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.
FAQ
Is the Warship a good hypercarry in March of Giants?
What should I buy first for a March of Giants Warship build?
Do bunkers give me gold when they get a kill?
How many supplies should I save before a push?
Does building a trench give vision?
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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