Content warning

Unit rankings are recommendations derived from the documented stats, height rules, unlock timing, and tactical effects; the game does not publish an official tier list. Map advice is therefore practical guidance rather than a developer-declared ranking.

The answer before the background

Our recommendation

For most Cataclismo maps, use Ballistas on high towers as your main damage dealers, Partisans beside them as flexible elite damage, and Cannoneers or Captors on lower platforms to handle groups and slow attackers. During progression, start with Bowmen, add Lobbers against clustered enemies, unlock Captors at Prosperity II, Cannoneers at Prosperity III, and then transition into Ballista, Hunter, and Partisan towers at Prosperity IV. In city-building, Skirmish, and Survival, this mixed composition is more reliable than filling every tower with the nominally highest-damage unit.

Best Cataclismo units at a glance

The table below compares battlefield roles rather than simply sorting the Attack column. Every unit is ranged, and each receives better performance when attacking from its preferred height. Veterans gain 20% attack damage and 15% lower attack cooldown, so keeping experienced units alive can matter more than replacing them with a slightly stronger recruit. (wiki.hoodedhorse.com )

RankUnitBest useRecommended position
1BallistaLong-range damage and line penetrationHigh tower or upper wall; keep sightlines open
2PartisanFlexible elite damage; removes Enamel at low heightAny height; use where the lane or target changes
3CannoneerArea damage against packed wavesLow or mid platform near a choke
4HunterHigh-damage priority targetingVery high tower, ideally against exposed elite targets
5CaptorSlow and controlLow platform near the first contact point
6BowmanCheap, fast early-game single-target fireHigh wall or window line
7LobberEarly area damage against dense groupsLow wall facing a narrow approach
Why Ballista is the default recommendation

The documented Ballista has 32 damage, a 16-tile range, line area, and a high-ground preference. It is slow and expensive, but those numbers make it the best general-purpose tower occupant once available. Partisans have lower range but work at any height, while their low-height attacks remove Enamel and high-height attacks gain extra damage, making them a strong complement rather than a replacement. (wiki.hoodedhorse.com )

What to build first at each Prosperity level

Do not wait for the late-game roster before improving your fortress. Prosperity increases unlock units, tactical pieces, and military capacity, but the upgrade pauses during the night. Plan the next level during daylight and spend your first resources on a defensible firing line rather than isolated decorative towers. (wiki.hoodedhorse.com )

  • Prosperity I: Bowmen are the safest opening damage unit. Add Lobbers when Horrors arrive in groups, and use simple stone walls, merlons, and spikes to buy firing time.
  • Prosperity II: Unlock Captors and specialist boosts. Put Captors low, where their attacks slow Horrors by 66% below 5 metres and 50% above it. Use Bowmen behind windows or merlons for extra range. (wiki.hoodedhorse.com )
  • Prosperity III: Add Cannoneers for compact area damage and Reinforced Spikes for lanes that repeatedly contact your walls. Cannoneers prefer low height, so do not automatically place them at the top of a tall tower.
  • Prosperity IV: Move your military capacity toward Ballistas, Partisans, and selected Hunters. Grand Banners, Hell Arrows, Hell Poison, and Hell Spark become available, but tactical pieces should support a functioning layout rather than delay the next unit wave. (wiki.hoodedhorse.com )

Best units by mode and mission type

Campaign missions do not all reward the same composition. City-building missions let you recruit and upgrade over time, while expeditions and tower-defense missions restrict both units and construction pieces. That difference makes adaptable units more valuable in limited-loadout missions. (wiki.hoodedhorse.com )

  • City-building campaign and Skirmish: Use a balanced core of Ballistas, Partisans, Cannoneers, and Captors. Add Bowmen when resources are tight or a front needs cheap extra coverage. Keep a few high-ground slots for Ballistas and reserve low platforms for Cannoneers and Captors.
  • Expedition missions: Favor Partisans, Hunters, and Bowmen when available because movement, changing sightlines, and limited caches make fixed specialist layouts harder to exploit. Iris is playable in expeditions, and her death fails the mission, so do not leave your most important fighter on a collapsing outer wall. (wiki.hoodedhorse.com )
  • Tower-defense missions: Build around the supplied pieces and the two objectives. Ballistas are excellent if the lane stays open; Captors and Cannoneers are safer when the route compresses into a choke. Iris is not playable in this mission type, so every lane must be covered by the limited roster. (wiki.hoodedhorse.com )
  • Survival and Endless-style play: Start economically with Bowmen and Lobbers, then prioritize the unlocks that lead to Captors and Cannoneers before committing to late-game Ballista towers. Survival begins with only basic units and pieces, and unlock points also improve military capacity, so an efficient early army accelerates the entire run. (wiki.hoodedhorse.com )

Best tower setups for each terrain

Terrain changes how much value you get from height, range, shelter, and compact damage. The campaign includes Outskirts, Highlands, Hogar, Wetlands, Depths, and Abyss missions, but the official mission list does not declare a universal best unit for each biome. These are recommendations based on the roster's documented roles and the construction rules. (wiki.hoodedhorse.com )

  • Highlands: Use long sightlines for Ballistas and Hunters. Place Captors at the first reliable choke, then give Cannoneers a lower platform behind them so clustered Horrors remain inside area range.
  • Hogar: Favor compact, layered defenses around gates and strongholds. Bowmen and Partisans can cover short approaches, while Cannoneers punish enemies forced into narrow lanes.
  • Wetlands: Treat roofs as part of the firing position because roofs shelter units from the rain debuff. Use sheltered Bowmen, Ballistas, or Hunters on exposed walls; keep Captors and Cannoneers low behind protected stone. (wiki.hoodedhorse.com )
  • Depths and Abyss: Avoid towers that depend on one fragile support column. Use redundant stone supports and flexible Partisan positions, then place Ballistas where they cannot lose their entire firing platform to one collapse. Stone toughness improves substantially at greater supported heights, but unsupported sections can still fall. (wiki.hoodedhorse.com )
A practical tower recipe

Build a supported stone base, add a window or merlon line for ranged units, place one Banner beside your main damage cluster, and leave a door or retreat route behind the wall. Banners increase adjacent unit attack damage by 25%; Grand Banners increase it by 50% when unlocked. (wiki.hoodedhorse.com )

What changes with The Old Kingdom DLC?

The Old Kingdom DLC released on August 20, 2026 and adds a strategic mode built around conquering and defending multiple citadels, moving reinforcements, transporting resources, and unlocking technologies at a realm level. Its official store description confirms the mode but does not publish a complete new unit roster or balance table. (store.steampowered.com )

For now, use the base-game rankings above when the DLC uses the documented units. Recheck the in-game unit panel before treating a new DLC unit as stronger than Ballista, Partisan, or Cannoneer; without verified statistics, a definitive DLC tier list would be speculation.

Common questions

Is Ballista always the best unit in Cataclismo?

No. Ballista is the best general-purpose late-game damage recommendation because of its range, damage, and line attack, but it needs high ground, clear sightlines, and substantial resources. Cannoneers are better against compact groups, Captors add crucial control, and Partisans are more flexible when height or target type changes.

Should Cannoneers go on the highest tower?

Usually not. Cannoneers prefer low height, while Ballistas and Bowmen prefer high ground. Place Cannoneers on a low or middle platform that can fire into a choke, and reserve the tallest supported positions for high-ground units.

Are Captors worth building despite their low damage?

Yes, especially on difficult waves or narrow approaches. Their documented slow effect gives your damage units more time to fire and lets traps work for longer. Treat them as control specialists, not primary damage dealers.

What is the best early-game unit?

Bowmen are the safest default because they are available early, attack quickly, and work from high ground. Add Lobbers when enemies bunch together. Do not overspend on Lobbers once stronger area or control options become available.

Do towers themselves attack in Cataclismo?

The defensive structure provides support, height, windows, merlons, banners, and shelter; the attack comes from units stationed on the structure. Tower design is therefore about giving the right unit its preferred height, range, protection, and escape route.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.