- Sengoku Rance unit types determine class stats, icons, skills, troop scaling, and battlefield roles.
- Samurai, Cavalry, and Musketeers provide strong physical damage with different speed and durability profiles.
- Ashigaru and Knights offer valuable protection because their Guard effects reduce non-magic damage.
- Miko, Sohei, Onmyouji, and Mages rely heavily on Intelligence for healing, buffs, or magic damage.
- Delay, troop ratio, and class cost matter as much as Attack when comparing units.
Sengoku Rance Unit Types Explained
Sengoku Rance uses unit classes to define a commander’s base Attack, Defense, Intelligence, Delay, healing behavior, troop ratio, and recruitment cost. The class is separate from the commander’s personal statistics, so two commanders with similar attributes can still perform differently.
The recognized troop types include Samurai, Ashigaru, Tactician, Archer, Ninja, Miko, Sohei, Onmyouji, Musketeer, Cannoneer, Knight, Mage, Cavalry, Animal, and Monster. Their icons provide a quick visual identification during army management and battle selection.
A high personal Attack value does not automatically make a commander a superior damage dealer. Class Base Attack, Delay, troop ratio, and available skills all affect practical performance.
Frontline Classes
- Samurai: Balanced physical attacker with solid defenses.
- Ashigaru: Defensive support with Guard effects.
- Knight: Durable protector with low healing cost.
- Cavalry: High Attack and fast class Delay.
Ranged Classes
- Archer: Flexible ranged damage with high troop capacity.
- Musketeer: Exceptional physical Attack and low class Delay.
- Cannoneer: Strong Attack with no listed class Defense.
- Ninja: Very fast actions and utility-focused skills.
Magic and Support
- Miko: Healing and support based on Intelligence.
- Sohei: Healing utility and full troop restoration each turn.
- Onmyouji: High Intelligence and magical offense.
- Mage: Highest listed Intelligence among standard classes.
| Unit Type | Icon or Identity | Primary Role | Key Trait |
|---|---|---|---|
| Samurai | Sword | Physical attacker | Balanced Attack and Defense |
| Ashigaru | Blue shield | Guard support | Guard can halve non-magic damage taken |
| Tactician | War fan | Buff support | Intelligence improves buff strength |
| Archer | Bow | Ranged attacker | High maximum troop ratio |
| Ninja | Shuriken | Fast utility | Lowest listed class Delay |
| Miko | Red cross | Healing support | Intelligence affects healing |
| Sohei | Prayer beads | Healing and frontline support | Restores troops at turn start |
| Onmyouji | Prayer slip | Magic attacker | Very high Intelligence |
| Musketeer | Arquebus | Physical attacker | Very high Base Attack |
| Cannoneer | Cannon | Heavy attacker | High Base Attack |
| Knight | Sword and shield | Defensive frontline | Low healing cost and Guard |
| Mage | Staff | Magic attacker | Highest listed Base Intelligence |
| Cavalry | Bird | Mobile attacker | High Attack and low Delay |
| Animal | No icon | Special attacker | Does not heal between turns |
| Monster | Red Hanny | Enemy or special unit | Several variants use different class values |
Class Stats, Costs, and Troop Ratios
Class Base Attack, Defense, and Intelligence are added to commander statistics through the game’s battle formulas. Physical Attack uses the class’s Base Attack plus the commander’s ATK contribution, while magic uses Intelligence. Defense and Magic Defense follow separate calculations.
Delay is also important. A higher class Delay generally means slower actions. Personal Speed, Speed buffs, and the recovery time of the chosen skill can reduce or increase the practical time before the next action.
Musketeers and Cannoneers have impressive Base Attack, but their Defense is listed as zero. Ashigaru, Knights, and Cavalry offer different tradeoffs that may be more valuable in long battles.
| Unit Type | Atk | Def | Int | Delay | Heal Cost | Max Troop Ratio | Recruit Cost |
|---|---|---|---|---|---|---|---|
| Samurai | 60 | 30 | 5 | 12 | 4 | 1.0 | 48 |
| Ashigaru | 45 | 20 | 5 | 11 | 1 | 1.5 | 24 |
| Miko | 35 | 10 | 20 | 16 | 4 | 0.7 | 72 |
| Cavalry | 80 | 30 | 5 | 10 | 4 | 1.0 | 60 |
| Musketeer | 130 | 0 | 5 | 8 | 4 | 0.7 | 120 |
| Archer | 40 | 15 | 5 | 15 | 4 | 1.5 | 36 |
| Ninja | 38 | 15 | 5 | 6 | 4 | 0.7 | 60 |
| Sohei | 50 | 30 | 20 | 20 | 4 | 1.0 | 36 |
| Tactician | 38 | 10 | 5 | 20 | 4 | 1.0 | 48 |
| Onmyouji | 35 | 10 | 40 | 14 | 4 | 0.7 | 60 |
| Knight | 60 | 30 | 5 | 14 | 1 | 1.0 | 56 |
| Cannoneer | 110 | 0 | 5 | 15 | 4 | 1.0 | 120 |
| Mage | 35 | 10 | 45 | 17 | 4 | 1.0 | 72 |
Recruitment costs can increase as troop size grows. The reference formula lists a cost increase when a unit reaches 500–999 troops and another increase at 1,000 or more troops. National Power cost also depends on the commander’s base cost and current troop count.
Maximum troop size uses a base limit based on difficulty and controlled provinces. The class’s troop ratio then modifies that limit.
| Difficulty | Base Troop Limit |
|---|---|
| Normal | 400 + provinces × 50 |
| 1 star | 400 + provinces × 100 |
| 2 star | 400 + provinces × 200 |
| 5 star | 400 + provinces × 300 |
A ratio above 1.0 improves a generic unit’s maximum troop potential, while a ratio below 1.0 limits it. This is why Archers and Ashigaru can reach larger troop totals than several specialized classes, even when their individual Attack values are modest.
| Class Group | Generic Troop Modifier | Practical Reading |
|---|---|---|
| Ninjas, Mikos, Onmyouji, Musketeers, Monster Army Mages | 0.6 | Lower scaling, often specialized |
| Samurais, Tacticians, Cavalry, most Monster classes | 1.0 | Standard scaling |
| Archers and Sohei | 1.3 | Stronger generic troop scaling |
| Infected | 1.5 | High special scaling |
| Peasants | 3.0 | Very large special scaling |
How to Choose the Right Unit Type
Choosing a unit should begin with the battle objective. A commander intended to absorb attacks needs a different class from one designed to act quickly, apply buffs, or exploit magic damage.
Use the following priorities:
- Select Ashigaru or Knight when reducing incoming physical damage is the main concern.
- Select Cavalry when you want a strong physical attacker with a favorable Delay value.
- Select Musketeer or Cannoneer when raw physical Attack is more important than durability.
- Select Ninja when early actions, utility, or skill recovery are central to the plan.
- Select Miko or Sohei when healing and sustained troop recovery matter.
- Select Onmyouji or Mage when Intelligence-based damage is the focus.
- Select Tactician when the army benefits from repeated buffs and improved buff strength.
- Treat Animal and Monster classes as specialized cases because their healing, recruitment, or availability rules differ.
The strongest army is usually a combination of roles rather than six copies of the highest-Attack class. Pair damage dealers with protection, buffs, healing, or action control.
Identify the Threat
Check whether the opposing force relies on physical attacks, magic, high troop counts, or repeated support skills. This determines whether Defense, Intelligence, Guard, or speed should receive priority.
Assign Frontline Roles
Place Ashigaru, Knights, Samurai, or other durable units where they can absorb pressure. Guard effects are especially valuable against non-magic damage.
Add Damage Sources
Use Cavalry, Musketeers, Cannoneers, Archers, or magic classes according to the enemy’s defenses. Physical and magic damage use different offensive and defensive values.
Cover Recovery and Support
Add Miko, Sohei, Tacticians, Ninjas, or other utility units when the battle requires healing, buffs, faster actions, or disruption.
Review Troop Economics
Compare recruit cost, healing cost, troop ratio, and expected troop size before committing National Power. A class with strong combat numbers may still be expensive to maintain.
| Battle Need | Recommended Types | Reason |
|---|---|---|
| Physical protection | Ashigaru, Knight | Guard and low healing cost |
| Balanced frontline | Samurai, Cavalry | Useful Attack and Defense |
| Fast actions | Ninja, Musketeer, Cavalry | Favorable class Delay values |
| Heavy physical damage | Musketeer, Cannoneer | High Base Attack |
| Ranged pressure | Archer, Musketeer | Reliable offensive positioning |
| Healing | Miko, Sohei | Intelligence-linked healing and recovery |
| Magic damage | Onmyouji, Mage | High Intelligence values |
| Army-wide buffs | Tactician | Buff quantity and strength |
| Large generic troop pool | Ashigaru, Archer, Sohei | Higher troop ratios |
Battle Formulas and Practical Priorities
The damage system uses adjusted troop size, offensive statistics, defensive statistics, skill modifiers, and Battlefield Adjustment. As troop counts increase, additional troops contribute less value through diminishing troop effectiveness.
For physical attacks, the relevant difference is Attack minus Defense. For magic attacks, use Magic Attack minus Magic Defense. Both differences have a minimum effective value of 10 in the listed formula.
Battlefield Adjustment changes damage dealt and damage received for the favored side. Scouting, terrain, battle preparation, and certain skills can influence it, so class selection should not be separated from battlefield planning.
The listed adjusted troop-size brackets are:
| Current Troops | Unit Value | Adjusted Troop Size |
|---|---|---|
| 0–500 | 1 | Troop size |
| 500–1,999 | 1/2 | Troop size ÷ 2 + 250 |
| 2,000–9,999 | 1/4 | Troop size ÷ 4 + 750 |
This system makes the first 500 troops especially valuable. Increasing a unit far beyond that threshold can still help, but each additional block contributes less to the adjusted value.
The main practical lessons are:
- Preserve units that have not yet reached the effective troop threshold.
- Use Guard against physical attackers, but do not treat it as a solution to magic damage.
- Remember that Miko and Sohei healing depends on the relevant skill and Intelligence interactions.
- Account for Delay when comparing classes with similar offensive output.
- Use Battlefield Adjustment tools before committing to difficult castle or town battles.
- Avoid assuming that counterattack damage follows the normal damage formula; its behavior uses a separate process.
Unit Type Review Checklist:
- Compare the class Base Attack, Defense, Intelligence, and Delay
- Check troop ratio and expected maximum troop size
- Review healing cost and special recovery behavior
- Match physical or magic damage to the enemy defense profile
- Account for Battlefield Adjustment before major battles
For deeper formula references, consult the Sengoku Rance: Parameters & Formulae page, especially when checking damage, troop scaling, class values, and Battlefield Adjustment interactions.
Q: What are the main Sengoku Rance unit types?
The main classes include Samurai, Ashigaru, Tactician, Archer, Ninja, Miko, Sohei, Onmyouji, Musketeer, Cannoneer, Knight, Mage, Cavalry, Animal, and Monster.
Q: Which unit types have the highest listed Attack?
Musketeer has the highest listed standard class Base Attack at 130, followed by Cannoneer at 110 and Cavalry at 80. Practical damage also depends on personal ATK, skills, troop size, and Battlefield Adjustment.
Q: Which classes are best for healing?
Miko and Sohei are the primary healing-oriented classes. Sohei also restore their troops at the start of a turn, while Miko healing is connected to their skill and Intelligence interactions.
Q: Why is Delay important when comparing classes?
Delay influences how soon a unit can act again. Lower class Delay is generally faster, although personal Speed, Speed buffs, and skill recovery time also affect turn order.