March of Giants Beginner Guide: Core Mechanics, Best Starter Giant & Builds
New to the alpha? This March of Giants beginner guide covers core mechanics, Battleworks, lanes, and a complete Farrenn build for big damage.
FAQ
Is March of Giants hard for a complete beginner?
Which giant should a new player main?
How many upgrades should go into damage?
How do I get into the March of Giants alpha?
March of Giants is a 4v4 MOBA with a serious real-time strategy streak, and that combination is exactly why your first matches can feel chaotic. Soldiers swarm at your feet, Battleworks go up mid-fight, and you’re expected to snipe, lane, and command all at once. A good March of Giants beginner guide earns its keep by telling you which systems to learn first instead of drowning you in every mechanic at once.
This March of Giants beginner guide breaks down what the game actually is, how a match flows, and which starter giant gives you the smoothest learning curve. You’ll also get a complete Farrenn build — augments, upgrade order, and laning habits — pulled from player experience during the closed alpha.
What Is March of Giants? The Basics Every New Player Needs
the March of Giants Team revealed March of Giants on August 30, 2025. It’s a 4v4 MOBA where each player controls a towering “giant” commander who leads waves of soldiers across a battlefield. The Studio was founded roughly five years earlier by Creative Director Xavier Marquis specifically to build this game, and the team includes former developers from Rainbow Six Siege.
The World War I-inspired art direction is the first thing you’ll notice. The second is the radio chatter replacing a traditional announcer — it plays like a command center talking in your ear. According to a Mobalytics closed alpha preview of March of Giants, the roster ranges from Olympian-style gods to kaiju-sized monsters, which means your giant choice changes the feel of a match dramatically.
| Feature | Details |
|---|---|
| Developer | the March of Giants Team (Creative Director: Xavier Marquis) |
| Genre | 4v4 MOBA with RTS elements |
| Team size | 4 players per side, one giant each |
| Theme | World War I-inspired visuals, radio-commander audio |
| Signature mechanic | Battleworks — buildable bunkers, trenches, and structures |
| Alpha access | Steam playtest request; North America and English first |
The Three Systems You Must Learn
Beginners usually lose because they focus on only one of these. Veterans juggle all three at once.
- Soldier control: Your AI wave does more damage than most new players realize. Microing them is the difference between a stalled lane and a free push.
- Giant abilities: Your personal kit handles kill pressure, poke, and escapes.
- Battleworks: Buildable structures that can freeze a lane or accelerate a push. Community reports note that laning phases can hit awkward stalemates when both sides over-build defensively.
How a Match Flows: Lanes, Soldiers, and Tempo
Matches run across top, middle, and bottom lanes, with three core lanes and a jungle-style objective layer. Because the map is wide and giant movement is relatively slow, rotating from a side lane to mid costs you real time — and real gold.
Early on, focus on three things: last-hitting with your auto attacks, keeping your soldier wave alive longer than your opponent’s, and avoiding unnecessary damage. The single biggest complaint from the closed alpha, based on community reports, was that controlling your soldiers isn’t visually obvious at first. Getting a feel for killing the little units at your feet takes practice.
| Phase | What You Should Be Doing | What to Avoid |
|---|---|---|
| Opening (0–3 min) | Farm safely, learn your giant’s cooldowns | Diving under towers or over-extending |
| Mid lane phase | Contest soldiers, poke with abilities | Standing still in the wave |
| Team fights (10 min+) | Position behind soldiers, focus squishies | Front-lining as a ranged giant |
| Siege / end game | Use Battleworks to push, group as four | Splitting alone into three enemies |
A useful rule: if you’re not sure what to do, push your wave and rotate. Dead time is the enemy in a 4v4 where every player matters.
Best Starter Giant for New Players: Farrenn the Marksman
If you want a beginner-friendly carry with room to grow, Farrenn (sometimes spelled Faren in community posts) is the safest pick. She’s a ranged marksman with enormous damage output and a kit that rewards positioning rather than mechanical flash.
Her passive is deceptively strong: after casting any ability, her next auto attack gets extended range for a short window. That’s a free poke tool and an easy way to sneak a last hit on a soldier. Chain it with your abilities and you’ll win most early trades against slower giants.
| Ability | Role | What It Does | Beginner Note |
|---|---|---|---|
| Passive | Extended Autos | Casting an ability extends your next auto’s range for a few seconds | Free poke and last hits |
| Q | Sniper Shot | Long-range single-target damage | Excellent poke, long cooldown early |
| W | Trap of Thorns | Rooting CC trap with decent cast range | Small and takes about 3 seconds to arm |
| E | Stealth | Brief invisibility; exiting grants attack speed | Best tool for picks and escapes |
| R (Ultimate) | Channeled Root | Long-range channel that damages a target, then slows and roots enemies inside | Strong for clearing a pushed lane |
Augments: The Four You Should Take Almost Every Time
You get four augments per match. Player experience suggests putting two into your Q and two into your W.
| Slot | Augment | Effect | Why It Works |
|---|---|---|---|
| 1 | Q Cooldown Reduction | Lower sniper cooldown | More poke, more pressure |
| 2 | Q Range | Longer sniper distance | Safer damage from behind soldiers |
| 3 | W Area Size | Trap area nearly doubles | Cuts off a much wider escape lane |
| 4 | W Duration | Root lasts longer (roughly 0.75s to about 1.25s per player testing) | Extra autos on trapped targets |
A worthwhile alternative is stealth cooldown reduction on your E. It’s excellent if you’re roaming mid lane, but less valuable top or bottom because rotations there are slow and enemies push hard.
Upgrade Priority: Damage First, Survivability Second
You receive around ten upgrades per match. Community builds typically spend seven to nine of them on offense — eight is the sweet spot.
| Priority | Upgrade | What You Gain |
|---|---|---|
| 1 | Life Steal | Damage, attack speed, and lane sustain |
| 2 | Rapid Reload | Scaling power and attack speed over time |
| 3 | Battle Cadence | Attack power plus a stacking 2% attack speed buff |
| 4 | Chain Targeting | 50% chance to chain hits to four extra targets |
| 5 | Weapon System Expert | Flat 60 power plus 10% more power |
| 6 | Fire Coordinator | 1% stacking damage amp, up to roughly 20% in fights |
| 7 | Situational (see below) | Shield Breaker, Execution, or Basic Trainer |
| 8 | Momentum | Faster movement across the map |
| 9–10 | Flexible | Damage Reflector or Veteran Shieldmaster |
For that seventh slot, match it to the enemy team:
- Shield Breaker — up to 4 stacks of 5% power each against shielded enemies.
- Execution — applies withering (reduced health regen) and kills champions below 5% health.
- Basic Trainer — 70% larger auto attack area, kills up to 30% more soldiers, half damage to giants caught in it.
Then round out with Momentum for map speed, plus Damage Reflector (most HP, health regen, and 15% reflect damage) or Veteran Shieldmaster (10% reduced damage while shielded). Because Farrenn heals off auto attacks rather than passive regen, losing health regen for a shield bonus is a clean trade.
Habits That Separate New Farrenn Players From Dangerous Ones
Knowing the build is only half the battle. These are the habits that turn a decent Farrenn into a lane bully.
- Land your sniper shot. Q is your main poke tool. Missing it wastes your biggest cooldown.
- Weave abilities before autos. Every ability cast sets up an extended-range auto. Use the passive constantly.
- Stealth for picks, not for travel. Enemies below 20% health often linger in lane, and stealth converts those into kills.
- Center your ultimate. The channel is long, so aim so the target sits in the middle of the effect radius.
- Place traps ahead of the enemy. With roughly a three-second arm time, you have to predict the escape path, not react to it.
- Don’t focus tanks early. Farrenn can duel most tanks one-on-one once her healing is online, but wasting time on them during a team fight loses games.
| Common Mistake | The Fix |
|---|---|
| Ignoring your soldier wave | Micro your units between autos for free lane pressure |
| Playing too passively | Take calculated fights — Farrenn wins most extended trades |
| Dumping the ultimate on a moving target | Trap them first, then channel |
| Building pure damage with zero defense | Keep one flex slot for Reflector or Shieldmaster |
| Diving three enemies alone | Group as four; 4v4 tempo punishes solo plays |
Your First Week Checklist
If you only take five things from this March of Giants beginner guide, make it these:
- Play Farrenn in mid lane so stealth cooldown augments actually pay off.
- Practice soldier control for ten minutes before queuing for real matches.
- Copy the eight-upgrade damage core, then flex your last two slots.
- Always cast an ability before an auto attack to trigger your passive range.
- Review one replay per session — you’ll spot positioning errors fast.
The game is still in closed alpha, so balance and systems will shift. Treat everything here as a strong starting point rather than gospel, and revisit your build as patches land.
For a wider view, our Farrenn build guide, March of Giants tips, units explained round out the picture from different angles.
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