trade.

Situation Best Response
Melee Giant diving you Kite with your AoE slow, then re-engage once their cooldowns are spent
Enemy with heavy stuns Buy cleanse/anti-CC and time it at the end of the disable
Enemy fed carry Prioritize the matchup-specific counter item over raw damage
Stalemate at a central Bastion Split with a siege unit instead of sieging into a fortified tower

Common mistakes that cost Warship players games:

  • Buying damage before survivability and dying before the late-game spike.
  • Clustering bunkers in a lane where enemies can safely clear them.
  • Using the ultimate only as a damage tool when it is often better as a mobility reset.
  • Trying to fight all four enemies at once instead of forcing them to split.

For a wider view, our March of Giants items guide, best build framework, The Mole build guide round out the picture from different angles.

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