Beast Units

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Note: At lvl 10, every unit has 70 extra hp.-This info may be out of date.


Tier 1 unit. Free. Starts with 350 hp.

Conjurers are one of the first units available to the Beast Horde and like all tier 1 units, are free. Like the human builder unit, if no commander is present they can build buildings for the team. They can also repair buildings and speed up the construction of buildings (which is not dependent on the presence of a commander). Since Beast units ranged attacks are mana based the Conjurer can build a Mana Fountain (instead of a Supply Depot).

Abilites: Thorned Claws Venemous Spores Mana Fountain Entangle Trap Poisonous Venus Build

Shape Shifter:

Tier 1 unit. Free. Starts with 375 hp.

Shape Shifters are the equivalent of the human scout. They have two ranged attacks. One is a constant stream of damage called Static Discharge. While the other is Lightning Strike, which has a long cool down, but can do quite a bit of damage (needs prerequites from commander)


Tier 3 main unit. Costs 4500 gold. Starts with 550 hp.

These critters are hell on two clawed feet. One swipe from a Predator will just about kill a Nomad and two swipes will kill a lower level Stalker. A level 6+ Predator can sustain 2 direct hits from a marksman bow to give you some indication of their strength. This is why humans rarely research the marksmanbow. You can use this unit for just about anything, but at 4500 gold and any accompanying items you might want to use with it, the price tag for a fully loaded Predator can be steep. Hope for a very rich commander or make sure you are picking up any loot you earn to keep putting these on the field. Kill npc for gold. They give gold and a melee orientated predator should have no problems with most of them. A predator has enough with rabid or carnivournious for keeping most enemies away from base. Legionnaires are more expensive to field.

[edit] Support units

Note: The shaman cannot change his item configuration. He can have up to 3 items/tools. If the commander has researched them, the shaman spawns with them. He cannot choose which ones to equip or unequip.


Healer/support unit. Costs 1500. Starts with 250 hp. Has a melee attack, that can be used for repairing, mining and hitting enemies. His melee is the only attack he has. The first item is for healing allies. Shoot at wounded units, damaged siege units or damaged buildings to restore some of their health. The second item is the resurrect. You can only ressurect main units and other shamans. You can only resurrect people if they didn't go to the load screen yet. These people are marked with a skull on the map and have a red cross hovering above them. The third item is the shield ray. Use it on allied units or buildings that are under attack. It decreases the damage received by 60%. Only one ray can have effect on each individual target at any time. The shield effect does not stack.

[edit] Siege units:

Their main goal is to damage enemy buildings. Protect these with support units.

note: there is no tier 1 siege unit, siege units are not researchable till Tier 2.


Tier 2 siege unit. Costs 4000. Starts with 330 hp. Has no melee attack. Shoots bolts of magic that can kill nearly any enemy unit (except siege units) with one hit. (It can be blocked). Kills unshielded guard towers in two hits. Summoners have infinite ammo, because their mana regenerates pretty quickly. You need full mana to shoot and each shot takes all your mana.


Tier 3 siege unit. Costs 7500. Starts with 4250 hp. The only siege unit with a melee attack, but however has no ranged attack. Enemy legionnaires can survive a direct hit from a behemoth, but that's not easy. Kills unshielded guard towers in one hit. Behemoths have infinite ammo too, since their attack does not require ammo.