Warriors of the North Unit Analysis Extra: Leadership to Health Ratios

Compared to Armored Princess, Health ratios are largely familiar if they're not a new unit, particularly when talking the base ratio; many units have picked up some Ice resistance or an Ice weakness. As one of the player's ultimate Rage moves is Ice damage and one of the best damage Spells in Warriors of the North is also Ice damage, this is very pertinent for 'how quickly can the player nuke down that enemy stack?', but the player is opposed by Ice damage foes pretty rarely overall, so for player survivability purposes it's often not a relevant change.

Note that I'm not including the effects of units levelling. Part of this is that the unit level system has a notable component of randomness, where a unit's peak performance will vary by run. Its implications are also particularly painful to math out due to how many different factors there are and how they connect.

That said, I will be pointing out on each individual unit if it's part of a category than can increase its HP, summoning strength, and/or healing output, as it does semi-consistently impact comparative purposes as far as planning out army decisions. If two units are summoners with similar ratios, but only one of them can improve their summoning via leveling, that's a reason to prefer raising that unit.

Positive ratios

Units whose Health is actually greater than their Leadership, making them reliably durable for their Leadership, particularly from the perspective of effects that ignore Attack/Defense modifiers. (ie Spells and Rage attacks, primarily)

Dryad
1.25 (20 Leadership, 25 Health)
Summon Thorns: 0.3-0.66 per use (8-10 Leadership per use per Dryad)
Elemental Power (Fire): 1.47~ (15% Fire resistance)
Elemental Power (Water): 1.47~ (15% Poison resistance)
Elemental Power (Earth): 1.5 (Health rises to 30)

Still the best ratio in the game, now further backed by Elemental Power. And notably more durable against Dwarves since Drunken makes their dodge much more likely to occur.

Also, notice that the Earth ratio is superior and less specialized when compared to the resistance boosts. This is exacerbated by Elemental Power being bugged so Fire doesn't boost Ice resistance and Water doesn't boost Magic resistance like they're supposed to, but even if they did, adding 15% resistance is only better than adding 20% Health if it's being stacked on top of an existing resist. Elemental Power: Fire in particular would be barely helped on this point if its bug was fixed, since Ice resist barely exists on the Elven faction. Magic resistance is pretty common, so for eg Lake Fairies and Forest Fairies fixing the bug so Water gives Magic resistance would actually help a fair amount.

Regardless, point is that Earth is almost always the best thing to roll for tanking. Too bad it's random...

Anyway, Dryads are also in the 'low supporter' category, and so leveling can noticeably improve their Thorn summoning potential. Not as much as the Summoner Skill could in Armored Princess, mind, but for one thing enemy Dryads can benefit from leveling but not player Skills, so enemy Dryads are that bit better, in most runs, at producing meatshields.

Zombie
1.2 (30 Leadership, 36 Health)
 2.4 (50% Poison resistance)
 1.08 (-10% Fire resistance)
 1.33 (10% Ice resistance)

In addition to the Ice resistance, there's Necro Energy, Necro Energy Blast, and natural Zlogn generation, all of which make the above numbers potentially misleading. A Zombie that manages to hit its Necro Energy cap once effectively has a base ratio of 1.38, a Zombie that manages to use Necro Energy Blast to heal allies effectively multiplies their ratios by 10% apiece, and if a Zlogn generates during the fighting the Zombie will get a difficult-to-quantify boost to its effective ratio.

None of these lend themselves well to providing a specific ratio, unfortunately: Zlogn effectiveness is extremely variable in addition to their generation being randomized, and Necro Energy's potential to set up a blast or a personal restore... thing is, in player hands, it will virtually never crop up, as it takes too long to reach either threshold, compared to the scale of battles. In AI hands, it's heavily dependent on how far into the game you are and how you go about fighting enemies -if your army has no regular melee units and you give the enemy few opportunities to land strikes, they'll build Necro Energy notably slower than if you get into a big melee brawl with them.

So just keep in mind all Undead are, by an uncertain and randomized amount, de-facto better ratios than their listed values, with this being on average more true the more Undead there are on the battlefield and also more true of later enemy Undead than early enemy Undead.

Decaying Zombie
1.2 (40 Leadership, 48 Health)
 2.4 (50% Poison resistance)
 1.08 (-10% Fire resistance)
 1.33 (10% Ice resistance)

See Zombies.

Peasant
1.2 (6 Leadership, 5 Health)

Unchanged from Armored Princess.

Ice Nymph
1.16 (30 Leadership, 35 Health)
 1.28~ (10% Ice resistance)
Winter Garden: 0.106~ to 0.13 (8-10 Leadership of Ice Thorns per Ice Nymph)
Winter Garden (Ice Spike): 0.16~ to 0.195 (12-15 Leadership of Ice Thorns per Ice Nymph)

Not as impressive at base as Dryads, and their summon is sad (even if used on an Ice Spike), but they are slightly better when it comes to personally tanking Ice damage. Unless the Dryad rolls Earth, anyway.

They are also in the 'low supporter' category, so their summon can be slightly less sad. I guess.

Skeleton
1.16 (12 Leadership, 14 Health)
 2.32 (50% Poison resistance)
 1.03 (-10% Fire resistance)
 1.28~ (10% Ice resistance)
Bone: 3.86 (70% resistance to arrows)

The usual Undead stuff, except that they don't have Necro Energy Blast and so can't heal allied Undead.

It's worth pointing out that arrow-firing units have more variety in Warriors of the North (Well, in Ice and Fire), so Bone has more things it can apply against. 

Ancient Ent
1.16 (1200 Leadership, 1400 Health)
 1.28~ (10% Physical resistance)
 2.32 (50% Poison resistance)
 0.58 (-100% Fire resistance)
 1.45 (20% Ice resistance)
Elemental Power (Fire): 0.627~ (-85% Fire resistance)
Elemental Power (Water): 3.31~ (65% Poison resistance)
Elemental Power (Earth): 1.392 (Health rises to 1680)
Elemental Power (Earth): 1.536~
Elemental Power (Earth): 2.784
Elemental Power (Earth): 0.696
Elemental Power (Earth): 1.74

Ice resistance and Elemental Power, but otherwise the same ratios as in Armored Princess. So they're just plain better!

They're also one of the biggest beneficiaries of Elemental Power, overall.

Lake Fairy
1.14 (7 Leadership, 8 Health)
 1.42 (25% Magic resistance)
Elemental Power (Fire): 1.34~
Elemental Power (Water): 1.34~
Elemental Power (Earth): 
Elemental Power (Earth): 

Same as Armored Princess, aside the potential for Elemental Power to change things up.

I... haven't actually checked how Earth's Health modifications work if the final result should be fractional. Thankfully, almost no Elves have a Health value that results in a fractional number, so I can largely give correct numbers even without having tested this, but Lake Fairies are one of the few exceptions.

In this case, 9.6 is what 20% more Health ought to result in, but the game almost certainly rounds up to 10 or down to 9. Rounding down would work out to it being about a 13% increase, while rounding up to 10 would make it a 25% increase.

Griffin
1.12 (80 Leadership, 90 Health)
/1.23~ (10% Physical and Ice resistance)
 1.47~ (20% Magic resistance)
 1.01~ (-10% Fire resistance)

Now resistant to Ice and weak to Fire. No other changes.

Thorn Warrior
1.12 (8 Leadership, 9 Health)
 2.24 (50% Poison resistance)
 0.56 (-100% Fire resistance)
Sowing: 0.1875 to 0.56 (2-4 Leadership of Thorn Warriors or Thorn Hunters. 0.56 is a high roll of Thorn Warriors, 0.1875 is a low roll of Thorn Hunters)

No change.

Like Dryads, they're in the 'low supporter' category and so can improve their summoning rate through  leveling. Also like Dryads, this isn't as good as what Summoner could do for them in Armored Princess.

Miner
1.1 (20 Leadership, 22 Health)
While Drunk: 1.29~

Aside the Drunken modifier, same as Armored Princess.

Black Knight
1.06 (150 Leadership, 160 Health)
 1.51~ (30% Physical resistance)
 2.12 (50% Poison resistance)
 1.17 (10% Ice resistance)

Undead usuals.

Note that Black Knights are in the 'elite trooper' category, so their already-good Health can be further improved by leveling.

Royal Snake
1.06 (60 Leadership, 64 Health)
 1.17~ (10% Physical resistance)
 5.3 (80% Poison resistance)
 0.85~ (-20% Ice resistance... in the base game only)
Snake Agility: 1.17~ (Flat 10% chance to dodge incoming attacks)

In the base game, they're slightly worse than in Armored Princess, having picked up an Ice weakness with nothing to show for it. In Ice and Fire, they're slightly better, the Ice weakness having apparently-accidently been removed while they've picked up Snake Agility. The main reason they're not a staple unit in Ice and Fire is that they're not as readily, reliably accessed in the very early game as they were in the previous two games.

1-to-1 Ratio

Units whose Leadership is equal to their Leadership. I don't bother to list their base ratio, since it's implicit in the category.

Robber
20 Health/Leadership
Light Steps: 2.0 (50% damage from Traps)

Yeah, uh, don't be trying to kill them with Traps. Unchanged in durability from Armored Princess, otherwise.

Marauder
30 Health/Leadership
Light Steps: 2.0 (50% damage from Traps)

See Robbers.

Swordsman
35 Health/Leadership
 1.25 (20% Physical resistance)

Same as Armored Princess, but now Physical isn't so dominant a damage type, so in practice Swordsmen tend to hold up more poorly at taking hits. Notably, only one Rage move does Physical damage in Warriors of the North, and it shares its Rest period with a much stronger Ice damage move, vs in Armored Princess a lot of your Rage damage was liable to be Physical damage throughout the game.

I'm still not calcing Cautious since its mechanics don't lend itself to meaningfully-accurate numbers within this framework.

Guardsman
50 Health/Leadership
 1.25 (20% Physical resistance)

See Swordsmen.

Knight
160 Health/Leadership
/ 1.4~ (30% Physical and Fire resistance)

Like Guardsmen and Swordsmen, Knights are really hurt in practice by Physical being less dominant a damage type. They especially are hurt by Freezing now doing percentile Ice damage when Freeze was already a great status to inflict on them due to their 2 Speed.

Knights, like Black Knights, are in the 'elite trooper' category, and so their good Health can be further improved by leveling.

Druid
100 Health/Leadership
 1.33 (25% Magic resistance)
Light Steps: 2.0 (50% damage from Traps)
Summon Bear: 0.25-0.35 per use (25-35 Health per 100 Leadership per use)
Elemental Power (Fire): 1.17~ (15% Fire resistance)
Elemental Power (Water): 1.17~ (15% Poison resistance)
Elemental Power (Earth): 1.2 (Health rises to 120)
Elemental Power (Earth): 1.596
Light Steps+Elemental Power (Earth): 2.4

No more Archmage Skill, but Summon Bear has been boosted. They also have Natural Healing, which can notably extend the durability of a tough unit in the mid-early game, though I can't assign a meaningful ratio to it here.

They're also in the 'supporter' category, so leveling can further boost Summon Bear's effectiveness.

Undead Spider
13 Health/Leadership
 2.0 (50% Poison resistance)
 0.9 (-10% Fire resistance)
 1.11 (10% Ice resistance)

The usual Undead stuff, nothing more.

Pirate
25 Health/Leadership
Nimble: 1.25 (20% unconditional evasion chance)

Same as Armored Princess.

Sea Dog
40 Health/Leadership
Nimble: 1.25 (20% unconditional evasion chance)

Also same as Armored Princess.

Ent
260 Health/Leadership
 1.11 (10% Physical resistance)
 2.0 (50% Poison resistance)
 0.5 (-100% Fire resistance)
Elemental Power (Fire): 0.565 (-85% Fire resistance)
Elemental Power (Water): 2.85~ (65% Fire resistance)
Elemental Power (Earth): 1.2 (Health rises to 312)
Elemental Power (Earth): 1.33
Elemental Power (Earth): 2.4 
Elemental Power (Earth): 0.6

Aside Elemental Power, same as Armored Princess.

Funnily enough, they're in the 'heavy shooter' and 'elite trooper' categories. As such, they can gain Health through leveling, even though Ancient Ents can't.

Gorgul
70 Health/Leadership
 1.1 (10% Physical resistance)
 1.25 (20% Poison resistance)
 0.8 (-20% Ice resistance)
Rugged Scales: 2.0 (Assorted ranged attacks)

Their Fire weakness has switched to a slightly stronger Ice weakness. They don't have any other ratio changes.

Forest Fairy
9 Health/Leadership
 1.25 (25% Magic resistance)
 0.66 (-50% Fire resistance)
Elemental Power (Fire): 1.54~ (-35% Fire resistance)
Elemental Power (Water): 1.17~ (15% Poison resistance)
Elemental Power (Earth): 
Elemental Power (Earth): 
Elemental Power (Earth): 

Same aside Elemental Power.

Like Lake Fairies, I don't know which way the game rounds. The 'correct' final number would be 10.8, but if it rounds down then it's actually 10 and if it rounds up it's 11. 10 would be slightly over a 10% increase in Health, while 11 would be almost exactly a 22% increase in Health.

Snowflake Fairy
9 Health/Leadership
 1.2 (20% Ice resistance)

A Forest Fairy, but Ice. Roughly. No weakness to drag them down, but also no Elemental Power to drag them up.

Cerberus
90 Health/Leadership
 2.0 (50% Fire resistance)
 0.75 (-25% Ice resistance)

Worse than ever, with the same base ratio as the prior two games but now they also have an Ice weakness.

Poor Cerberi.

Snake
30 Health/Leadership
 2.0 (50% Poison resistance)
 0.8 (-20% Ice resistance)
Snake Agility: 1.1 (Flat 10% chance to dodge incoming attacks)

Picked up an Ice weakness, but now have a small chance to dodge unit attacks.

Swamp Snake
28 Health/Leadership
 5.0 (80% Poison resistance)
 0.8 (-20% Ice resistance)
Snake Agility: 1.1 (Flat 10% chance to dodge incoming attacks)

See Snakes. Still invalidated by Royal Snakes, especially in Ice and Fire where Royal Snakes aren't actually weak to Ice.

Cave Spider
14 Health/Leadership
 1.25 (20% Physical resistance)
 0.9 (-10% Fire resistance)

No change from Armored Princess.

Venomous Spider
12 Health/Leadership
 5.0 (80% Poison resistance)
 0.9 (-10% Fire resistance)

Also no change from Armored Princess.

Fire Spider
30 Health/Leadership
 2.0 (50% Poison resistance)
 1.33 (25% Fire resistance)
 0.8 (-20% Ice resistance)

Ice weakness, but otherwise the same.

Lightly Negative Ratios

Units whose Health is below their Leadership, but is at worst 75% of their Leadership.

Royal Thorn
0.94 (380 Leadership, 360 Health)
 1.88 (50% Poison resistance)
 0.47 (-100% Fire resistance)
Germinate: 0.29~ to 0.88~ (150 to 300 Leadership of Thorn Warriors or Thorn Hunters. 0.29~ is a low roll of Thorn Hunters, while 0.87~ is a high roll of Thorn Warriors)

Same as Armored Princess.

Note however that Royal Thorns are in the 'supporter' category and the 'heavy shooter' category, and so leveling can improve their Health and Germinate's effectiveness. They can end up over a 1:1 ratio on Health and potentially summon more Health than their Leadership!

Orc
0.93 (75 Leadership, 70 Health)
 1.03 (10% Physical resistance)

A slight bump in their ratio due to their Leadership requirement going down. Still not as high as their ratios in The Legend, though.

Black Unicorn
0.93 (150 Leadership, 130 Health)
 1.15~ (25% Magic Resistance)
Elemental Power (Fire): 1.09~ (15% Fire resistance)
Elemental Power (Water): 1.09~ (15% Poison resistance)
Elemental Power (Earth): 1.116 (Health rises to 156)
Elemental Power (Earth): 1.38~

Elemental Power, nothing more.

It's too bad Water is bugged so it doesn't give the intended Magic resist. 40% Magic resistance would be a randomly-available but quite high-impact thing.

Orc Hunter
0.93 (160 Leadership, 150 Health)
Adrenaline Level 3: / 1.03~ (Physical and Poison resistances rises to 10%)

Notably nerfed in ratios, having lost baseline Poison resistance and reduced the benefits of the Adrenaline Level-derived boosts to Physical and Poison resists. They also can't heal allied animals aside their summon, can't summon and heal a turn later, and their initial animal summoning has been nerfed. They're still solid, but nowhere near as impressive as in Armored Princess.

Or... well, they would be solid if Wild Call didn't split damage both ways. That notably reduces their effective ratios.

I'm not bothering to calc the exact Wild Call ratios, but note that the Leadership ranges from 'less than a third the Hunter' Leadership' to 'half their Leadership', and Royal Snakes are the highest base ratio out of the options, so the best-case scenario is a little over 0.5.

Note that Orc Hunters are in the 'healer' and 'supporter' categories, and so their healing and summon amount can be improved by leveling.

Veteran Orc
0.92 (140 Leadership, 130 Health)
 1.02~ (10% Physical resistance)
Adrenaline Level 3: 1.0 (Health rises by 10 points)
Adrenaline Level 3+: 1.1

One more Adrenalin Level needed to get the Health bonus, and it's a smaller Health bonus, lowering their peak durability.

Veteran Mastery has become Nimble, switching them from a 10/15/20% chance to evade starting from Adrenaline Level 1 to a 7/14/21% chance to dodge starting from Adrenaline Level 1. (... with a 1-or-something minimum dodge chance even on zero Adrenaline) Their average evasion-based durability increase is thus lower at low Adrenaline, but slightly higher with maxed Adrenaline. I'm still not providing specific ratios here, since it's still too variable. The best-case scenario is about 1.16, though.

Also note that Veteran Orcs are in the 'elite trooper' category, and so leveling can improve their Health.

Unicorn
0.92 (130 Leadership, 120 Health)
 1.23 (25% Magic resistance)
Elemental Power (Fire): 1.08~ (15% Fire resistance)
Elemental Power (Water): 1.08~ (15% Poison resistance)
Elemental Power (Earth): 1.104 (Health rises to 144)
Elemental Power (Earth): 1.476

Same as Black Unicorns.

Foreman
0.92 (130 Leadership, 120 Health)
 0.83 (-10% Magic resistance)
 1.02~ (10% Fire resistance)
While Drunk: 1.08~
While Drunk: 0.97~
While Drunk: 1.2~

Aside Drunkenness, they're as durable as they were in Armored Princess.

Well, and leveling; they're in the 'elite trooper' category, and so leveling can increase their Health.

Witch Hunter
0.91 (120 Leadership, 110 Health)
 1.82 (50% Magic resistance)

Same as Armored Princess.

Note that Witch Hunters are in the 'battle mage' and 'elite trooper' categories, and so leveling can improve their Health. They're one of the battle mages that most appreciates it, even.

Paladin
0.91 (220 Leadership, 200 Health)
/ 1.29~ (30% Physical and Magical resistance)
 1.0~  (10% Fire resistance)
Prayer: 0.08~ per affected friendly (18 Health per affected friendly per 220 Leadership)

Prayer having dropped to being only a bit above Inquisitor resurrection rate per target makes Paladins less appealing to act as a solo tank. If you want a solo tank, a unit with better/more relevant resistances backed by an Inquisitor will do better. They're still quite nice when supporting a mob of melee attackers, though, and the anti-Undead aspect is a lot more reliably relevant in Warriors of the North.

Also note that they are in the 'healer' category and so Prayer can be enhanced in its effectiveness by leveling. They're also in the 'elite trooper' category, and so their personal Health can be improved by leveling. As such, leveled Paladins can be noticeably better at tanking than the above numbers suggest.

Werewolf Elf
0.91 (60 Leadership, 55 Health)
 0.82 (-10% Fire resistance in wolf form)
 1.01 (10% Ice resistance in wolf form)
Elemental Power (Fire): 1.07~ or 0.9555 (15% Fire resistance in elf form or 5% Fire resistance in wolf form)
Elemental Power (Water): 1.07~ (15% Poison resistance)
Elemental Power (Earth): 1.07~ (Health rises to 66)
Elemental Power (Earth): 0.984 (Wolf form)
Elemental Power (Earth): 1.212 (Wolf form)

For elf form, same as Armored Princess aside Elemental Power. Wolf form is now unambiguously the better form against Ice damage enemies, but the worse one against Fire enemies.

Frost Unicorn
0.91 (170 Leadership, 155 Health)
 1.21~ (25% Magic resistance)
 1.01 (10% Ice resistance) 

A worse base ratio than Unicorns and Black Unicorns, with only a mild Ice resistance to make up the difference in terms of ratios.

Though do note that Frost Unicorns are in the 'elite trooper' category, and so leveling can increase their Health. They can easily pull ahead in base ratio as a result, since they're only barely behind at base.

White Werewolf/White Wolf
0.9 (100 Leadership, 90 Health)
 1.0 (10% Ice resistance in Snow Elf form)

White Wolves being able to get leeching and unlimited retaliations under the right conditions makes for potentially a much better functional ratio than the above implies, and this is already a decent enough ratio. It's very slightly worse than Werewolf Elves, but whatever.

It's only in assembling this post that it's occurred to me that it's kind of weird that Werewolf Elves get Ice resistance in wolf form, whereas White Werewolves get Ice resistance only in elf form. Huh.

Shaman
0.9 (200 Leadership, 180 Health)
Adrenaline Level 1:  1.0 (10% Magic resistance)
Adrenaline Level 1:  1.06~ (15% Astral resistance)
Adrenaline Level 3: 1.0 (Health rises by 20)
+Adrenaline Level 3: 1.11 
+Adrenaline Level 3: 1.17~
Totem of Death: 0.05 (10 Health per 200 Leadership)
Totem of Life: 0.035 (7 Health per 200 Leadership)

No more Archmage Skill, and they no longer break past the 1:1 ratio at Adrenaline Level 3, merely stopping at it. The Magic and Astral resistances are new, but their effective durability against those is still worse at max Adrenaline before considering resistance stacking... and you have very limited ability to stack Astral resistance and only somewhat better ability to stack Magic resistance. At least they start at Adrenaline Level 1 by default, ensuring initial access to their resistances. 

Note that they're in the 'battle mage' and 'supporter' categories, so leveling can improve their Health and the amount of Health their Totems have.

Hyena
0.9 (20 Leadership, 18 Health)
 0.81 (-10% Fire resistance)
 1.0 (10% Ice resistance)

Ice resistance. Horde slightly helps in unit-on-unit combat, too, I guess...

Furious Goblin
0.88 (45 Leadership, 40 Health)
Adrenaline Level 2: 1.0 (Gains 5 Health)

Same ratios as Armored Princess.

Dwarf
0.88 (85 Leadership, 75 Health)
 1.1 (20% Physical resistance)
While Drunk: 1.03~
While Drunk: 1.29~

Worse off than before for general purposes, but better off against Physical threats, and it stacks favorably with eg Stone Skin, Guardian, etc. Nice.

Also, they can easily be Drunk for the entire battle, in which case they're just plain tougher than in Armored Princess.

Vampire (Human form)
0.87 (80 Leadership, 70 health)
 1.74 (50% Poison resistance)
 0.78~ (-10% Fire resistance)
 0.96~ (10% Ice resistance)

Just the Undead usuals.

Ancient Bear
0.87 (80 Leadership, 70 Health)
 0.96 (10% Physical resistance)
 0.78 (-10% Fire resistance)
 0.96~ (10% Ice resistance)

Ice resistance, nothing more.

Berserker
0.86 (60 Leadership, 52 Health)
 0.95~ (10% Ice resistance)

Ignore Pain makes calculating the Berserker's actual ratio nightmarish. A Berserker that takes chipping damage 5 times in a row before serious damage starts happening will end up solidly above a 1:1 ratio in effective durability. On the other hand, a Berserker that gets hit once for more than half the stack's Health, and then again by a similar-strength attack... will have been some negligible amount over the above value.

Overall, though, you can take it as a given that if they aren't horrendously outmatched  (Or horrendously outmatching the enemy, but then you don't care) Berserkers will end up with a very respectable 1:1-ish ratio. This is probably counterintuitive to a lot of learning players: I imagine most people look at their overall qualities and expect them to be pretty glass cannon-y, and while the cannon part is certainly accurate the glass part is not.

Scoffer Imp
0.86 (60 Leadership, 52 Health)
 1.72 (50% Fire resistance)
 0.64 (-25% Ice resistance)

Ice weakness, primarily. For Ice damage, they're actually frailer than they were back in The Legend!

Chosha
0.86 (220 Leadership, 190 Health)
/ 0.74 (-10% Physical and Fire resistance)
 0.95 (10% Poison resistance)
Breed Gobots: 0.16~ per use (88 Leadership of Gobots per use)

Breed Gobots summons slightly fewer Gobots, but that's it.

This is also slightly misleading, since they're in the 'supporter' category and so leveling can improve their Gobot generation. Still puts them behind what Summoner could get them to in Armored Princess, mind.

Bear
0.85 (70 Leadership, 60 Health)
 0.77~ (-10% Fire resistance)
 0.94 (10% Ice resistance)

Ice resistance, just like Ancient Bears.

Guard Droid
0.83 (120 Leadership, 100 Health)
 1.04 (20% Physical resistance)
 0.55 (-50% Magic resistance)
 4.15 (80% Poison resistance)

Same as Armored Princess, durability-wise. The commonality of Ice damage means in practice they tend to go down more easily than in Armored Princess, mind.

Though Guard Droids are in the 'elite trooper' category, and so their Health can go up with leveling.

Devilfish
0.83 (12 Leadership, 10 Health)
 0.66~ (-20% Fire resistance)

Their relationship to Fire damage has inverted, taking away one of their early semi-niches. Horde letting them pick up a whole 4 extra Defense doesn't make up for that. Sad.

Horseman
0.83 (180 Leadership, 150 Health)
/ 1.03~ (20% Physical and Fire resistance)

Untouched in direct terms, though functionally a bit frailer due to damage type stuff.

They are at least in the 'elite trooper' category and so can gain Health through leveling.

Vengeful Gorgul
0.81 (1100 Leadership, 90 Health)
/ 0.95~ (15% Physical and Ice resistance)
 1.62 (50% Poison resistance)
 0.69~ (-15% Fire resistance)
Rugged Scales: 1.62 (50% damage from assorted ranged attacks)

Noticeably worse base ratio than regular Gorguls, though their resistances are a bit better overall. In particular, they come out ahead against Poison and Ice damage. Otherwise, Gorguls are better for efficiently soaking punishment.

Repair Droid
0.8 (80 Leadership, 64 Health)
 1.0 (20% Physical resistance)
 0.51~ (-50% Magic resistance)
 4.0 (80% Poison resistance)
Repair: 0.5 per use (40 Health per 80 Leadership per use)
Repair+Artifactor: 0.65 per use (52 Health per 80 Leadership per use)

Aside Neatness becoming Artifactor, this is the same as in Armored Princess.

Repair Droids are in the 'healer' category, and so leveling can improve Repair's effectiveness.

Demon
0.8 (300 Leadership, 240 Health)
 0.88 (10% Physical resistance)
 1.6 (50% Fire resistance)
 0.6 (-25% Ice resistance)
Summon Demons: 0.186 to 0.3 (90 Leadership of Demons-the-species: 0.186 is Demonesses, while 0.3 is Cerberi)

Picked up an Ice weakness, as is standard to Demons-the-species. Also Ardent can occasionally let them get healing, but this is negligible in practice -you can't use or fight Demons early enough for it to be proportionately substantial to fully heal the top member of the stack.

Note that Demons are in the 'elite trooper' and 'supporter' categories, and so leveling can improve their Health and summoning effectiveness.

Imp
0.8 (40 Leadership, 32 Health)
 1.6 (50% Fire resistance)
 0.6 (-25% Ice resistance)

Just Ice weakness and Ardent, as usual for Demons.

Wolf
0.8 (30 Leadership, 24 Health)
 0.72 (-10% Fire resistance)
 0.88 (10% Ice resistance)

They've gained an Ice resistance. Horde does mean in unit-on-unit combat they perform a little better than prior games, but not by much...

Fire Dragonfly
0.8 (10 Leadership, 8 Health)
 1.14~ (30% Fire resistance)
 0.56 (-30% Ice resistance)

Now weak to Ice. Ouch.

Brontor
0.78 (230 Leadership, 180 Health)
 0.86 (10% Physical resistance when not Burrowed)
 0.97 (20% Poison resistance)
 0.7 (-10% Fire resistance when not Burrowed)
 0.62 (-20% Ice resistance)
Rugged Scales: 1.56 (50% damage from assorted ranged attacks)

Now weak to Ice but also resistant to Poison and Physical. They're also immune to Bleeding when not Burrowed. The Ice weakness can hurt, but by default they tend to be a bit better of a tank than in Armored Princess.

Also, they're in the 'heavy shooter' and 'elite trooper' categories, so that's two different reasons leveling can improve their Health.

Ram-Thor
0.78 (280 Leadership, 220 health)
 0.97 (20% Physical resistance)
 1.56 (50% Poison resistance)
 0.66 (-15% Fire resistance)
 0.91~ (15% Ice resistance)
Rugged Scales: 1.56 (50% damage from assorted ranged attacks)

Roughly the same base ratio as a Brontor, but with overall more favorable resistances. Since Zlogn aren't Level-dependent the way eg the Resurrection Spell is, it's also arguably easier to get resurrections in. It's only really Fire damage where Brontors come out ahead as a tank.

Like Brontors, they're in the 'elite trooper' category and so can gain Health from leveling.

Ancient Vampire (Human form)
0.77 (180 Leadership, 140 Health)
 1.54 (50% Poison resistance)
 0.85 (10% Ice resistance)

The Undead usuals.

It's worth pointing out that with Death's Deception now working on a number of Talents, Ancient Vampires are on average a bit more durable in human form in various matchups than in prior games. Not a lot, and it's very unpredictable, but still.

Note that Ancient Vampires are in the 'elite trooper' category, and so leveling can improve their Health. This applies to Bat Form as well!

Lake Dragonfly
0.77 (9 Leadership, 7 Health)
 1.1 (30% Magic resistance)

Same as Armored Princess.

Executioner
0.77 (360 Leadership, 280 Health)
 0.85~ (10% Physical resistance)
 1.54 (50% Fire resistance)
 0.58~ (-25% Ice resistance)

See prior Demons-the-species.

Executioners are also in the 'elite trooper' category, and so leveling can improve their Health.

Winged Shadow
0.77 (180 Leadership, 140 Health)
 1.1 (30% Magic resistance)
 1.54 (50% Poison resistance)
 0.65~ (-15% Fire resistance)
 0.9~ (15% Ice resistance)

Actually a better base ratio than Highterants, in addition to more generous resistances. More mixed is that they replace Lay Egg with Embrace of Death, changing up their approach to extending their effective ratio. They also just plain lose out against Fire attacks.

Winged Shadows are in the 'elite trooper' category, and so leveling can improve their Health.

Demonologist
0.76 (210 Leadership, 160 Health)
/ 1.01~ (25% resistance to Magic and Fire)
Demonic Beasts: 0.19-0.5 per use (52 to 105 Leadership of Demons, Executioners, or Cerberi per use)

Less absurdly ridiculous, thanks to Demonic Beasts having its performance halved (They no longer automatically breach a 1:1 ratio if they manage to summoning once before taking damage, for example) Still very, very good, though.

They're also in the 'battle mage' and 'supporter' categories, and so their Health and summoning can be improved by leveling.

Jarl
0.75 (320 Leadership, 240 Health)
 1.0 (25% Physical resistance)
/ 0.83 (10% Fire and Ice resistance)

Physical isn't as much the default damage type as in prior games, so Jarl Physical resistance isn't as reliable as it would've been in prior entries, but it will still often be the case that Jarls are operating on a better-than-1:1 ratio. For one thing, Enchanted Armor also throws in a 20% chance to halve damage taken from any given source, so on average all the above numbers are about 10% better than stated. Not even touching on Viking Rune access complicating things.

Jarls are in the 'elite trooper' category, and so their decent ratios can be further improved by leveling.

Warrior Maiden
0.75 (200 Leadership, 150 Health)
/ 0.93~ (20% Physical and Magic resistance)
/ 0.83 (10% Fire and Ice resistance)

Warrior Maidens are solidly good contributors to your ratio just off the above numbers, and then the above numbers aren't including Beautiful letting them dodge against male humanoids, Call of Valhalla allowing them to undo casualties without regard to Health counts, and their two different methods of dishing out damage without provoking a retaliation. Warrior Maidens are really good extenders of your army's functional durability, among other ways they're really good.

Warrior Maidens are another Viking in the 'elite trooper' category, and so leveling can further improve their ratios.

Axe Thrower
0.75 (120 Leadership, 90 Health)
 0.83 (10% Ice resistance)
Nimble: 0.93~ (Unconditional 20% chance to dodge unit attacks)

For a ranged attacker, Axe Throwers have a very solid base ratio, especially against units. Of course, this comes with the caveat that they're generally going to be in reach of melee after attacking it, unlike other ranged units...

Note that Axe Throwers are in the 'heavy shooter' category, and so can gain Health from leveling.

Viking
0.75 (40 Leadership, 30 Health)
 0.83 (10% Ice resistance)

Not a stellar Health ratio, but fortunately Vikings are very focused on their offensive presence, so they work out.

This is one reason why Berserkers tend to push them aside for player usage, though.

Elf
0.75 (80 Leadership, 60 Health)
Light Steps: 1.5 (50% damage from Traps)
Elemental Power (Fire): 0.88~ (15% Fire resistance)
Elemental Power (Water): 0.88~ (15% Poison resistance)
Elemental Power (Earth): 0.9 (Health rises to 72)
Light Steps+Elemental Power (Earth): 1.8

Still slightly worse off than their peak The Legend performance, but notably better than their Armored Princess durability. And then they have Elemental Power to boot.

Thorn Hunters
0.75 (8 Leadership, 6 Health)
 1.5 (50% Poison resistance)
 0.37 (-100% Fire resistance)
Sowing: 0.1875 to 0.56 (2-4 Leadership of Thorn Warriors or Thorn Hunters. 0.56 is a high roll of Thorn Warriors, 0.1875 is a low roll of Thorn Hunters)

No change from Armored Princess.

Like all the other Thorn summoners, they're in the 'low supporter' category and so leveling can improve Sowing's effectiveness.

Moderately Negative Ratios

Units below 75%, but no lower than 50%.

Ranger
0.73 (150 Leadership, 110 Health)
Light Steps: 1.5 (50% damage from Traps)
Elemental Power (Fire): 0.85~ (15% Fire resistance)
Elemental Power (Water): 0.85~ (15% Poison resistance)
Elemental Power (Earth): 0.876 (Health rises to 132)
Light Steps+Elemental Power (Earth): 1.752

Unchanged base ratio from Armored Princess, but notably they're now below Elves-the-unit!

This comes with the qualifier that they're in the 'heavy shooter' category and so can gain Health from leveling. Since they're only slightly behind Elves-the-unit, they'll tend to be tougher in enemy hands (Elven units are basically exclusively in areas that produce enemies at or close to the enemy level cap), and also tougher in player hands after some training.

Highterant
0.73 (150 Leadership, 110 Health)
/ 0.91~ (20% Magic and Poison resistance)
 0.58 (-20% Ice resistance)

Poison resistance, Ice weakness.

Unexpectedly, Highterants are in the 'elite trooper' category, and so leveling can improve their Health.

Polar Bear
0.72 (180 Leadership, 130 Health)
 0.85 (10% Physical resistance)
 0.65~ (-10% Fire resistance)
 0.9 (20% Ice resistance)

Noticeably worse base ratio, and with worse base Ice resistance than their old cold resistance. Spirit of the North means their practical resistance against Ice is probably more accurately 40% and thus they have an effective ratio of 1.2, which is a little better than the 1.14 in Armored Princess. On the plus side, they're still immune to Freeze, and that's a lot more significant now that it's both more widespread and more impactful.

So basically Ancient Bears are probably your best bears for general tankiness, not Polar Bears.

Though do note that Polar Bears are the only bear in the 'elite trooper' category, so leveling may change this by giving them better Health.

Royal Griffin
0.71~ (300 Leadership, 215 Health)
/ 0.78~ (10% Physical and Ice resistance)
 1.42~ (50% Magic resistance)
 0.64~ (-10% Fire resistance)
Heavenly Guard: 0.27~ (Summons 150 Leadership of Angelic Guard per Royal Griffin)

Their base ratio is slightly worse from having lost 5 Health, but Physical damage remains a default damage source and their ratio when taking Physical (or Ice) damage is actually better than in Armored Princess thanks to their new resist.

Royal Griffins are in the 'elite trooper' and 'supporter' categories, and so their Health and capacity to summon can be improved by leveling.

Troll
0.71 (1100 Leadership, 780 Health)
// 0.83~ (15% Physical, Fire, and Ice resistance)
// (Daylight): 1.01~ (30% Physical, Fire, and Ice resistance)

Ice has been thrown into their resistance set, no other changes.

Skeleton Archer
0.71 (14 Leadership, 10 Health)
 1.42 (50% Poison resistance)
 0.63~ (-10% Fire resistance)
 0.78~ (10% Ice resistance)
Bone: 2.36~ (70% resistance to arrows)

The Undead usuals, minus Necro Energy Blast. The fact that they're fragile ranged attackers makes them one of the worst beneficiaries from Zlogn and so on in practice, since they don't really want to be close enough to dying enemies to get a chance to pick up Zlogn and they perform horribly if you let them get mobbed for maximum Necro Energy generation... but it is still all relevant.

Necromancer
0.7 (200 Leadership, 140 Health)
 0.77~ (10% Magic resistance)
 1.4 (50% Poison resistance)
 0.77 (10% Ice resistance)

Skeleton Archers, basically, except Necromancers are less frail and their summons give you extra chances to generate Zlogn.

No Archmage Skill, though, so the Soothsayer is less impressed with them than Mage Amelie was.

Also note that Necromancers are in the 'battle mage' and 'supporter' groups, and so leveling can increase their Health and improve their necromancy Talent.

Inquisitor
0.7 (100 Leadership, 70 Health)
 0.77 (10% Magic resistance)
Resurrection: 0.07 (7 Healing per 100 Leadership)

The complete loss of the Archmage Skill lowers their peak utility, and Ice and Fire adds in enough alternate resurrectors their utility there is even less notable, but they're still fairly solid. The main knock against them is really how poor player access to Human units is in Warriors of the North.

Inquisitors are in the 'healer' category, so Resurrection's healing can also be improved by leveling.

Archmage
0.7 (200 Leadership, 140 Health)
 1.4 (50% Magic resistance)

Aura of Antimagic is also notable for slightly boosting ally durability against Magic, but it's not useful to try to assign a specific number to it. Otherwise, the only change is that the Archmage Skill is completely gone, lowering their peak effectiveness.

Archmages are also in the 'battle mage' category, and so can gain Health from leveling, so this is actually their peak durability potential in the series for red and green classes. (The Legend Archmage Health is simply too terrible and the Archmage Skill too weak there)

Ice Minion
0.7 (50 Leadership, 35 Health)
 0.93 (25% Physical resistance)
/ 3.5 (80% Magic and Ice resistance)
 1.4 (50% Poison resistance)
 0.35 (-100% Fire resistance)
Light Steps: 1.86 (50% damage from Traps, which of course do Physical damage)

Only present via Ice Dragons, Ice Minions make for impressive meatshields even before you consider that they can destroy themselves to generate a semi-circle of Ice Thorns for further tanking. Not so great when Fire is being thrown about, admittedly...

Ogre
0.68 (1000 Leadership, 680 Health)
//// 0.75~ (10% Physical/Magical/Poison/Fire/Ice resistance)

Now they resist Ice and Magic damage. Their ratios are unchanged, otherwise.

Sorcerer
0.68 (250 Leadership, 170 Health)
 1.36 (50% Magic resistance)
 0.9~ (25% Ice resistance)
Hardening: 0.08 per beneficiary, up to twice a battle (20 Health per beneficiary per 250 Leadership)
Hardening, resurrection: 0.04 per beneficiary per 250 Leadership, up to twice a battle (10 Health per beneficiary per 250 Leadership)

Better than Druids had it in The Legend, that's for sure.

Hardening itself is heavily dependent on context, since its effectiveness is halved when trying to resurrect and its healing can be up to a full six units if you get them all packed around an Ice Spike. Notably, Hardening is pretty flatly superior to Inquisitor resurrection if you assume Ice Spike access, as while its per-unit resurrection is worse, the Sorcerer gets two charges instead of one in addition to potentially catching multiple units. The only major caveat there is that Inquisitors are allowed to resurrect Level 5 units and Sorcerers are not.

Note that Sorcerers are in the 'healer' category, and so Hardening's healing can improve with leveling.

Bowman
0.68 (50 Leadership, 34 Health)

Same as Armored Princess.

Soothsayer
0.66 (240 Leadership, 160 Health)
 1.01~ (35% Magic resistance)
/ 0.73 (10% Fire and Ice resistance)
Arcane Healing: 0.07~ (16 Health per 240 Leadership)
Arcane Healing when resurrecting: 0.033 (8 Health per 240 Leadership)

Elemental Shield's impact makes it a pain to calculate the Soothsayer's true durability when repeatedly bombarded by Fire and/or Ice damage, for similar reasons to Ignore Pain on Berserkers, so keep in mind the above Fire/Ice ratio is incorrect in practice.

Arcane Healing is fairly understrength. with comparable healing to an Inquisitor's Resurrection when not resurrecting. Arcane Healing does clear Bleeding and Poison, admittedly, but really the main reason Arcane Healing is useful is because Soothsayers are a generally useful unit and so you'll be reasonably likely to happen to have Soothsayers when you want to eg undo an irritating chipping damage casualty close to the end of a fight.

Soothsayers are in the 'healer' category, so Arcane Healing can get slightly better through leveling. Since leveling provides a percentile boost of the base number, this doesn't help Arcane Healing much, but there you go.

Assassin
0.66 (150 Leadership, 100 Health)
 0.88 (25% Poison resistance) 

Same as Armored Princess.

Assassins are in the 'elite trooper' category, and so their Health can be improved by leveling. Neat?

Advisor
0.66 (300 Leadership, 200 Health)
 0.77~ (15% Physical resistance)
 0.82~ (20% Poison resistance)
 0.53~ (-20% Ice resistance)
Rugged Scales: 1.32 (Halved damage from assorted ranged attacks)

For a melee unit, their base ratio is a bit bad, but they have impressive ability to contribute without taking hits.

They're in the 'elite trooper' category, so leveling can also improve their Health.

Scout
0.66 (90 Leadership, 60 Health)
 0.72 (10% Ice resistance)

Frailer than regular Elven archer type units, though not by much.

Oddly, like Rangers they're in the 'heavy shooter' category and so can gain Health from leveling.

Avenger
0.65 (200 Leadership, 130 Health)
 0.72 (10% Poison resistance)
 0.76~ (15% Magic resistance)
Elemental Power (Fire): 0.76~ (15% Fire resistance)
Elemental Power (Water): 0.92~ (30% Poison resistance)
Elemental Power (Earth): 0.78 (Health rises to 156)
Elemental Power (Earth): 0.864
Elemental Power (Earth): 0.91~

Somewhat more frail than the other Elven archers, except against Magic damage where they pull slightly ahead of the pack.

Avengers are our final elven archer who is in the 'heavy shooter' category and so can gain Health from leveling, leaving only Elves-the-unit to be elven archers who can't bulk up.

Goblin
0.65 (40 Leadership, 26 Health)

Same as Armored Princess.

Orc Chieftain
0.64 (1200 Leadership, 770 Health)
// 0.71 (10% Physical/Fire/Poison resistance)

Notably less effective at tanking Physical damage, and all-around mildly less tanky. They've also lost the ability to heal with Predator, though I didn't list it as a part of their ratios in Armored Princess.

Priest
0.64 (50 Leadership, 32 Health)
 0.7~ (10% Magic resistance)
Healing: 0.2 per use (10 Healing per 50 Leadership)

Another unit whose peak effectiveness is down due to the Archmage Skill being completely gone, but whose base ratios are untouched compared to Armored Princess.

Unsurprisingly, Priests are in the 'healer' category, and so leveling can improve the effectiveness of Healing. Not that this is likely to help its utility any, all things considered...

Gorguana
0.63 (120 Leadership, 76 Health)
/ 0.7 (10 % Magic resistance)
 0.78~ (20% Poison resistance)
 0.52 (-20% Ice resistance)
Rugged Scales: 1.26 (Halved damage from assorted ranged attacks)

Like Gorguls, they've switched from a Fire weakness to a more severe Ice weakness. They're also slightly more resistant to Magic. Outside those three damage types, they're same as always in terms of Health ratios.

Note that they're in the 'battle mage' category, and so can gain Health from leveling.

Cannoneer
0.63 (220 Leadership, 140 Health)
 0.7~ (10% Fire resistance)
While Drunk: 0.74~
While Drunk: 0.82~

Same as Armored Princess, aside the Drunken protection.

They're in the 'heavy shooter' category, and so leveling can improve their Health.

Alchemist
0.62~ (270 Leadership, 170 Health)
 0.82~ (25% Poison resistance)
Living Water: 0.05~ per use (15 Health per 270 Leadership)
While Drunk: 0.729~
While Drunk: 0.96~

With their Leadership having gone up slightly, their ratios have gone down a little before accounting for Drunken. Living Water can lead to them having a higher ratio anyway, potentially, though this... isn't terribly realistic, even if you pair them with Level 5 units...

They are also in the 'heavy shooter' category and so leveling can improve their Health.

Elder
0.62 (240 Leadership, 150 Health)
 0.68 (10% Physical resistance)
 0.77 (20% Poison resistance)
 1.24 (50% Magic resistance)
 0.49~ (-20% Ice resistance)
Rugged Scales: 1.24 (Halved damage from assorted ranged attacks)

Only slightly worse ratio than Advisors, but as a ranged unit. And then they have a strong Magic resistance thrown in. Elders can be a big nuisance to kill depending on your army makeup, even before they use Invisible Connection to shunt damage around. Pick on that Ice weakness!

Like Gorguanas, Elders are in the 'battle mage' category, and so can gain Health through leveling.

Skald
0.62 (35 Leadership, 22 Health)
 0.68~ (10% Ice resistance)

Skalds additionally have Cautious, and Paean can potentially grant Stone Skin, so they have potentially for notably better results than the above... but it's RNG-dependent and often trivially bypassed. Among other points, Warriors of the North's Rage is sufficiently aggressively lethal that even if you're not a Soothsayer it tends to be easy to pick off evasion-using units if their base durability isn't so great, and Skalds... have a poor base ratio, making it easy to nuke them down with Spells and/or Rage. Which also sidesteps the possibility of Pangs of Conscience zapping a unit.

Seriously, why are Skalds-the-unit so bad?

Demoness
0.62 (160 Leadership, 100 Health)
 1.24 (50% Fire resistance)
 0.45 (-25% Ice resistance)

Ice weakness, no other ratio changes.

Interestingly, the Demoness is in the 'elite trooper' category, and so leveling can improve their Health some.

Catapult
0.61 (130 Leadership, 80 Health)
 0.4~ (-50% Fire resistance)
Adrenaline Level 3:  0.48~ (Fire resistance rises to -20%)

Same as Armored Princess.

Bone Dragon
0.6 (1300 Leadership, 790 Health)
/ 0.66 (10% Physical and Ice resistance)
 1.2 (50% Poison resistance)
Bone: 2.0 (70% resistance to arrows)

The Undead usuals, excepting that they don't get Necro Energy Blast.

Also, Gobble Corpse heals them now, but it's not feasible to assign a ratio to this, as it's a reloading skill that scales to the Leadership of the corpse consumed... and can't resurrect... making its potential healing not a specific, predictable ratio.

Pirate Ghost
0.6 (50 Leadership, 30 Health)
/ 1.2 (50% Physical and Poison resistance)
/ 0.42 (-30% Magic and Fire resistance)
 0.66 (10% Ice resistance)
Nimble: 0.75 (Flat 20% chance to dodge)

The Undead usuals, plus picking up a dodge rate.

Blood Shaman
0.59 (270 Leadership, 160 Health)
Adrenaline Level 1:  0.59~ (10% Magic resistance)
Adrenaline Level 1:  0.69~ (15% Astral resistance)
Adrenaline Level 3: 0.68~ (Health rises to 185)
+Adrenaline Level 3: 0.76~
+Adrenaline Level 3:  0.81~
Totem of Adrenaline: 0.03~ (8 Health per 270 Leadership)

Aside the Archmage Skill being gone, this is actually a pure improvement in ratios compared to Armored Princess, and notably the Magic and Astral resists are usually going to be active even without Adrenaline support due to their Adrenaline Control Ability giving them 10 Adrenaline at the start of a battle. They're still frail, even with maxed Adrenaline, but this helps.

Also, they're in the 'battle mage' category, so leveling can further improve their Health. They can't improve their Totem Health, though.

Sun Fairy
0.58 (17 Leadership, 10 Health)
 0.77~ (25% Fire resistance)
Elemental Power (Fire): 0.96~ (40% Fire resistance)
Elemental Power (Water): 0.68~ (15% Poison resistance)
Elemental Power (Earth): 0.696 (Health rises to 12)
Elemental Power (Earth): 0.92~

Why are these so frail...

Beholder
0.57 (140 Leadership, 80 Health)

Same as Armored Princess.

Pyromage
0.56 (300 Leadership, 170 Health)
 0.74~ (25% Magic resistance)
 1.12 (50% Fire resistance)

It's too bad Fire damage units are so consistent about having Fire resistance; Pyromages are surprisingly decent at tanking Fire damage units, but their own offenses will always suffer against such, and there's better options for tanking Fire damage that don't have this problem.

Pyromages are in the 'battle mage' category, and so leveling can improve their Health. Uh, okay?

Giant
0.56 (1600 Leadership, 900 Health)
 0.62 (10% Physical resistance)
 0.7 (20% Ice resistance)
While Drunk: 0.65~
While Drunk: 0.729~
While Drunk: 0.94~

Additionally, Giants heal a randomized amount of Health each turn they start Drunk, so these numbers are all a little lower on average than their real performance. In conjunction with resistance stacking working out favorably, Giants can have pretty solid performance in player hands, even if they're still pretty easy to kill as enemies.

Mystic
0.56 (300 Leadership, 170 Health)
 0.86~ (35% Magic resistance)

The potential to control enemies makes the Mystic's poor durability deceptive, but if you can't leverage Mind Games, there's certainly better options out there. Pretty decent durability against Magic, though.

Mystics are in the 'battle mage' category, so leveling can improve their Health. Weird.

Gorguana Ghost
0.55 (145 Leadership, 80 Health)
/ 1.1 (50% Physical and Poison resistance)
 0.73 (25% Magic resistance)
 0.47~ (-15% Fire resistance)
 0.64~ (15% Ice resistance)

Gorguana Ghosts are shockingly tanky for a ranged unit in real terms, even considering Ice and Fire is the point in the series where unit damage is most diverse. They actually have a better base ratio than Ghosts and Cursed Ghosts! And only slightly worse of a base ratio than regular Gorguanas while having considerably more generous of resists. The only qualifier there is that assorted ranged attackers will kill Gorguana Ghosts faster than regular Gorguana, including Physical attackers, due to Gorguana Ghosts lacking Rugged Scales.

Also worth noting is their Antimagic Aura extends fellow (Undead) Lizardmen durability against Magic damage a little.

Like Gorguanas, Gorguana Ghosts are in the 'battle mage' category, and so leveling can improve their Health.

Angelic Guard
0.55 (60 Leadership, 33 Health)
 1.1 (50% Physical resistance)
 0.73~ (25% Magic resistance)

Lost their Fire weakness, improving their worst-case scenario, but otherwise unchanged in ratios.

Ancient Vampire (Bat form)
0.55 (180 Leadership, 100 Health)
 1.1 (50% Poison resistance)
 0.61 (10% Ice resistance)

The Undead usuals.

Reminder that they're in the 'elite trooper' category.

Evil Beholder
0.55 (180 Leadership, 100 Health)

Same as Armored Princess.

Bizarrely, Evil Beholders are in the 'heavy shooter' category, and so leveling can make their Health slightly better. Weird.

Slinger
0.54 (22 Leadership, 12 Health)
 0.6 (10% Ice resistance)

One of the frailest conventional ranged units in the series, actually. I don't really get why they have No Melee Penalty, given how completely unsuited to brawls they are. At least they're better off than Beholders?

Gorgon
0.54 (240 Leadership, 130 Health)
 0.72 (25% Poison resistance)
Summon Snakes: 0.33~ to 0.53 per use. (Summons 80-120 Leadership of Snakes, Swamp Snakes, or Royal Snakes per use)

Base ratio is pretty bad, as is typical of Beholders, but then they get to stall enemies with random snakes. Given snakes all have good ratios, at least one good resist, and can handily manipulate enemy positioning while doing full damage... Gorgons aren't as absurd as Demonologists, but they're very effective at stalling, and within Warriors of the North they show up earlier. Poison resistance is also pretty reliably useful for much of Warriors of the North thanks to Undead battlegroups semi-reliably including it via Undead Spiders and/or Bone Dragons and/or Skeleton Archers.

Also, like Evil Beholders, they're in the 'heavy shooter' category and so their Health can be improved by leveling. Unlike Evil Beholders, they're also in the 'supporter' category, so leveling can also improve how many snakes they summon.

Jotun
0.53~ (1350 Leadership, 720 Health)
 0.81~ (35% Ice resistance)

This is pretty sad...

... to be fair, in unit-on-unit combat the above ratios are a little misleading. Jotun can leech health in melee, can use Defense Runes to extend their durability, and finishing off a stack gives them maxed Morale for the rest of the fight, raising their high Defense a decent amount.

But they still die fairly easily to Spells and Rage, and honestly even in unit-on-unit combat they're frustratingly frail. The leech is tiny and can't undo casualties, Defense Runes have a small impact and each only protect against one attack while their innate supply is limited, and by the standards of a Level 5 unit their 48 Defense is honestly pretty low.

I really don't get why Jotun durability is so bad...

Adult Gobot
0.53 (16 Leadership, 8 Health)
/ 0.47~ (-10% Physical and Fire resistance)
 0.58~ (10% Poison resistance)

Same as Armored Princess.

Contemplator
0.52~ (270 Leadership, 140 Health)
Max Energy: /// 0.57~ (10% to Poison, Fire, Ice, and Astral resistances)

It's a good thing Contemplators aren't supposed to rely on durability to be relevant. They're at least individually decently durable and able to show up early enough this actually helps, but ouch...

... still better off than Beholders, though.

Contemplators can slightly improve their durability through leveling, as they're in the 'battle mage' category.

Ghost
0.5 (80 Leadership, 40 Health)
/ 1.0 (50% Physical/Poison resistance)
 0.55 (10% Ice resistance)

Aside the Undead usuals, same as ever.

Though it is worth pointing out that they're de-facto tougher in a number of matchups due to having switched from Physical to Ice damage, so they'll do more damage and thus leech more health when eg fighting Knights. Their average performance against Undead is also effectively better due to Zlogn generation -really, this applies against anything they can't leech, but it's particularly dramatic against enemy Undead. If you're fielding an all-Undead army and fighting an all-Undead army, every death will result in a Zlogn, after all. (Whereas if you have an all-Undead army against eg an army of Plants... no guarantees)

Vampire (Bat form)
0.5 (80 Leadership, 40 Health)
 1.0 (50% Poison resistance)
 0.45 (-10% Fire resistance)
 0.55 (10% Ice resistance)

Basically, see Ghosts, including all the stuff about Vampires performing better against enemies they can't leech from due to Zlogn generation. Indeed, Warriors of the North is probably the entry most biased away from switching to Bat Form. This applies to Ancient Vampires, for that matter...

Evil Eye
0.5 (300 Leadership, 150 Health)
 0.62 (20% Magic resistance)
 1.0 (50% Poison resistance)
 0.33 (-50% Fire resistance)
 0.55 (10% Ice resistance)
Book of Nightmares: 0.18~ to 0.24 per use, twice (140-180 Leadership of Books of Nightmares summoned per use, with Books of Nightmares having a 0.4 ratio via 100 Leadership, 40 Health)

Evil Eyes are quite frail at a glance, but the Books of Nightmares brings them to over a 0.75 ratio, said books always spawn a Zlogn when wiped out, Evil Eyes have Drain Life just like (Ancient) Vampire Bats, and of course their Undead status extends to general Zlogn and Necro Energy mechanics. They'll die fast if you foolishly expose them to good sources of Fire damage -or die easy if you're fighting them with your own sources of Fire damage- but that aside they do a surprisingly good job of beefing up your force's durability.

Their primary strike in this regard is that they're a bit slow-burn in this regard, and Warriors of the North's battles start out fairly short on average and mostly just get shorter as you progress. Fortunately for them, they have plenty of offensively-useful qualities to keep them relevant even then.

Evil Eyes are in the 'battle mage' and 'supporter' categories, and so their Health and Book of Nightmares can be improved by leveling.

Goblin Shaman
0.5 (120 Leadership, 60 Health)
Adrenaline Level 1:  0.55 (10% Magic resistance)
Adrenaline Level 1:  0.58~ (15% Astral resistance)

Goblin Shaman are all-around at better ratios than in Armored Princess (excepting that your Spellslinging class can't get Archmage) as their Leadership went down slightly and with just a little Adrenaline support they'll end up with a couple of resistances. They're both mild and their better one is to a rare damage type, so they're still plenty frail, but slightly less so than in Armored Princess.

More noteworthy is Thread of Life being allowed to transfer damage to enemies. If the beneficiary is an Orc, it's literally doubling their ratio for up to 4 attacks, and even a non-Orc is getting a roughly 2% extension to their durability, no matter what is the source. All while ripping up whatever unfortunate enemy you've got the damage transferring to!

Goblin Shaman are in the 'battle mage' category, and so their Health can be improved by leveling.

Ice Spider
0.5 (120 Leadership, 60 Health)
 0.66 (25% Physical resistance)
/ 2.5 (80% Magic and Ice resistance)
 1.0 (50% Poison resistance)
 0.25 (-100% Fire resistance)

Ice Spiders are unusual for having a non-base resistance value to literally every damage type (except the exceedingly rare Astral), thus making their base ratio especially misleading, since it's only actually true when Astral damage or Ghost Blade hit them. 0.5 is a bad ratio even for a ranged unit, but their weakest resist puts them at 0.66, which is okay for a ranged unit, and against a number of threats they'll do just fine, aside the issue where they can't be resurrected by most resurrection tools. They're painfully frail when Fire damage is pointed their way, with one of the lowest ratios in the series, but otherwise they hold up a lot better than you might expect just looking at their base stats and not paying attention to their resists.

Ice Dragon
0.5 (2200 Leadership, 1100 Health)
 0.66 (25% Physical resistance)
/ 2.5 (80% Magic and Ice resistance)
 1.0 (50% Poison resistance)
 0.25 (-100% Fire resistance)
Call Henchmen: 0.3~ per use (Summons 935 Leadership of Ice Minions per use, which have a 0.7 ratio of durability)

Same ratios as an Ice Spider, but with a much more individually durable base.

Really, Ice Dragons are probably the best dragon in the series, unless we count Dragon Riders in Dark Side. They have a better base ratio than other dragons, an excellent suite of resistances, the ability to generate minions repeatedly... their only flaw is that Fire damage is a hazard, and that's less a flaw than you might think given they're immune to Spells. It's only really a substantial flaw when Red Dragons or Black Dragons are running around... well, and AI Ice Dragons have to fear Gudrida's Rage and Loki's Aid, I suppose.

Note that Ice Dragons are in the 'supporter' category, and so Call Henchmen's summon capacity can be further improved by leveling.

Tirex
0.5 (2000 Leadership, 1000 Health)
 0.58~ (15% Physical resistance)
 0.62 (20% Poison resistance)
 0.4 (-20% Ice resistance)
Rugged Scales: 1.0 (50% resistance to assorted ranged attacks)

They've picked up Poison resistance and Ice weakness.

Severely Negative Ratios

Anything below 50%. Units down here die horrifically quickly to Rage and Spells unless resistances save them.

As usual, this area is dominated by units that can play around their horrible base ratio.

Archdemon
0.47 (1600 Leadership, 766 Health)
 0.58~ (20% Physical resistance)
 0.52~  (10% Magical resistance)
 2.35 (80% Fire resistance)
 0.35~ (-25% Ice resistance)

Ice weakness, mostly. Ardent is worth noting as well, though I can't give it a specific ratio, as Archdemons are individually tough enough that the healing can actually end up a pretty decent extender of their durability if you're careful. They're also finally able to contribute without provoking retaliations every time, making their poor base ratio much less of an issue than in prior games. This is arguably their best game overall.

Cursed Ghosts
0.46 (130 Health, 60 Health)
/ 0.92 (50% Physical/Poison resistance)
 0.51~ (10% Ice resistance)

See Ghosts.

Cyclops
0.46 (1400 Leadership, 650 Health)
/ 0.65~ (30% Physical and Fire resistance)
 1.15 (60% Poison resistance)
 0.61~ (25% Ice resistance)

Just the Ice resistance. Which is pretty nice, mind, staying true to Magic (and Astral) damage being the best counter.

Engineer
0.45 (400 Leadership, 180 Health)
 0.529~ (15% Fire resistance)
Create Droid:  (120-140 Leadership of Guard Droids or Repair Droids per 400 Leadership of Engineers, twice)
Create Droid+Artifactor: 
Repair: 0.22 twice (88 Health per 400 Leadership, twice)
Repair+Artifactor: 0.31~ twice (125~ Health per 400 Leadership, twice)
While Drunk: 0.529~
While Drunk: 0.62~

With their Leadership having been bumped up slightly, their ratios have all dropped slightly... well, aside Drunken, but that doesn't affect their summoning nor Repair.

Not that Engineers are in the 'healer' and 'supporter' categories, and so leveling can further improve Create Droid and Repair.

Red Dragon
0.42 (2000 Leadership, 870 Health)
 0.49~ (15% Physical resistance)
 0.6 (30% Magic resistance) 
 2.1 (80% Fire resistance)

No change from Armored Princess. Ice being added is a pretty big blow to their survivability, mind.

Emerald Green Dragons
0.42 (1900 Leadership, 800 Health)
 0.46~ (10% Physical resistance)
 0.6 (30% Magic resistance) 
 0.84 (50% Fire resistance)

No change from Armored Princess. Ice hurts their case, though.

Necrox
0.41 (2400 Leadership, 1000 Health)
 0.54~ (25% Physical resistance)
 0.82 (50% Poison resistance)
 0.35~ (-15% Fire resistance)
 0.48~ (15% Ice resistance)

Worse base ratio than a Tirex, but with a sufficiently generous resistance advantage they only actually lose out against Magic, Fire, and Astral damage attackers. Alternatively, a slightly better base ratio than a Black Dragon, but a far inferior resistance kit. Though to be fair Necroxes can heal themselves, whereas Black Dragons are extremely difficult to heal, not to mention a Necrox can benefit from stuff like Stone Skin, and can be resurrected by Zlogn. Put another way, an unsupported Black Dragon is generally better than a Necrox for tanking hits, but a Necrox has better peak potential.

I actually like using Necroxes as tanks, those rare times I do tanking.

Black Dragon
0.4 (2500 Leadership, 1000 Health)
/ 0.5 (20% Physical and Ice resistance)
/ 2.0 (80% Magic and Fire resistance)

Ice resistance, now, no other changes.

That's fair.

Ice Thorn
0.4 (15 Leadership, 6 Health)
 0.8 (50% Poison resistance)
 0.2 (-100% Fire resistance)
 0.47~ (15% Ice resistance)
Ice Flowers: 0.08 to 0.16 (2-4 Leadership of Ice Thorns)

I get that they can chain-summon, but so can Thorn Hunters and they get a personal ratio of 0.75! And a better rate of summoning when you account for Ice Thorns having almost double the Leadership requirement! Why are Ice Thorns so bad??

Like all other Thorn summoners, they are in the Low Supporter category and so can improve their awful summoning through leveling. Yay.

Gobot
0.4 (15 Leadership, 6 Health)
/ 0.36 (-10% Physical and Fire resistance)
 0.44 (10% Poison resistance)

Same as Armored Princess.

Worm
0.4 (15 Leadership, 6 Health)
 0.36 (-10% Physical resistance)
 0.8 (50% Poison resistance)
 0.34 (-15% Fire resistance)
 0.47~ (15% Ice resistance)

A Gobot, but with almost universally superior resistances. Slightly worse Fire resistance, admittedly, but this is more than made up for by them having a ranged leeching effect! And okay say Worms also have Division, but whatever, ranged leeching!

Snow Falcon
0.38 (220 Leadership, 850 Health)
 1.9 (80% Magic resistance)
/ 0.76 (50% Fire and Ice resistance)

A slightly worse base ratio than the dragons and an overall less impressive suite of resistances than Black Dragons... but like a Black Dragon Snow Falcons ignore most Spells, and are immune to Freeze and Burn, leaving them susceptible only to the rarest damage over time effect (Bleed) and the least impressive one. (Poison) Notably, only one Rage move does on-demand damage without being heavily/exclusively one of the three damage types Snow Falcons resist: AI Snow Falcons are one of the hardest units to casually destroy with firepower that doesn't come from your army, as a result.

Faun
0.38 (60 Leadership, 23 Health)
 0.42 (10% Magic resistance)
 0.34~ (-10% Fire resistance)
Faun's Magic: 0.2 twice
Elemental Power (Fire): 0.399 (5% Fire resistance)
Elemental Power (Water): 0.447~ (15% Poison resistance)
Elemental Power (Earth): 
Elemental Power (Earth): 
Elemental Power (Earth): 

Aside Elemental power, nothing that improves their horrible ratios.

The only qualifier to this is that they fall under the 'healer' level category and so their healing can get better with leveling. I guess.

Fauns are the final unit where I've not yet tested Earth's rounding. The 'correct' number would be 27.5, so if it rounds up it would be 28 while if it rounds down it would be 27. Rounding down would be almost exactly a 17.5% increase in Health, while rounding up would be slightly less than a 22% increase in Health.

Rune Wizard
0.22 (2000 Leadership, 450 Health)
 0.44 (50% Magic resistance)
 Might Runes maxed: 0.27~ (20% Physical resistance)
/ Spirit Runes maxed: 0.4~ (20% Poison and Fire resistance with a Health of 650)
 Magic Runes maxed: 0.73~ (70% Magic resistance)
 Magic Runes maxed: 0.27~ (20% Ice resistance)
Spirit Runes maxed+ Magic Runes maxed: 1.08~

Yes, I refused to calc all the resistances in Armored Princess, yet I'm doing them here. Warriors of the north has a more streamlined design in regards to Rune Mages Wizards, so I don't have as many permutations to work through.

I should also point out that I'm only covering the Ice and Fire rendition here, and the base-game edition is a very different unit.

Overall, they remain pretty frail, and they've lost Revive. Not reflected in these numbers is that Summon Phantom being a targeted effect rather than picking a random thing to summon does make it a more reliable way to get good meatshield value, since you can reliably summon up copies of whatever is the most pertinent unit. 

Note that Rune Wizards fall under the 'battle mage' level category, and so can gain more Health from leveling.

------------------------------------------------

Once again, done with Warriors of the North.

If you're reading these in the intended order, you presumably want to move on to Dark Side now.

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