| Strong points | Weak points |
| No stats decrease with Wounds | |
| Special attacks that deal big damage | Special attacks need a manual order to better effect (but have auto-cast as MU) |
| Aren't affected by weapon skills or unit classes | Special weakness depending on class |
| Special attacks have magic after-effects | No Overkill when fired at |
| No Crowd | |
Two classes – Area-attacker and Direct-attacker giants:
Area-attackers are slow; they are to move through enemy units, even standing ground, or to break their groups or formations (with normal attacks or special abilities).
They better deal damage to many units at once.
Their special attack affects all units around.
It's senseless to try to block them with a Tank and attack from the sides with DD units – all attackers would receive the same damage, and DDs will die quickly.
Do not receive extra damage when attacked from the back or sides.
Speed the same as for all pedestrian units.
Direct-attackers are fast. They are to intercept single powerful enemy unit and kill it fast (with normal attack or special ability).
They better deal damage to single target.
Their special attack is narrow template-shaped, affecting only units in front of the giant.
Direct-attacker giants receive extra damage from side or back attacks.
Movement the same as for Cavalry.
| Giant type | Strong points | Weak points |
| Area attacker | Deals damage to all directions. Doesn't have side/back damage increased. | Small damage in one direction. |
| Direct attacker | Deals high damage to single target. Can outrun any foot unit. | Receives extra damage from back and side attacks. Cannot damage all surrounding units at once. |
It's better to use Direct attacker versus Area attacker.
Giants aren't affected by after-effects of other giants' Special Attacks (but damage from these attacks is dealt to them normally).