Atlas Primarch Overview - Which Primarch to Use for What?

Primarch Overview:

Primarchs are an essential part of atlas, and understanding each type is key to to maximize glory, limit troop loss, and effective help your team with castle defense or offense. Primarchs hold troops, and troops are used to defend attacks as well as to kill enemy troops in defending primarchs. This is the foundation of atlas, and this guide will discuss the basics of each primarch with pros and cons to help you better understand which primarchs to level and what go use them for.

Leveling primarchs requires gold as “glory” which is obtained by using that primarch to kill troops on enemy primarchs/castle guards, or by defending attacks from enemy primarchs.

Fighter - Starting Primarch:

The fighter is a balanced primarch with low-moderate attack and defense stats. The fighter must reach level 5 before you can research the other types of primarchs. The goal should be to get this fighter to level 5, and then stop leveling it and focus on the different types that are best suited to you. Moderate travel speed.

Destroyer (blue):

Just like the fighter, this is a balanced primarch with moderate-high attack and defense stats. It allows having mod-high attack for a broad range of targets while still having strong defense stats to help limit troop loss as much as possible. Moderate travel speed.


  • High attack allows large range of targetable primarchs.
  • High defense allows a safety net which in some situations can help limit the number of troops you lose when an opponent kills you first (for example, if they require multiple dragons, don’t finish 100%, or the enemy uses a lower level destroyer/seiger with less attack power).
  • This primarch is great for defending castles when you will be targeted but also want to kill attacking primarchs.
  • With this balance of stats, its a great option for newer, less familiar players to start focusing on leveling at the start.


  • Due to its slightly lower attack, its limited against the highest level trappers (See below) that have very high defense stats.
  • No specific utility/ability like the following primarch types have.

Seiger (green):

This is a very high attack, very low defense primarch (therefore, high risk, high reward) with the ability to reduce the defense/attack stats of enemy primarchs/castle guards of opponents when it is on a castle. This is an offense focused primarch, which excels at killing large numbers of enemy troops with lower personal troop counts, but it is important to complete attacks in a short time frame, otherwise enemies can counter attack, quit early, and kill all your troops. You generally only want to load a small number of troops (like 1-4K depending on your target). Slow travel speed.


  • High attack allows killing large numbers of troops on enemies with minimal personal troop loss. It is important to realize that seigers are efficient at killing large numbers of enemy troops with losing smaller number of personal troops (and therefore get smaller amounts of glory from those attacks, because glory is also dependent on personal troop loss).
  • Can take 1000-3000 troops (low risk) and still be able to kill a lot of enemy troops/castle guards.
  • High attack allows a wide range of targets. You want your attacking primarch to have an attack stat higher than the opponents defense stat. Since Seigers have such high attack, you can attack all other primarch types with good results (depending on the level difference of each primarch).


  • Low defense means if you get attacked you will have large numbers of your troops killed with little troop loss from the attacking enemy, and earn very little glory.
  • Enemies can quit their attacks early (40%-70% destruction) and still kill a lot of your troops on the seiger without major losses from the enemies primarch.
  • Very slow travel speed.
  • If you go to help defend a castle of a team who isn’t in your alliance, you will debuff their stats too.

Trapper (Purple):

The trapper is a very high defense, very low attack stat primarch with the ability to “trap” enemy primarchs for variable durations based on primarch level and troop count. This is a defense focused primarch with high defense stats when attacked, and has the ability to trap enemies so they cannot attack other friendly primarch/castle guards, it disables their abilities (like another trappers “Trap” or a taunters “taunt” [see below]), and prevents trapped enemies from moving to a different location. The trap ends when the the duration expires or the trapper is killed. Very Fast travel speed.


  • Utility to trap enemies can help is a castle defense and even when trying to conquer a castle (disable taunter effects, prevent seigers from attacking other friendly seigers/destroyers).
  • High defense limits the primarchs that can effectively attack and kill your troops.
  • Very fast travel speed.


  • Very low attack stat limits it to only attack seigers, which are not often easily found to target for glory - this makes leveling trappers difficult, and many players end up relying on very inefficient defensive glory and glory swaps which have poor numbers of revivable troops.

Taunter (Red):

The taunter is a defense focused primarch with moderate defense, low-moderate attack stats, and the ability to “taunt” enemies. Taunters do not have to activate the ability, but the presence of the taunter on a castle requires all enemies with less troops to attack them. Enemies with more troops than the taunter can attack anyone they want. Taunt can be disabled by a trappers “trap” or by killing 10% of the total troops on the taunter (will have a short cooldown). Moderate travel speed.


  • The ability to taunt enemies can be critical in castle defense and even during offensive situation to help protect friendly primarchs who are coming in to attack and clear out enemies.
  • This is excellent for the strongest players on a team to help protect the lower levels as they try to attack enemies, and prevent them from getting killed by the enemies.If you’re being attacked by a weaker team/player, then if the strongest base on a team has a taunter set up, it prevents weaker enemies from picking on the weaker players on your team. This is ideal to help prevent being “sniped” frequently.
  • Effective for conquering castles due to high total troop cap.


  • Low attack limits the range of primarchs you can attack, essentially to seigers and in some cases maybe lower level taunters or much lower destroyers.
  • Low-moderate defense means most primarchs (except trappers) can target this primarch and kill many troops on successful attacks.
  • If you don’t have a very strong base (like the top few bases on your team and compared to the enemy teams you’re fighting against), then forcing players to attack you just makes you an easy target and a main focus.
  • To be effective you need to load a lot of troops, which means you need a lot of troops to spare.

I hope this overview was helpful! If you have questions feel free to ask below and if you’re new to atlas and trying to figure out how to spend your time, how to move around, or just need to learn all the basics, if you want more details on how to attack/farm glory, how to calculate and decide which primarch to use to attack another, atlas event strategies and resource management, and even how to move troops around on primarchs when you get stuck with too many on one primarch - check out my Atlas Guide Playlist on YouTube!


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