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.
FAQ
How many unit types are in March of Giants?
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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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