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March of Giants Units Explained: Giants, Soldiers, and Battleworks

March of Giants units explained: how Giants, Soldiers, and Battleworks work together in Ubisoft's free-to-play 4v4 army MOBA.

10/2/2026 Last updated: 10/3/2026 9 min read

FAQ

How many unit types are in March of Giants?
There are three confirmed families of march of giants units: Giants, Soldiers, and Battleworks. The individual roster within each family — how many distinct Giants, soldier types, or deployables exist — hasn't been fully revealed, and the game is still in testing ahead of release.
Do you control every Soldier individually?
No. The design centers on commanding groups: rallying troops from waves, moving them between lanes, and directing them toward objectives. Expect squad-level and lane-level orders rather than clicking each unit, which keeps the focus on strategy over raw mechanics.
Are March of Giants units free to play?
The game is listed as free-to-play with online PvP and online co-op, so access to the core experience costs nothing. Specific monetization details for individual Giants or cosmetics haven't been announced yet, so treat any pricing claims you see online as unconfirmed.
How can I test March of Giants units before launch?
Request access through the Steam page and wishlist the game. The developer has been running closed alpha and Pioneer Playtest waves, and requested accounts get notified when new participants are accepted. It's the most reliable way to see the unit system firsthand.
Which unit layer should a new player focus on first?
Start with Soldiers. Troop positioning and objective timing determine whether your Giant fights fair or fights outnumbered, and that foundation matters more than mastering an ability combo early on. Giants win duels; armies win matches.

Most MOBAs hand you one hero and ask you to farm a lane for twenty minutes. March of Giants hands you a war. In this free-to-play 4v4 battler from Ubisoft, the real skill ceiling isn’t landing a perfect combo — it’s orchestrating march of giants units across a battlefield where hundreds of troops crash into each other at once.

That distinction matters because march of giants units form a three-layer system, not a single roster. You pilot a towering Giant, you rally Soldiers from advancing waves, and you deploy Battleworks that physically rewrite the map. Ignore any one layer and your front line folds, no matter how clean your mechanics are.

Here’s what we know so far about how that system works, how the pieces feed into each other, and how you can start practicing before launch day.

What Are March of Giants Units?

The game’s official store page describes three interlocking families of units — Giants, Soldiers, and Battleworks — and each one is controlled differently, solves a different problem, and scales differently over a match.

Unit family What it is Who controls it Primary job
Giants Towering playable commanders One per player (4v4) Cast abilities, duel enemy Giants, anchor pushes
Soldiers Rank-and-file troops rallied from advancing waves You, as groups and squads Scout, gather resources, capture objectives, swarm
Battleworks Deployable battlefield assets You, placed on the field Shape lanes, hold chokepoints, reinforce objectives

Soldiers are the connective tissue of the whole design. They arrive in waves, you move them between lanes, and you command them across the battlefield. Their task list is deliberately broad: scouting, resource collection, hunting down enemy Giants, capturing objectives, and overwhelming defenses. In practice, Soldiers are how you convert a won fight into actual map progress.

Giants are the playable layer. Each player commands one Giant with a unique ability kit, and those Giants lead Soldiers that carry distinct strengths. That phrasing is important — it hints that a Giant isn’t just a stat block, but a commander whose value partly depends on which troops are marching behind it.

Battleworks are the wildcard. Trenches, giant slayer bunkers, cavalry, and soldier drops can be deployed to create choke points, reinforce objectives, and change how a fight unfolds. Because they’re placed rather than drafted, they’re the layer most likely to punish predictable play.

One caveat before we go deeper: Ubisoft and the March of Giants Team have not published a complete unit roster yet. Anything below that goes beyond the official description is a framework for thinking about the game, not a leaked list.

Giants: The Commanders You Pilot

In a 4v4 match, that’s up to eight Giants on the field at once — and each one is upgraded during the match alongside the Soldiers under its command. If you come from a hero-brawler background, you’ll recognize the upgrade loop, but the win condition is different. A Giant that ignores its army is a Giant that gets surrounded and deleted.

Since the full roster isn’t public, the useful exercise is knowing which questions to ask the moment you get hands on a new Giant.

  • Does it buff Soldiers, or fight alone? A Giant that empowers a wave can be played from behind. A pure duelist needs a lead.
  • How mobile is it? With multiple lanes and shifting front lines, rotation speed is often worth more than raw damage.
  • How does it clear a wave? If your Soldiers die faster than they arrive, you lose the map even while winning fights.
  • What’s its answer to being swarmed? Soldiers exist specifically to take down enemy Giants, so every commander needs an escape hatch or an area tool.

Expect roughly these archetypes to emerge once the roster fills out. Treat it as a mental checklist, not a tier list.

Giant role (expected) Fights by Pairs best with Biggest risk
Frontline bruiser Absorbing damage, holding a lane Defensive Battleworks and shield troops Being kited and poked down
Siege commander Ranged pressure on structures Soldier drops for constant pressure Getting caught out of position
Support commander Buffing and healing troops Massed Soldiers in tight lanes Low solo kill pressure
Skirmisher Picking off stragglers and Giant Cavalry-style mobile units Falling behind in a long war of attrition

Soldiers: The Mass Behind Every Push

Soldiers are where March of Giants stops feeling like a typical MOBA. You’re not last-hitting a lane — you’re deciding whether your army scouts the river or commits to a bunker, and those choices compound.

Soldier job Why it matters What happens if you skip it
Scouting Reveals enemy rotations and Battlework placements You get ambushed in fog with no escape
Resource collection Fuels mid-match upgrades Your opponent hits power spikes first
Objective capture Turns kills into map control You win fights but lose the game
Anti-Giant swarming Soldiers are explicitly built to take down Giants A fed enemy commander runs the lobby
Overwhelming defenses Numbers break fortified positions Stalemates drag until someone misplays

The realistic expectation is macro play, not unit-level micro. You will not be individually clicking 200 soldiers through a chokepoint. You’ll be managing groups — sending a detachment to scout while the main body pushes a different lane, then pulling them back before the enemy Giant rotates.

If you want one habit to build before launch, make it this: always know what your army is doing while you’re fighting. The most common failure state in army-scale games is winning a duel and looking up to find your troops standing idle in a lane that no longer matters.

Battleworks: Deployable Units That Reshape Lanes

Battleworks are the units nobody expects the first time they play. They don’t just add damage — they change the geometry of a fight.

Battlework What it does When to deploy it
Trenches Create choke points that funnel enemy Soldiers Defending an objective you already hold
Giant Slayer Bunkers Dedicated anti-Giant fortifications When the enemy commander is snowballing
Cavalry Fast-moving pressure that hits where you aren’t Punishing a lane your opponent abandoned
Soldier Drops Reinforce a fight instantly without walking Turning a losing skirmish into a 2v1

The strategic value here is tempo. A trench doesn’t kill anything on its own, but it forces the enemy army into a predictable path where your Soldiers and Giant can fight on favorable terms. A soldier drop doesn’t win a fight by itself, but it denies your opponent the timing window they committed to.

Because Battleworks can be deployed rather than drafted, they’re also the easiest layer to waste. A bunker placed two lanes away from the actual fight is a bunker that isn’t defending anything. Place with intention: every deployment should either buy time, deny space, or convert a numbers advantage into a capture.

How March of Giants Units Synergize, Upgrade, and Get Tested

Reading the synergy triangle

Every fight in March of Giants comes down to how the three unit families interact. Soldiers beat Giants through numbers. Giants beat Soldiers through area damage and durability. Battleworks beat Soldiers by controlling where they can walk — and can beat Giants outright when the right bunker is in play.

Your opponent is leaning on… Your answer Why it works
Massed Soldiers Area-damage Giant + choke point Battlework Compresses the wave into a kill zone
A single dominant Giant Swarm orders + Giant Slayer Bunker Soldiers are designed to bring Giants down
Heavy fortification Cavalry pressure on another lane Forces them to split defenders
Fast rotations Trenches on the objective you want Slows their pathing without a fight

Upgrade priorities by match phase

Upgrades apply to both your Giant and your Soldiers, so spending is a real decision rather than a formality.

Phase Priority Reason
Early Soldier survivability and economy Cheap troops that live longer pay for everything else
Early-mid One signature Giant ability Consistency beats versatility in small fights
Mid Battlework placement tools Front lines shift fast; you need to contest space
Late Army-wide scaling Large clashes are decided by total stats, not single abilities

Playtest access and system requirements

The game isn’t out yet, and access currently runs through a request system. You can join the wishlist and request Pioneer Playtest access directly from the official March of Giants Steam store page — approval notifications go out when the developer opens another wave of participants.

Minimum Recommended
OS Windows 10/11 64-bit Windows 10/11 64-bit
CPU Intel Core i5-11600 / AMD Ryzen 3 3100 Intel Core i5-12400 / AMD Ryzen 5 5600X
RAM 8 GB 16 GB
GPU GTX 1650 4 GB / RX 6400 4 GB RTX 2060 Super 8 GB / RX 5700 XT 8 GB
Storage 15 GB 15 GB
Target 1080p, 75% render scale, 60 FPS, low 1440p, 100% render scale, 60 FPS, high

Two practical notes: the game requires a persistent internet connection, and it uses kernel-level Easy Anti-Cheat, so plan accordingly if you share a machine. Specs are also explicitly described as evolving, so don’t buy hardware around a playtest build.

For a wider view, our March of Giants beginner guide, items guide, heroes ranked round out the picture from different angles.

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