Faction Summary
Faction: Goblins
Total Units: 37
Units with Crushing Strength ≥ 1: 15
Units with Piercing ≥ 1: 6
Avg Points: 140.8 (Global Avg 146.5)
Avg Defense: 4.0 (Global Avg 4.3)
Avg Melee: 3.7 (Global Avg 3.7)
Avg Speed: 6.5 (Global Avg 6.4)
Unique Keywords (count): 22
Top Keywords: Crushing Strength (15), Brutal (13), Vicious (12), Thunderous Charge (10), Nimble (9)
Note: This summary only includes non-individual units.
Summary
Goblins have always mastered quantity over quality in Kings of War. They don’t win by outmuscling opponents — they win by swarming the board, clogging objectives, and grinding enemies down through relentless pressure. Clash of Kings 2025 didn’t reinvent the faction, but it did tweak the edges of how Goblins operate. This review looks at where Goblins stand after the latest changes, what units are shining brightest, and how smart list-building can keep them a competitive force in today’s meta.
Let’s dive into which units offer the best bang for your (very few) points.
Most Cost-Effective Units
Unit Name, Size | Spd | Shots to 6 Nv | Avg Hits | Pts | Elo | Cost Eff. | % Kills vs Def 4 | % Kills vs Def 5 | Keywords |
---|---|---|---|---|---|---|---|---|---|
Sharpsticks H | 5 | 30 | 11.0 | 140 | 1973 | 0.54 | 29.6% | 1.0% | Phalanx |
Grogger’s Lugg Lads H | 5 | 32 | 16.6 | 245 | 2715 | 0.45 | 89.5% | 38.5% | Brutal, CS 1, Wild Charge D3 |
War Trombone WE | 5 | 8 | 13.5 | 70 | 717 | 0.44 | 39.1% | 1.7% | Piercing 1, Steady Aim |
Luggit Gang R | 5 | 18 | 11.7 | 160 | 1798 | 0.34 | 65.9% | 13.7% | Brutal, CS 1, Wild Charge D3 |
Rabble H | 5 | 30 | 9.6 | 125 | 1722 | 0.31 | 21.5% | 0.7% | — |
Historical Tournament List Analysis
Analysis based on 14 event lists, scaled to 2300 pts.
Metric | Avg |
Points on items | 59.1 |
Number of units | 19.7 |
Unit Strength | 26.5 |
Scoring units | 12.2 |
Power Gini | 42.6 |
Defense Gini | 25.0 |
Speed | 6.5 |
Nimble units | 5.1 |
Shambling units | 0.0 |
Avg Defense | 4.1 |
Total Nerve | 286.7 |
Shots to 6 Nv | 360.4 |
Units with Regen | 0.9 |
Units with Heal | 0.0 |
Total Attacks | 205.6 |
Ranged Attacks | 48.0 |
Expected dmg vs Def 4+ | 63.8 |
Most common ratings | Objectives A Movement B Defense B Offense B |
Observations
- Bodies first, questions later. Competitive lists field 18–20 drops and 26+ US; sheer presence wins scenarios.
- Low armour, high attrition. Def 3–4 is normal; survival = redundancy + Inspiring.
- Speed where it counts. Double Winggit plus Nimble heroes give 5–6 Speed 9/10 pieces for flanks and late-game grabs.
- Firepower as force-multiplier. 2–3 Sharpstick/Rock Throwers plus 2–3 Trombones, all buffed by Winggit marks, remain template.
- Hammers have shifted. With Bangsticks gone, Mincer regiments (often Brew of Sharpness) and Trolls carry melee punch.
- Cheap magic matters. 25-point Wizzes supply Hex/Bane Chant and feed the new Command economy.
- Meta check. Stealthy and high-Def counters trim pure gunlines; balanced lists (bodies + shooting + 2–3 real hammers) are posting the best results.
Bottom line:
Goblins in 2025 still do what they’ve always done best: flood the board, overwhelm objectives, and grind opponents down through persistence and numbers. The loss of the Bangstick formation nudged them a little closer to their roots — leaning even harder into infantry hordes, cheap artillery, nimble support units like Winggits, and cost-effective heavy hitters like Mincers and Trolls. While pure shooting-heavy builds are a little riskier in the current meta, a balanced Goblin list that mixes bodies, firepower, and a few fast threats remains brutally effective. Smart Goblin generals will focus on playing the scenario, trading units efficiently, and forcing the opponent to waste turns chewing through cheap screens while key pieces secure the win. Nothing in CoK 2025 changed the fundamental truth: Goblins don’t fight fair — they fight smart. And if you embrace that mindset, they’re still one of the most dangerous factions on the table.