Slotbound Units List: Classes, Families and Rarities
Every unit class confirmed in Slotbound so far: warriors, archers, mages, riders and shields, the six families, the rarity tiers and what promotion changes.
Slotbound units are defined by three labels: a class (warrior, archer, mage and the mounted and shielded variants you see on the board), a family (six of them, used for synergies), and a rarity (Normal-grade up to legendary Prism, plus special units such as Jester). Every individual unit also rolls its own random stats, so two units of the same class are never interchangeable.
There is no official unit database yet. The game launched on 12 November 2026 and the store page names only Warriors, Archers and Mages, so this page separates what is confirmed from what the interface shows and what can be inferred from the achievement list.
What is confirmed
Three sources give us a floor:
| Source | Confirms |
|---|---|
| Steam store page | Warriors, Archers, Mages, random stats, imprints, items, cores, absorb |
| Achievement list | Six families, Normal-grade rarity, Legendary rarity, a Jester unit at Special rarity, five or more three-star units in one army |
| In-game board | Bow, staff, shield, mage hat and horse-head symbols, so at least two melee variants and two caster variants exist |
Everything below builds on those three, and anything that is not backed by one of them is marked as an observation.
Classes
Warrior
The melee baseline. Warriors are the units that hold a lane, take the first contact and buy your carry time. The store page uses a one-star Warrior as its example of promotion, which suggests the warrior is the intended starting class and the one most players learn promotion on.
Archer
Ranged damage. Archers want a body in front of them and scale with anything that increases attack speed or damage. On the board they are the bow symbol, which is the most common icon in the official screenshots.
Mage
Caster damage, named in the store description and matched by the staff and hat symbols on the board. Mages are the class most likely to benefit from cores that manipulate the spin, because their damage tends to scale with stats that random rolls can push high.
Mounted rider
The horse-head symbol appears often enough in the screenshots to count as a full class. Mounted units read as mobile fighters: they reach the enemy line faster and reposition between waves, which is useful on the wider battlefields that were introduced in version 0.2.5.
Shielded unit
The shield symbol is the armoured front line. If a wave is breaking through, this is the class that stops it, and it is the class you least want to feed into a carry unless you have a replacement ready.
Families
Six families exist, confirmed by the Devourer of All achievement: one unit absorbs units of all six families. Families drive faction synergy, a system added in version 0.4.0 and still labelled beta, and they are the reason the upgrade tree's Units section counts 11 nodes instead of 16 after the launch hotfix removed faction nodes from the count.
What families mean in practice:
- Absorb compatibility. A unit that eats across families becomes a mixed-family unit, which is the only route to Devourer of All but the worst route to Pure Blood.
- Synergy tiers. Faction Bond asks you to activate faction synergy at its highest tier, and it sits at 7.9 percent, so the top tier is a real build commitment.
- Upgrade access. Faction nodes exist in the tree even though they no longer count toward the Units section total.
The faction guide→ covers which families to mix and which to keep pure.
Rarities
| Rarity | Evidence | How you get it |
|---|---|---|
| Normal-grade | Pride of the Commons | Standard line results |
| Special | Jester, added in 0.4.0 | Rare summon, explicitly hard to obtain |
| Legendary | A Legend Appears, 6.1 percent | High-value lines and jackpots |
| Prism | Named in the store description | The legendary jackpot summon |
Prism deserves its own line because it is the only unit named in the store copy as a jackpot outcome. It is not a unit you plan around; it is a unit you get once and then build the rest of the run to support.

Stats, imprints and stars
Three modifiers sit on top of the class, family and rarity:
- Random stats. Every summon rolls dozens of stats, so a Normal-grade archer can out-damage a legendary archer with bad rolls. This is why the tier list on this site ranks roles rather than names.
- Stars. Absorbing raises a unit's star level, and three stars is the threshold used by the achievements. Five three-star units at once is its own achievement, which tells you a mature army is a wall of three-stars rather than one showpiece.
- Imprints. An imprint is engraved onto a unit and changes how it behaves permanently for the run. Engraved Power, the first-imprint achievement, sits at 100 percent, so the game hands you an imprint early enough that it is part of the tutorial.
Promotion branches
At promotion the unit offers a class branch. The card shows the stat changes, and the launch hotfixes fixed a display bug where those arrows were wrong, so the numbers on the card are meant to be read literally.
Two rules of thumb:
- Promote toward the role the unit already plays. A unit that has been tanking should take the defensive branch even if the damage numbers look tempting.
- Promote your carry first. A branch on the unit that fights every wave is worth more than a branch on a body that dies at wave 7.
What is still unknown
- The full unit roster. Sixty-four achievements exist and only twenty-six are visible, and the store page names three classes out of an unknown total.
- Exact stat ranges per class and rarity.
- Whether families have fixed class pools or whether any class can roll into any family.
- Whether Prism can appear outside a jackpot.
If you find a unit that contradicts something on this page, the store page and the patch notes are the authority, not this list.
Sources
Official source: Slotbound on Steam ↗
- Steam store page ↗ for the three named classes and the random stat and imprint systems.
- Steam news hub ↗ for Jester, faction synergy and the 1.0 hotfix that changed the Units upgrade count.
- Steam achievement stats ↗ for the family, rarity and three-star achievements.
FAQ
How many units are in Slotbound?
The roster is not published. The store page names Warriors, Archers and Mages, the board shows at least two caster and two melee variants, and the achievement list confirms a Jester unit plus a legendary Prism unit. Sixty-four achievements exist, so the roster is larger than any single guide can list on launch week.
Can a unit change class?
A unit gains a branch at promotion, and the branch is permanent for the run. Absorption raises stars; promotion changes the role. Both are one-way.
Do units carry over between runs?
No. The army resets every run. Only achievements, battlefield unlocks and the knowledge in your head persist, which is why absorbing well matters more than summoning a legendary once.

