March of Giants Build Guide: Best Giant, Soldier, and Battlework Builds
Master March of Giants builds with a full guide to soldier upgrades, Battleworks, and giant synergies that decide 4v4 matches.
FAQ
What is the best March of Giants build for beginners?
Should I upgrade my Giant or my soldiers first?
Can I win by ignoring soldier mechanics in this March of Giants build guide?
When can I test these builds?
Is March of Giants trying to be a real-time strategy game?
MOBA players who have spent years memorizing item timings are about to meet a game that asks a second question: what is your army doing? This March of Giants build guide breaks down how giant upgrades, soldier commands, and Battlework placements fit together, so you can walk into your first match with a plan instead of a pile of guesses.
March of Giants is a 4v4 MOBA with real-time strategy DNA. You control a towering Giant while directing a squad of soldiers at your feet, and because a build is no longer just your character’s stats, a useful March of Giants build guide has to cover three systems at once: your Giant, your army, and your structures.
Why March of Giants Builds Work Differently
March of Giants is developed by the March of Giants Team, a studio founded roughly five years ago specifically to build this project, with former tactical-shooter developers on the team. The setting leans hard into World War I trench warfare: bullets, bombs, collapsing terrain, and radio chatter instead of high-fantasy magic.
That tone matters for your build because it changes what “winning a fight” means. Soldiers are especially effective against Giants, so the real skill is knowing when to commit your squad and when to pull it back. That push-and-pull rhythm is the backbone of every decision you’ll make.
During early playtests, the developers noticed something telling: even experienced MOBA players would run entire sessions barely touching their soldiers, according to player experience shared from preview events. Only after getting punished by opponents who actually used their armies did those players start experimenting — and that’s where the depth opens up.
| Traditional MOBA | March of Giants |
|---|---|
| One unit under your control | A Giant plus a controllable squad |
| Items and ability ranks drive your build | Giant upgrades, soldier upgrades, and Battleworks |
| Heroes contest objectives directly | Soldiers cap objectives and collect resources |
| Wards provide vision | Splitting your squad provides scouting |
| Fantasy or sci-fi power fantasy | Grounded WWI-inspired war fantasy |
The Three Build Pillars: Giant, Soldiers, and Battleworks
Every March of Giants build splits your investment across three pillars, and you cannot max all three at once. The developers have said publicly that they’re excited to see players discover builds and strategies the team never found themselves — which means the ceiling here is genuinely open.
| Pillar | What You Invest In | Strength | Trade-Off |
|---|---|---|---|
| Giant | Personal upgrades, survivability, ability scaling | Wins duels, punishes mistakes | Weak to massed soldiers |
| Soldiers | Squad upgrades, control tools, sustain | Objectives, resources, pressure | Melts to AoE and bad timing |
| Battleworks | Bunkers, trenches, defensive structures | Holds ground, protects pushes | Can stall your own tempo |
The smartest approach for new players is a 60/40 split: pick one primary pillar and treat the other two as support. A Giant who upgrades soldiers but never invests in personal durability will simply get deleted before the army matters.
Soldier-First Builds and Giant Synergies
The soldier pillar is what separates this game from every other MOBA. If you want to lean into it, you need command fluency before you need upgrade numbers.
Core soldier commands
| Command | What It Does | Best Use Case |
|---|---|---|
| Charge | Sends the squad forward at a target | Capping objectives, pressuring a lane |
| Recall | Pulls soldiers back to you | Denying a Giant a free wipe |
| Redirect mid-charge | Changes squad direction while moving | Flanking, dodging area damage |
| Split the squad | Sends only part of your army | Scouting, resource collection |
The mid-charge redirect is the single most underrated tool in the kit. Sending soldiers forward and then bending their path sideways turns a straight brawl into a flank, and it costs you nothing but attention. The more comfortable those commands become, the more creative options you’ll see in every engagement.
Giant archetypes that scale with your army
| Giant Archetype | Synergy | Build Direction |
|---|---|---|
| Inspiring commander | Buffs soldiers directly | Max squad upgrades early |
| Converter | Turns enemy soldiers against their owner | Punish overextended pushes |
| Shaper | Transforms soldiers into alternate forms (reported: werewolves) | Aggressive, tempo-based play |
| Self-scaling bruiser | Strengthens the Giant itself | Soldiers as objective tools only |
Because specific numbers and ability names still shift between playtests, treat these as frameworks rather than fixed recipes. Check the hero select screen each build for the current tuning before you commit.
Battlework Placement Turns Structures Into a Strategy
Battleworks are the third leg of any March of Giants build. Trenches and bunkers let you shape where fights happen, and a well-placed defensive structure can buy your squad the seconds it needs to finish a capture.
| Battlework | Purpose | Placement Rule |
|---|---|---|
| Trench line | Slows enemy advances, protects your squad | In front of objectives you plan to hold |
| Bunker | Anchors a lane, absorbs pressure | On the edge of your own push, not behind it |
| Protection dome | Shields soldiers during a capture | Directly on objectives you’re actively taking |
| Forward structures | Extend your army’s reach | Only after you’ve won a fight and gained space |
Community reports from the closed alpha flagged one real downside: heavy structure play can create drawn-out lane stalemates that feel slower than they should. The fix is to treat Battleworks as tempo tools. Build forward, not backward, and use structures to enable a push rather than to freeze the map.
Phase-by-Phase Build Priorities
| Phase | Giant Focus | Soldier Focus | Battlework Focus |
|---|---|---|---|
| Early | One cheap durability upgrade | Baseline squad control practice | Skip heavy building |
| Mid | Ability scaling for teamfights | Squad upgrades and sustain | One forward structure per push |
| Late | Fight-winning power spike | Split-squad scouting and sieging | Defensive layer on your core |
Common build mistakes to avoid
| Mistake | Why It Hurts | Fix |
|---|---|---|
| Ignoring soldiers entirely | You lose objectives and resources for free | Practice one command per match |
| Charging soldiers with no follow-up | Free kills for enemy Giants | Trade your army only behind pressure |
| Overbuilding defensive Battleworks | Stalls the game and kills your tempo | Build forward after wins |
| Never splitting the squad | No vision, no resource income | Send a third of your army to scout |
| Copying a build blind | Enemy composition flips matchups | Adapt your pillar split per match |
One honest warning: the controls take time. Reports from the closed alpha note that understanding soldier control — both mechanically and visually, especially when the little guys are clustered at your feet — is the biggest early hurdle. Expect a learning curve, and expect it to feel great once it clicks.
If you want to practice these builds yourself, the next playtest window is scheduled to open October 7, and you can request access through the official March of Giants playtest page on Steam. Exact dates and regional availability can shift, so confirm details on that page before planning your session.
For a wider view, our builds hub, items guide, map control guide round out the picture from different angles.
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