You want to learn more about the units and traps in Dungeons 4? Well, you’re in the right spot! I’ll give you the lowdown on all the units and traps and the best ways to use them. So, get ready for the adventure!
Overview
Let’s delve into the units of all four factions, including the Dungeon faction. I’ll guide you on how to find success with each.
Firstly, your units can level up to match their faction level, which you upgrade at the top of the research page. It’s crucial to prioritize increasing the faction level until you reach specific milestones, such as training and beer for the Horde faction.
Dungeon Faction
Dungeon Faction has various units, and let’s start with the Little SNOTS. These are your essential lackies—they mine, build, and craft. While they don’t attack, having as many as possible is crucial. Keep your Dungeon Faction level high, and swiftly advance them to level 3 to unlock stone mining.
Now, let’s talk about Thalya, your Dark Elf spellcaster heroine. Though her attacks aren’t powerful, her spells are game-changers. Thalya can level up according to your Dungeon Faction level and possesses three spells:
- To Dungeonheart: This spell takes Thalya and nearby units back to the dungeon heart. It’s incredibly useful until you acquire the portal spell, if you choose to delve into spells.
- Shadow Tentacles: This spell deals decent AOE damage, scaling with Thalya’s level. It’s particularly effective for reaching priest healers in the back.
- Baleful Tempest: Usable only on the overworld, this spell accelerates your units’ movement and attack speed. It’s great for swiftly dealing with boss units or clearing out bases.
- Summon Dungeonlord Grogu: Consider this your “I WIN” button. The Dungeonlord is overpowered and impervious to death. While it lasts only 90 seconds, it can single-handedly obliterate most armies, including boss units and bases. Note: there may be a bug preventing Dungeonlord Grogu from exiting/entering dungeons, so use him wisely—either as an emergency button or summon him topside to clear swathes of bases and units.
Horde Faction
The Horde Faction is straightforward, offering a mix of melee and ranged units without major gimmicks. These units are affordable, and each has an upgraded form. Their unique trait is the ability to be resurrected, though this comes with a drawback. The Horde Faction unlocks potions, providing random but useful effects. Additionally, the faction introduces a training hall that, at higher ranks, allows training units from other factions—a nice option if your army faces a wipeout.
- ORCS: These are your go-to melee units, sturdy for their cost. Upgrades enhance their survivability, turning them into Orc Champions, boosting defense and damage. Essentially, the upgrades make them even better at their core role.
- NAGA’S: Ranged healing units that need careful handling due to their fragility. Upgrades allow them to heal from a safe distance, with the chainheal upgrade being particularly potent. They evolve into Naga Champions, gaining a resurrect spell. If you’re using the Horde Faction, having a good number of these is highly recommended.
- GOBLINS: The heavy damage-dealing melee units with a bit of fragility. They excel against the dwarf faction, reducing melee damage and ignoring armor. Upgrading them turns them into Goblin Champions riding wolf steeds, granting access to a useful charge ability. A balanced mix with orcs is recommended to absorb damage while enhancing the goblins’ damage output.
- GNOMES: The Horde Faction’s glass cannon, delivering significant mid-range DPS. These furballs throw AOE damaging bombs, and upgrades introduce the “KABOOM” attack, a giant blanket of bombs. They transform into Gnome Champions, gaining a mech that transforms their bomb attack into a flamethrower, drastically increasing damage but turning it into a kind of damage-over-time. Using a large number of gnomes can effectively decimate a frontline without giving enemy healers a chance to react.
Demon Faction
The Demon Faction brings the heat with a pure ranged focus, making it the glass cannon enthusiast’s dream. Operating primarily on evilness (with all units costing 666 gold), demons resurrect through the Vortex building upon death. A larger vortex room grants more summoning portals, potentially creating an endless flow of revived demons. This faction introduces mana, a spell network, a torture chamber for evilness from survivors’ torture, and the Vault of MIGHT for upgrades beyond max level.
- IMPS: These long-range single-target bombers pack respectable damage for a Tier 1 unit. Though a bit fragile, they excel with protection from the other three units. Upgrades increase their range, allow them to ignore 50% armor, and apply a damage-over-time effect. If you’re into demons, having a good number of imps is a solid strategy.
- INFERNAL: A mid-range AOE unit, infernals are sturdier than imps and fire slow wave shots with built-in damage-over-time. As you upgrade them, they deal significantly more damage to slowed/dotted enemies. While you don’t want an overwhelming number of infernals, having a few in your arsenal can be useful.
- GAZER: The many-eyed Gazer unit operates at mid-range, delivering a unique attack—a beam on a single unit that lowers fire resistance and slows nearby enemies. Upgrades extend their range, increase fire resistance reduction (up to 75%), and enlarge the covered area. Gazers deal respectable damage and are second only to the last unit, making them a crucial part of your demon army. You’ll want many of these.
- SUCCUBUS: Serving as the tanks of the demon army, succubus units have slightly longer initial range than infernals and gazers. Their true strength lies in the beguile spell, forcing an enemy to fight for you for a duration. When fully upgraded, they can beguile two targets simultaneously. These ladies are a primary component of your army, but ensure you have other units to clean up once beguile wears off. Their first upgrade allows them to reduce enemy armor, synergizing well with fire resistance reduction from gazers, making demons deal significant damage.
Undead Faction
The Undead Faction, known for its overpowered and expensive nature, operates as a slow-burning powerhouse. While lacking additions like potions or spells, it compensates with the ability to create massive, nearly unkillable armies. All undead units can summon little minions, creating a mini-army for each unit. Similar to demons, undead units don’t truly “die”; instead, they regenerate in their graves, expedited if there are enemy corpses around. The Undead Faction is a formidable choice, particularly for overcoming challenging situations.
- Banshee: A strong starting unit, the banshee deals decent AOE damage in a cone. While she attacks a bit slowly, the slowing effect evens the playing field. Her summons are little ghosts that reduce enemies’ frost resistance and, with upgrades, can freeze targets with her attacks.
- Bone Lord: The tank unit of the undead, Bone Lords can withstand far more punishment than the Horde’s Orcs. Like Orcs, their final upgrade allows them to revive after dying once every 5 minutes. Their minions, little skeleton mages, are straightforward damage dealers. The key upgrade is a 25% increase in healing received from Vampire Queens, turning them into a formidable defensive force.
- Vampire Queen: The single most crucial unit in an undead army, Vampire Queens are ranged damage dealers that heal all undead units around them. With sufficient numbers, an undead army becomes nearly invincible. Upgrades include increased initial healing, turning attacks to cold damage (synergizing with banshees), giving healing abilities to their bat baby minions, and the game-changing ability to ignore enemy armor. Vampire Queens are a cornerstone of the undead army.
- Necromancer: An odd unit with a diverse skill set, Necromancers provide decent damage, but their strength lies in minions and the blight mist ability. Zombies deal the most damage among minions, and blight mist offers a healing effect to undead, explodes enemy minions for damage, reduces enemy movement speed, and decreases their healing received. The final upgrade lets Necromancers reduce enemy armor. However, they are quite fragile, making them the weakest in terms of cost vs. defense. While a few are recommended, stacking an army with them might not be optimal.
Honorable Mention ICE TOMB: The Ice Tomb, a game-changer, allows you to pick up an enemy unit’s corpse and turn it into an infinitely respawning enemy unit with no impact on your population limit. This can lead to an army of ghost units that match the level of the original unit, offering a significant advantage in battle.
That's everything we are sharing today for this Dungeons 4 guide. This guide was originally created and written by The Apothecary. In case we fail to update this guide, you can find the latest update by following this link.