Cunning and Chaos. Survival at Any Cost.
Driven from their poisoned homeland, the Ashland clans crossed treacherous seas on leaking barges. Led by Grizzik One-Ear, they are survivors — scrappy, inventive, and ruthlessly pragmatic. In this new land of stone and snow, they must build, breed, and fight for every scrap of territory the dwarves consider theirs.
While every warband recognizes the overarching sigil of The Goblin Ashland Clans, regional kingdoms, ancient holds, and frontier marches march under their own heraldic colors and ancestral standards. In multiplayer matches, each player color represents a distinct historical sub-faction with unique lore and doctrine.
Primary racial banner displayed across battlefield command centers and fortress ramparts.
Cobbled together from thousands of rotting barges, driftwood rafts, and tied-up oil barrels, the floating shanty-town of Guzzler floats on the lower estuary waters. The Barge Rats spend their days diving into shipwrecks and salvaging floating scrap, fighting over rusty anchors and barnacle-crusted chains. In combat, they mount volatile catapults and steam boilers on leaking barges, bombarding coastal forts before beaching their scrap vessels directly onto shorelines to swarm defenders in a chaotic tide of screeching brawlers.
Boom-Hollow is a scarred volcanic valley littered with exploded workshops, scorched earth, and missing goblin fingers. The Red-Caps are obsessed with volatile black powder, mixing sulfur, bat guano, and ground crystals in rickety wooden shacks until something goes boom. Their Bomb Lobbers are the terrors of the battlefield. Hurlers launch ceramic pots packed with nails and black powder into enemy ranks, dealing massive area-of-effect burst damage that shreds armor, breaks morale, and occasionally blows up their own teammates.
Muck-Town sits on stilts over the deep bubbling quagmires of the Great Slime Bog. The Bog-Shufflers have broad, webbed toes and thick green hide that repels mosquito swarms and swamp leeches. They navigate bottomless muck that would swallow an armored knight in seconds. In war, the Shufflers emerge from murky swamp waters without warning. Their skirmishers use reed blowguns firing darts coated in bog viper venom, while their brawlers drag heavy enemies into the mud where plate armor becomes an inescapable iron coffin.
Deep in the subterranean fungal caverns of Krag-Mor, the Warlock Coven brews hallucinogenic mushroom mash in dented copper cauldrons. The goblins revere the colossal giant purple toads that live in the deep caves, claiming the amphibians whisper chaotic arcane secrets in their croaks. Their Warlocks possess the most infuriating spell in warfare: Polymorph. With a cackle and a burst of purple sparks, an enemy's most expensive knight or war-beast is instantly transformed into a helpless squeaking critter, completely neutralizing elite units for vital minutes.
The Gold-Grubbers are the greediest goblins in existence, driven by an unquenchable obsession with shiny coins, brass buckles, and golden crowns. Their stronghold is built inside a massive mound of scrap metal, guarded by crude clockwork alarms and greedy henchmen. Under the Pillage doctrine, every goblin attack against enemy structures loots immediate gold straight into your treasury. Their workers scavenge scrap metal across corruption zones automatically, funding continuous waves of cheap replacement troops.
Cog-Pit is an open-air machine shop that smells of grease, burning motor oil, and roasted rats. The Tinkerers steal dwarven blueprints, misunderstand half the mathematics, and cobble together war machines from mismatched pipes, rusted cogs, and sputtering steam boilers. Miraculously, their contraptions work. War Wagons armored with corrugated sheet metal rattle across the battlefield at breakneck speeds, carrying screeching brawlers and spewing black exhaust smoke while Demolisher catapults fling explosive scrap into fortress walls.
Living in the hollowed trunks of dead forest giants, the Sneaky-Snouts have tamed giant eight-legged tree spiders. While wood elves treat the canopy with reverence, forest goblins scamper across the high branches like green monkeys, setting tripwire nets and drop-traps. In combat, their Spider Riders scale sheer stone walls with ease, ignoring gates and defensive obstacles to bite sentinels on ramparts or drop directly onto enemy siege crews from above.
The Dirt Mounds are a sprawling wasteland of dirt burrows, slag heaps, and shallow trenches. The Miners dig furiously with broken shovels, iron claws, and bare hands, excavating kilometers of unstable tunnels to undermine enemy foundations. Their burrowing shock troops can collapse entire enemy defensive wall sections by digging out the supporting earth, suddenly emerging from the dirt beneath enemy archer towers in a chaotic, dust-choked frenzy.
High up in the perpetual blizzards of Mount Sniff live the Frost Goblins. Clad in patchy mammoth fur coats with runny blue noses, these tough little survivors have adapted to freezing winds that would kill an ordinary goblin within an hour. They slide down snowbanks on wooden shields, tossing hard-packed snowballs loaded with rocks and freezing icicles into opposing ranks. What they lack in discipline, they make up for in spiteful, shivering endurance.
The Kennel Fortress of Iron-Spur is filled with the deafening howls of several thousand starving, vicious wargs. The Black-Warg Raiders spend their entire lives in the saddle, bonding with beasts as cruel, violent, and hungry as themselves. Their Warg Riders are the fastest cavalry in the game. Using Hamstring attacks to slice the tendons of retreating enemies, they can run down fleeing infantry and wipe out retreating formations before reinforcements can intervene.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9. In the campaign, they keep their levels from mission to mission.

Warchief of the Ashland clans. He led his people across treacherous seas on leaking barges, and will fight for every scrap of this new homeland.
Preferred Gear
Ability Progression

Cindertooth. If it can explode, Skara has already improved it. The goblins' foremost demolitions expert — equally dangerous to friend and foe.
Preferred Gear
Ability Progression

Mok the Breaker, spirit-speaker. The shamans say the ancestors whisper through him. His enemies say the whispers are the last thing they hear.
Preferred Gear
Ability Progression
Kragg rides a snarling grey warg, wielding a massive axe forged from dwarven railway ties. Militant breakaway raiders who believe that survival requires immediate, ruthless aggression against all neighbors.
Preferred Gear
Ability Progression
Snag is caked in swamp mud, using a hollow bamboo tube to deliver silent, paralyzing venom. Marshland dwellers who settled in southern bayous, weaponizing toxic swamp flora and reeds.
Preferred Gear
Ability Progression
Goggles flies a trained albino cave bat at skimming altitude, wearing polished brass aviator goggles. Cave-dwelling daredevils who domesticate giant cavern bats for scouting and aerial bombing.
Preferred Gear
Ability Progression
Fizz carries an armory of fuses, blasting caps, and black-powder charges strapped across his chest. Specialist excavation guild that burrows beneath fortresses to bring down stone walls with black-powder kegs.
Preferred Gear
Ability Progression
Mother Grimshaw commands respect from every chieftain, wielding a heavy soup ladle that can crack skulls or dish stew. Matriarchal community leaders who cultivate vast bioluminescent mushroom farms to feed and heal the clans.
Preferred Gear
Ability Progression
Barnaby wears a jaunty velvet hat stolen from a merchant prince, fighting with a wicked curved fish-gutter. River traders and black-market smugglers operating along the delta, moving contraband across battle lines.
Preferred Gear
Ability Progression
Gizmo pilots a towering clockwork Scrap Golem mecha constructed from salvaged titan gears, iron plates, and ticking steam pistons. Forward-thinking artisans who reassemble clockwork and scrap metal into autonomous mechanical constructs.
Preferred Gear
Ability Progression
Heroes are the heart of your warband. They grow stronger every battle, learn signature abilities, equip legendary loot, and can even be taken under your direct command.
Outfit heroes across 8 equipment slots with gear from your faction blacksmith and the neutral Troll-Vault — plus tomes for permanent stat boosts.
22 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.






















Conjured by spells rather than trained — they fight for a limited time, then fade away.

Elite units unlocked through the single-player campaign — not available in skirmish.




Regicide only. Your monarch stands in your base from the first second of the match, cannot be trained, replaced or rebuilt, and carries no weapon. Kill the enemy King and the match is over — lose yours and so are you.

Key structures for the Goblins faction. Build your economy, train your army, and fortify your defenses.































Equip your heroes with gear forged at the Goblin blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.
+3 armor, +6 attack damage, +5% critical strike chance.
8% lifesteal. Nearby allies gain +2 attack damage.
+4 attack damage, 5% lifesteal. Melee heroes only.
Heals the wearer for 10% of damage dealt.
+2 attack damage, +1 armor.
+0.5 movement speed, +1 attack damage.
+2 armor, +10% crit, 5% lifesteal, +1 mana regeneration.
+5 armor, reflects 3 melee damage, +1 HP regeneration per second.
+6 armor, +2 HP regeneration per second, 5% lifesteal.
+6 attack damage, +10% critical strike chance. Melee heroes only.
+5 attack damage, +15% attack speed. Ranged heroes only.
+25 spell power, +1 mana regeneration per second. Caster heroes only.
+5 armor, +1 HP regeneration per second.
+4 attack damage, +2 armor.
+3 armor. Reflects 2 damage to melee attackers.
+10% critical strike chance, 5% lifesteal.
+3 armor. Reflects 2 damage to melee attackers.
Sound the horn: nearby allies gain +3 damage for 10 seconds. 30s cooldown.
Nearby allies regenerate +0.75 HP per second.
+0.25 mana regen. Nearby allied casters gain +0.5 mana regeneration per second.
+15 spell power, +0.5 mana regeneration per second.
+3 armor, +0.5 HP regeneration per second.
+15% attack speed. Ranged heroes only.
+1 armor. Nearby allies reflect 2 damage to melee attackers.
+2 armor, +0.3 movement speed.
+1 HP regeneration per second, +1 armor.
+0.75 mana regeneration per second.
+0.7 movement speed, +0.5 HP regeneration per second.
+2 armor. Reflects 1 damage to melee attackers.
+0.8 movement speed.
Permanently increases the hero's attack damage by 2.
Permanently increases the hero's armor by 1 and attack speed by 5%.
Permanently increases the hero's maximum mana by 15 and mana regeneration.
+0.35 movement speed, +1 armor.
Permanently adds 3 backpack slots, up to 30.
+3 attack damage. Melee heroes only.
+3 attack damage. Ranged heroes only.
+10 spell power. Caster heroes only.
+1 armor, +0.5 HP regeneration per second.
+2 attack damage.
+2 armor.
+0.55 movement speed.
+0.4 movement speed.
+0.25 mana regeneration per second.
+1 armor.
+0.5 HP regeneration per second.
+1 armor.