Olden Era Unit Tier List

Unit strength in Olden Era comes from battle job and army context, not from a fake universal ladder. This page is built to help you read which stacks are anchoring the line, creating tempo, exploiting mistakes, or stabilizing control in the fights you actually play.

Anchor units

These units hold space, buy time, and let the rest of the army act on better terms instead of fighting every exchange from panic.

Promote when: Raise them when your line collapses too quickly or your damage units keep getting asked to absorb the fight themselves.

Trap: They become overrated when they are treated as the whole win condition instead of as the shape that lets other units matter.

Pressure units

These are the units that convert stable fronts into tempo, forcing the enemy to respond instead of dictating every exchange.

Promote when: Use them when the army already survives but struggles to turn survival into initiative.

Trap: They underperform in armies that never bought the time or space those units need to attack cleanly.

Punisher units

These units matter because they exploit mistakes: exposed ranged lines, broken flanks, overextended stacks, or bad terrain commitments.

Promote when: Best when your army can actually create the openings they need.

Trap: A punisher ranked in isolation often looks amazing and then feels weak in armies that cannot manufacture punish windows.

Utility and support units

These shape morale, movement, spacing, or spell tempo and make the rest of the army easier to pilot under pressure.

Promote when: Strong when the battle is being lost on control, positioning, or sequencing rather than only on raw damage.

Trap: They should improve the army's real plan, not exist as filler because their tooltip sounds flexible.

Read the Battle Problem Correctly

Visible SymptomUnit ReadWhy
Your front line survives, but fights still drift out of controlPromote pressure or utilityThe army has enough staying power, but not enough initiative or control to turn that durability into a win.
Damage units keep dying before they matterPromote anchorsThe problem is not that the damage units are weak. It is that the army shape does not protect their window.
You almost win until one flank breaks and everything collapsesPromote punishers or support that secures the edgeLate-fight collapses often mean the army has no clean answer once one side loses structure.
A supposed top-tier unit always feels mediocreDemote the unit and inspect the army around itA strong unit can still be wrong for your hero, your tempo, or the battle plan you are actually playing.

FAQ

What is the best unit in Olden Era?

There is no honest one-line answer. The best unit is the one solving the battle job your current army is missing, whether that job is anchoring, pressuring, punishing, or stabilizing control.

Why do unit tier lists feel unreliable?

Because they treat units like isolated chess pieces. This page is not a fake all-units ladder. Unit value changes with hero build, battlefield role, terrain, and what the rest of the army is asking that stack to do.

How should I upgrade units without wasting resources?

Upgrade the units attached to the battle pattern that is already working. Do not chase a famous stack if the current army still loses on shape, control, or turn order.

Related Guides

Faction Tier List →Heroes →Combat →Beginner Guide →

Last updated: July 12, 2026