- Endless Legend 2 units are organized by faction, tier, battlefield type, and upgrade path.
- Tier 1 units establish early armies, while higher tiers add stronger skills and specialized roles.
- Dust, strategic resources, and upkeep should be compared before committing to an upgrade.
- Cavalry and flying units offer mobility, while infantry and juggernauts usually provide frontline stability.
- Minor faction units add situational options when their recruitment and upkeep fit your economy.
Endless Legend 2 units: How the Roster Works
Endless Legend 2 units are defined by more than damage. Health, defense, movement points, battlefield type, skills, production cost, upkeep, and required technology all affect whether a unit belongs in your army. The official ENDLESS Legend 2 Units wiki lists faction rosters from Tier 1 through Tier 3, along with Necrophage Tier 4 units and three minor-faction tiers.
A useful first step is to identify what your army is missing. A high-damage ranged unit may struggle if it has no durable screen, while a powerful juggernaut can become inefficient if its movement and upkeep do not suit the battlefield.
Frontline
Infantry and juggernauts absorb pressure, protect fragile allies, and create space for ranged attacks.
Mobile Pressure
Cavalry and flying units use higher movement or special mobility to reach exposed targets and control flanks.
Ranged Damage
Ranged units attack from safer positions, but usually need protection because many have zero defense.
| Stat | What it tells you | Best use |
|---|---|---|
| Health | How much punishment a unit can take | Frontline durability and attrition |
| Damage | The listed attack range | Comparing offensive output |
| Defense | Resistance against incoming attacks | Holding positions and surviving focus fire |
| Movement Points | How far the unit can move | Flanking, pursuit, and repositioning |
| Upkeep | Recurring cost per turn | Measuring long-term army efficiency |
Compare damage with health and defense rather than ranking units by attack alone. A lower-damage defender can create more value by protecting several fragile ranged units.
Faction Unit Rankings and Core Roles
The four major faction groups in the available roster show different approaches to army construction. Kin of Sheredyn provides a broad mix of cavalry, infantry, ranged units, and juggernauts. Last Lords emphasizes infantry, flying units, and life-stealing effects. Tahuk focuses heavily on ranged attacks and incapacitating skills. Aspects combines swarm, ranged, cavalry, and flying options.
The following comparison highlights representative Tier 1 and higher-tier choices. It is not a replacement for the full roster, but it helps identify the strategic identity of each group.
| Faction group | Notable early unit | Strong specialty | Example advanced unit | Army-building focus |
|---|---|---|---|---|
| Kin of Sheredyn | Legionary | Defense and shield skills | Commander | Balanced formations |
| Last Lords | Stalwart | Leeching effects | Blood Tyrant | Attrition and flying pressure |
| Tahuk | Devotee | Incapacitating attacks | Devastating Wrath | Ranged control and burst |
| Aspects | Envoy | Defensive swarm utility | Scales of Justice | Flexible mobility and aerial damage |
Kin of Sheredyn
Kin of Sheredyn offers a straightforward combined-arms roster. The Legionary has 140 health, 35–45 damage, and 10 defense at Tier 1, making it a dependable infantry foundation. The Sentinel provides four movement points as cavalry, while the Archer adds ranged pressure after the required technology becomes available.
At higher tiers, the Commander reaches 250 health, 64–80 damage, and 35 defense. The Champion trades some defense for a higher 70–84 damage range and a charge-oriented skill path. These options support armies that want a stable center with mobile flankers.
Last Lords
Last Lords units lean toward attrition. The Stalwart has 140 health and 10 defense at Tier 1, while its later branches include the Fallen Knight, Eldritch Knight, Merciless Knight, and Consul's Guard. Several of these units use Leeching Strike skills, which makes them suitable for sustained engagements.
The faction also features flying units such as the Dust Lord, Blood Master, Dread Lord, Blood Tyrant, and Dread Duke. The Blood Tyrant reaches 300 health and 65–80 damage, while the Dread Duke reaches 30 defense. These units can provide durable aerial pressure, but their upkeep reaches 30 per turn at Tier 3.
Tahuk
Tahuk is the clearest ranged-focused option among the listed faction groups. The Relic Keeper begins with Ranged III and can upgrade into the Holy Keeper or Holy Smither branches. The Wrath Bearer begins at 60–75 damage and later leads to very high-damage options.
The Devastating Wrath stands out at 300 health and 100–120 damage, with Warmaster and Obliteration skills. It also carries a 30 upkeep cost. This makes it a high-impact investment rather than a unit to field casually in a strained economy.
Aspects
Aspects provides unusual battlefield flexibility. Its roster includes swarm units, ranged units, cavalry, and flying units. Envoys and their upgrades offer defensive and destabilizing skills, while Sentries and their branches provide ranged support.
At Tier 3, Scales of Justice reaches 350 health and 100–120 damage with 25 defense. Its flying classification and three movement points give it a different tactical profile from the four-movement cavalry units in other rosters.
Do not judge an upgrade only by its final damage. Check the required technology, strategic resource, upkeep, and movement profile before choosing between two branches.
Necrophages and Minor Faction Units
Necrophages use a distinct progression that begins with the fragile Larva and develops into specialized flying, ranged, swarm, and juggernaut units. The Larva has only 50 health, but its branches provide several ways to expand the army. Necrodrone supports flying movement, Spitter adds ranged attacks, and Feeder develops into more aggressive swarm and juggernaut options.
The Behemoth branch is especially durable. The Behemoth has 300 health and 25 defense at Tier 3, while the Lurking Behemoth reaches 400 health and 35 defense at Tier 4. Savage Behemoth instead reaches 70–90 damage, creating a more offensive branch.
| Necrophage path | Starting unit | Later role | Key listed feature |
|---|---|---|---|
| Larva to Necrodrone | Larva | Flying pressure | Flying skill |
| Larva to Spitter | Larva | Ranged damage | Ranged III |
| Larva to Feeder | Larva | Swarm or juggernaut | Opportunist and defensive branches |
| Feeder to Behemoth | Feeder | Heavy frontline | 300 health, 25 defense |
| Behemoth to Lurking Behemoth | Behemoth | Defensive juggernaut | 400 health, 35 defense |
Minor faction units are organized into Mighty and Elite upgrades. Their listed costs are generally 180, while upkeep changes by tier and faction. The practical distinction is not simply “higher tier is better”; each unit brings a specific skill package that can fill a gap in your main faction’s roster.
| Minor faction | Tier 1 unit | Elite unit | Useful identity |
|---|---|---|---|
| Ametrine | Crusher | Elite Crusher | Infantry defense and breaching |
| Gorog | Ranger | Elite Ranger | High-health juggernaut |
| Hydracorns | Charger | Elite Charger | Four-movement cavalry |
| Noquensii | Harper | Elite Harper | Flying ranged support |
| Ochlings | Raider | Elite Raider | Ranged retaliation |
| Unseeing Seers | Scholastic | Elite Scholastic | Ranged attacks and Obliteration |
| Xavius | Pantinel | Elite Pantinel | Juggernaut defense and aura |
| Mangrove of Harmony | Rootstalk | Elite Rootstalk | Defensive aura and incapacitation |
Minor faction upgrades can be valuable when their skills complement an existing formation. Elite Ranger, for example, reaches 560 health, while Elite Charger retains four movement points. Elite Rootstalk provides a different type of value through Completed Blossom, Defensive Aura II, and Incapacitating Strike II.
Recruit minor faction units to solve a specific army problem: add a durable anchor, improve mobility, increase ranged support, or introduce a control skill your main roster lacks.
Step-by-Step Unit Upgrade Planning
Upgrading units efficiently requires more than reaching the next technology. Each branch has a resource profile and battlefield role. Some upgrades use Dust, while others require Titanium, Lazualin, Eradione, or other strategic resources. A branch can be stronger on paper but less practical if it damages your economy or creates excessive upkeep.
Define the Army Role
Decide whether the new unit must hold the line, deal ranged damage, flank, scout, or pressure enemy backlines. Start with the role instead of the unit name.
Compare Both Upgrade Branches
Review health, damage, defense, movement points, skills, and upkeep. Pay close attention to whether one branch improves survivability while the other improves offense.
Check Technology and Resources
Confirm the required technology and the exact resource cost. Dust-only options may be easier to sustain than branches requiring rare strategic resources.
Match the Battlefield
Choose cavalry for mobility, infantry for formation stability, ranged units for protected damage, flying units for aerial pressure, and juggernauts for heavy presence.
Protect the Economy
Calculate the recurring upkeep after the upgrade. Replace weaker units gradually if the improved army would otherwise slow expansion or research.
| Decision point | Prefer this option when | Avoid rushing it when |
|---|---|---|
| Higher health | Your army loses units during prolonged fights | The unit has poor damage and no support role |
| Higher damage | You can protect the attacker | The battlefield requires a durable frontline |
| More movement | You need flanking or pursuit | Terrain or formation limits mobility |
| More defense | You expect focused attacks | The unit already survives and lacks damage |
| Higher upkeep | Your economy has reliable surplus | Expansion, research, or strategic resources are constrained |
A simple upgrade sequence is to stabilize the frontline first, then improve ranged output, and finally add specialized mobility. This order is not mandatory, but it prevents an army from becoming overly dependent on fragile damage dealers.
Before confirming a strategic-resource upgrade, compare its upkeep with the value of the skill package. A smaller number of efficient units can be easier to sustain than a larger group of expensive upgrades.
Unit Selection Checklist and FAQ
Use this checklist whenever a new technology unlocks multiple unit paths. It is especially useful for comparing the two branches attached to many Tier 2 and Tier 3 units.
Before Choosing an Upgrade:
- Identify the role the army is missing
- Compare health, damage, defense, and movement points
- Review skills and battlefield type
- Confirm technology and strategic-resource requirements
- Calculate the new upkeep before fielding the unit
Quick Reference
| Army need | Unit traits to prioritize | Examples from the roster |
|---|---|---|
| Hold a frontline | High health, defense, defensive skills | Guardian, Merciless Knight, Behemoth |
| Reach exposed targets | Four movement points or flying classification | Sentinel, Commander, Blood Tyrant |
| Deal ranged pressure | Ranged skill and protected positioning | Archer, Relic Keeper, Wrath Bearer |
| Apply control | Incapacitating or weakening skills | Devotee, Fanatic, Rootstalk |
| Add aerial damage | Flying skill with strong damage | Dust Lord, Skyscale, Scales of Justice |
Q: How are Endless Legend 2 units organized?
They are grouped by faction or minor faction, tier, battlefield type, skills, statistics, cost, upkeep, required technology, and upgrade path.
Q: Which faction has the strongest ranged focus?
Tahuk has the clearest ranged emphasis in the listed roster, with Relic Keeper, Holy Keeper, Holy Smither, Wrath Bearer, and several high-damage upgrades.
Q: What should I compare before upgrading a unit?
Compare health, damage, defense, movement points, skills, resource cost, required technology, and upkeep. The best branch depends on the army role and economy.
Q: Are minor faction units worth recruiting?
They can be worthwhile when their skills fill a specific gap. Examples include Gorog for a high-health juggernaut, Hydracorns for mobile cavalry, and Noquensii for flying ranged support.
Build around complementary roles rather than collecting only the highest-damage units. A protected ranged core, a dependable frontline, and one mobile option create a more adaptable army.