Crown Siege Guide

Units and current upgrade choices

Unit changes that affect a current build

Choose the problem your army needs to solve, then compare the current unit panel. Achievement popularity is a dated roster reference, not a damage ranking or a prerequisite tree.

Unit1.0.6 changeCheck before buying
MageLarger Fireball splash; Cascade Explosions chain from each enemy killed at full damage. Cascade Chance above 100% increases Cascade Damage. Upgrade costs fall.Compare the splash and chain payoff against the groups your army is fighting.
ElectromageAttack Speed falls 50%; base Damage rises from 1,000 to 1,500; Mage Damage upgrades add 600 instead of 400.Read both damage and timing; a larger hit does not itself establish higher damage per second.
NecromancerFaster summoning, two Skeletons instead of one, and +2 Skeletons per Additional Unit upgrade. Skeleton base Damage becomes 500 and upgrades add 500.Check summon count, upgrade price and whether the summoned army survives.
Golden KnightDamage multiplier becomes 3× Knight Damage, down from 5×.Revisit a launch-week plan based on the old multiplier.
PikemenCan hit three enemies simultaneously; upgrade XP costs change.Compare actual enemy grouping and the next upgrade preview.
Scout and melee unitsShield upgrades added.Distinguish an extra blocked attack from Armor's percentage reduction.
CrossbowAdditional upgrade levels added.Check the current upgrade endpoint rather than an older completed tree.

For support purchases, Tesla Tower attacks twice as fast; Arrow Spell gets a substantial damage increase. Poison Spell, Orbital Laser and Tower Spikes now scale with level Difficulty. Fire Damage upgrades give +20%, and Strength Aura Damage upgrades +25%, replacing their old +100% steps. Match the upgrade to the units or effect it actually benefits; use the preview rather than transferring one line's bonus to the whole army.

Achievement-roster snapshot: September 20, 2026

The following percentages are the saved Steam snapshot. They describe achievement ownership at that time, not a required unlock order or a current power ranking.

Starting-unit reference

UnitUnlock rateNotes
Knight91.3%Starting melee. Official screenshots bind it to Q
Archer93.1%Starting ranged. Official screenshots bind it to W
Scout98.6%Starting unit. A day-one thread debates whether Scouts are secretly strong or starting trash

More commonly recorded unlocks

UnitUnlock rateNotes
Ranger74.8%Upgrade inheritance is shown in the game's upgrade screen (v1.0.3)
Mage72.2%
Pike71.5%Same inheritance note as the Ranger row

Further roster entries

UnitUnlock rateNotes
Trapper58.7%
Golden Knight60.6%A demo-era Chinese post called the gold infantry a priority; a launch review says the golden knight carries the mid game once levelled (player report)
Healer50.3%Reported idle in Goblin Lair, fine on other nodes
Fire Archer49.3%One of the two Ember sources; v1.0.3 moved its ember drop from the kill to the first ignition
Pyromancer48.5%The other Ember source, same v1.0.3 rule
Tank46.9%
Crossbow42.1%

Less commonly recorded entries

UnitUnlock rateNotes
Electromage39.4%
Necromancer37.3%Demo pitch named Right Click To Necromance as an inspiration
Ballista38.2%v1.0.3: it was getting melee upgrade bonuses; now gets ranged
Golem34.5%
Banner37.0%
Paladin34.4%Now awards Knight SP (v1.0.3)
Shadow Knight33.4%Now awards Knight SP (v1.0.3)
Astral Beam30.6%Developers' own favourite demo moment: watching the astral beam tear the battlefield apart
Witch30.0%
Alchemist26.5%

Use the current upgrade screen to see which units inherit a purchase. The 1.0.3 screen added those recipient details; current Shield, scaling and unit changes are summarized above.

Current update sources