Sengoku Rance unit types: Class Comparison & Battle Guide - Systems

Sengoku Rance unit types: Class Comparison & Battle Guide

Compare Sengoku Rance unit types, class stats, troop roles, costs, speed, healing, and battle priorities with practical strategy tips.

2026-09-25
Sengoku Rance Wiki Team
Quick Guide
  • 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.

Read the Class Before the Commander

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 TypeIcon or IdentityPrimary RoleKey Trait
SamuraiSwordPhysical attackerBalanced Attack and Defense
AshigaruBlue shieldGuard supportGuard can halve non-magic damage taken
TacticianWar fanBuff supportIntelligence improves buff strength
ArcherBowRanged attackerHigh maximum troop ratio
NinjaShurikenFast utilityLowest listed class Delay
MikoRed crossHealing supportIntelligence affects healing
SoheiPrayer beadsHealing and frontline supportRestores troops at turn start
OnmyoujiPrayer slipMagic attackerVery high Intelligence
MusketeerArquebusPhysical attackerVery high Base Attack
CannoneerCannonHeavy attackerHigh Base Attack
KnightSword and shieldDefensive frontlineLow healing cost and Guard
MageStaffMagic attackerHighest listed Base Intelligence
CavalryBirdMobile attackerHigh Attack and low Delay
AnimalNo iconSpecial attackerDoes not heal between turns
MonsterRed HannyEnemy or special unitSeveral 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.

Do Not Compare Attack Alone

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 TypeAtkDefIntDelayHeal CostMax Troop RatioRecruit Cost
Samurai603051241.048
Ashigaru452051111.524
Miko3510201640.772
Cavalry803051041.060
Musketeer13005840.7120
Archer401551541.536
Ninja38155640.760
Sohei5030202041.036
Tactician381052041.048
Onmyouji3510401440.760
Knight603051411.056
Cannoneer110051541.0120
Mage3510451741.072

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.

DifficultyBase Troop Limit
Normal400 + provinces × 50
1 star400 + provinces × 100
2 star400 + provinces × 200
5 star400 + 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 GroupGeneric Troop ModifierPractical Reading
Ninjas, Mikos, Onmyouji, Musketeers, Monster Army Mages0.6Lower scaling, often specialized
Samurais, Tacticians, Cavalry, most Monster classes1.0Standard scaling
Archers and Sohei1.3Stronger generic troop scaling
Infected1.5High special scaling
Peasants3.0Very 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.
Build Around the Battle Plan

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.

1

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.

2

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.

3

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.

4

Cover Recovery and Support

Add Miko, Sohei, Tacticians, Ninjas, or other utility units when the battle requires healing, buffs, faster actions, or disruption.

5

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 NeedRecommended TypesReason
Physical protectionAshigaru, KnightGuard and low healing cost
Balanced frontlineSamurai, CavalryUseful Attack and Defense
Fast actionsNinja, Musketeer, CavalryFavorable class Delay values
Heavy physical damageMusketeer, CannoneerHigh Base Attack
Ranged pressureArcher, MusketeerReliable offensive positioning
HealingMiko, SoheiIntelligence-linked healing and recovery
Magic damageOnmyouji, MageHigh Intelligence values
Army-wide buffsTacticianBuff quantity and strength
Large generic troop poolAshigaru, Archer, SoheiHigher 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 Matters

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 TroopsUnit ValueAdjusted Troop Size
0–5001Troop size
500–1,9991/2Troop size ÷ 2 + 250
2,000–9,9991/4Troop 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.