The strongest Kislev armies are built around a few units that anchor the line, a ranged element that softens enemies before contact, and cavalry that can exploit a gap. The ranking below is an editorial judgment for a balanced army in both campaign and multiplayer, and it reflects the game as described in the patch 9.0.2 roster reference dated October 1, 2026. It is not an official tier list, and unit values change with patches, so check each card in your own game before committing to a build.
How this ranking was judged
“Best” depends on the job a unit has to do. A missile infantry block and a frontline spearman solve different problems, so the list weighs units on five axes rather than a single number:
- Frontline holding (editorial weight about 30%): how well a unit stays in a line and absorbs punishment.
- Damage and armour-piercing output (about 25%): how much harm it does to large or heavily armoured targets.
- Role coverage (about 15%): whether the unit fills a gap Kislev armies otherwise struggle with.
- Mobility (about 15%): how quickly it can reposition, flank or pursue.
- Ease of fielding (about 15%): recruitment availability, cost relative to what it delivers, and how well it fits a typical army.
These weights are our own. The source reference supplies base card values only, measured at Ultra unit size and rank 0 without skills, items, buffs, campaign traits, technologies or lord effects. Those values are useful for comparing raw statistics, but they are not a verdict on how a unit performs in a real battle. It also presents some efficiency comparisons using multiplayer cost, so a unit that looks efficient there may be less attractive in a campaign where upkeep and recruitment timing matter more.
Kislev’s race description in the game characterises the faction as hardy hybrid infantry, swift cavalry and War Bears suited to hammer-and-anvil tactics. That frame explains why the list favours units that hold a line while something else strikes the enemy. It does not guarantee that every unit in those categories earns a place.
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The ranking
| Rank | Unit | Primary job | Best fit |
|---|---|---|---|
| 1 | War Bears | Anchor the centre; hammer for the line | Both modes |
| 2 | Elemental Bear | Heavy frontline with extra punch | Both modes |
| 3 | Armoured Kossars | Ranged pressure behind a holding line | Both modes |
| 4 | Kossars | Cheaper ranged support | Campaign, early game |
| 5 | Ice Guard | Disciplined infantry for the flanks | Multiplayer and campaign |
| 6 | Winged Lancers | Charge cavalry to break weakened units | Multiplayer-leaning |
| 7 | Gryphon Legion | Mobile flanking and pursuit | Campaign-leaning |
| 8 | Kossovite Dervishes | Fast harassment and cavalry skirmishing | Campaign-leaning |
| 9 | Horse Archers | Mobile ranged harassment | Multiplayer-leaning |
| 10 | Other Kislev cavalry and heroes | Situational support | Depends on army build |
Frontline anchors
1. War Bears
War Bears are the faction’s defining frontline unit, and they earn the top spot because almost every Kislev army needs something that stays in the line under pressure. Their job is to hold while cavalry and missile units do the flanking and shooting. The trade-off is mobility: they are slow to reposition, so a War Bear line committed to the wrong sector is hard to correct. Use them as the centre of a hammer-and-anvil formation rather than as a flanking force.
2. Elemental Bear
Elemental Bear sits just behind War Bears because it adds damage to a holding line without giving up the frontline role. It works best when the enemy has heavy infantry or large units that need to be broken rather than merely held. Its drawback is cost: it asks more of your budget than the core bears, so it suits armies with the resources to field a dedicated hammer unit. Its base values have been adjusted in past balance updates, so check the current card before relying on its numbers.
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Ranged and support
3. Armoured Kossars
Armoured Kossars give Kislev sustained ranged pressure while still surviving contact better than unarmoured missile units. They are the best choice when you want a missile line that can hold position behind a bear or infantry screen. The trade-off is that they still need protection; left exposed to cavalry they lose value quickly. Balance notes have changed their cost and stats in the past, so treat older guides with caution.
4. Kossars
Kossars rank below their armoured variant because they trade survivability for a lower price and an earlier window of availability. They are most useful in the opening phase of a campaign, when you need cheap ranged damage before upgrading. In multiplayer they are easier to field but more vulnerable, so they belong in a supporting role rather than as the core of a shooting line.
Rank #3
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Versatile infantry and cavalry
5. Ice Guard
Ice Guard are disciplined infantry that cover the flanks and can take on a second job after the centre engages. They rank fifth because they are reliable rather than spectacular. Their main limitation is that they do not provide the raw holding power of the bears, so they work best as a second line or flank guard rather than a centre anchor.
6. Winged Lancers
Winged Lancers deliver a heavy charge that can break units already weakened by missile fire or a frontal clash. They rank here because their value depends on timing: a charge into fresh, well-positioned infantry can be wasted. They are more attractive in multiplayer, where you can judge the moment to commit, than in campaign battles that often start on terrain you do not control.
Rank #4
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7. Gryphon Legion
Gryphon Legion provides mobility and flanking pressure. They are most valuable when you want to pursue fleeing units or strike at an enemy’s rear. Their trade-off is durability and cost relative to a holding unit, so they fit a campaign army that already has enough anchors. Balance notes have adjusted their cost and stats over time, so verify the current values.
8. Kossovite Dervishes
Kossovite Dervishes are fast harassment cavalry. They are useful for disrupting enemy formations, chasing down weakened units and screening your flanks. Their weakness is that they do not hold ground well, so they should not be asked to replace a line unit. Like other entries, their values have changed in past patches.
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9. Horse Archers
Horse Archers offer mobile ranged harassment. They rank below the other ranged options because they are lighter and less durable, but they are a useful way to pull enemy units out of position. They fit multiplayer armies that rely on quick repositioning, and they are less necessary in campaigns where a slower, sturdier line can do the same work.
10. Other Kislev cavalry and heroes
The remaining slot is deliberately open. Kislev has many more units than the ten above, including lords, heroes and Regiments of Renown, and the best choice depends on your army composition. If your build lacks a particular role, a support unit or hero may outperform a core unit. Treat this slot as a placeholder for situational choices rather than a fixed recommendation.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Checking access and current values before you build
- Confirm whether each unit is available for your faction and whether it requires a DLC you own. The roster reference does not establish a unit-by-unit ownership matrix, so check your recruitment screen rather than relying on this list.
- Open each unit’s card in-game and compare its current base values, since the reference reflects patch 9.0.2 and may not match your version.
- Decide whether you are building for campaign or multiplayer. A unit that is strong in one mode may be weaker in the other because of cost, upkeep and battlefield conditions.
The roster reference counts 56 Kislev units, including lords, heroes and Regiments of Renown (TW Database, patch 9.0.2, dated October 1, 2026; an unofficial reference built from game tables). No independent performance study or official ranking of these units was available, so this list reflects editorial judgment about battlefield roles rather than measured win rates.
Ultimately, a strong Kislev army starts with War Bears or Elemental Bears as the line, adds armoured ranged units behind them, and uses cavalry to exploit openings rather than to carry the battle.
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