The following lists are intended to be used for 200 point competitive play (assault format).
In keeping with previous toolkit formats, the creatures will appear in one of six categories: Champions, Titans (the focal piece for a band. A titan will usually have very high AC, good attacks and damage output. In all likelihood, if the titan in a band falls, then the band will typically lose), Hitters (these are the main melee damage dealers in a band. They usually range in points from the mid-twenties up into the 60 point range in cost, although there are notable exceptions), Artillery (these are high damage dealing ranged attackers), Tech (these are best thought of as support pieces or creatures that bring synergies to a warband. It is worth noting that it is sometimes difficult to distinguish between this category and the others, particularly the Champions and the fodder), and Fodder (low point, usually filler pieces).
Some creatures might conceivably show up in more than one category, but in the interests of brevity, each creature will only appear once in the following list (but in the text, notes may be mentioned for the other categories).
The list of creatures that follows is derived from a few sources. I looked over warband lists from the Championships over the last 4 years, as well as the Vassal Championships, my own lists of over 500 warbands across formats, general perceptions of a creature’s abilities and my own personal favorites. You are welcome to add or delete from this list as you see fit, but what follows should be relatively representative of the most competitive creatures.
(A number of these Champions can also function effectively as Tech in a warband, or after using up their Champion powers, as Hitters or Fodder.)
Bladesinger (Dragoneye 13/60, Rare, 34 pts, C2) The Bladesinger is a mid-competitive creature most suited to warbands that need a boost to attack to hits. On its own, the Bladesinger's statistics are about average for its point cost. For 34 points, you do get a good AC and a high move, with at least one turn with two attacks using Quick Cast.
[*]Cleric of Gruumsh (Harbinger 59/80, Rare, 21 pts, C1) The Cleric of Gruumsh will be found almost exclusively in an Orc themed warband. Depending on map and how your opponent moves, it is possible to use a Champion power and make a charge attack against enemy creatures in the first round (most Orcs will have at least a 6 base move, and some 8...). A total of 28 squares on movement will mean that you can engage in the first round. If you can get the charge, you can add +10 damage as well. The Stir the Blood is a useful ability for one of your main Hitters if you can get the Cleric to keep up with the rest of the warband. Running two Clerics can help move each, and give the bonuses for two rounds.
Death Knight (Deathknell 33/60, Dungeons of Dread 7/60, Rare, 65 pts, C2) The Death Knight is an all-around good choice for a Champion. The Knight has very good AC and Defenses, as well as a +20 attack for 20 damage. In an Undead themed warband, the Knight brings a number of synergies. The Warband Building ability can bring in any Evil Undead. Some interesting choices include the Banshee (Feymire 2/15, na, 48 pts), the Fettered Dracolich (Lords of Madness 17/60, 64 pts), the Mind Flayer Lich (Night Below 38/60, Rare, 63 pts, C2) the Skull Lord (Demonweb 27/60, Rare, 41 pts, C3), the Spectral Magelord (Dungeons of Dread 46/60, Rare, 26 pts), ), the Vampire Guildmaster (Savage Encounters 38/40, Rare, 56 pts), and the Vampire Vizier (Dungeons of Dread 28/60, Rare, 51 pts, C2, among others. Many of these will also have good synergies with the Undead in the Warband. You will probably want to stick to lower point cost creatures or run the risks associated with having only two primary creatures. The other useful abilities for the Death Knight are the Unholy Flame, Death's Right Hand, and the Champion powers to distribute extra damage.
Deathpriest of Orcus (Against the Giants 3/60, Uncommon, 79 pts, C2) The Deathpriest is almost a Titan figure and is probably more useful in 500 point play, but can have a significant impact in 200 point play. It has good defenses, high hit points, good Champion powers, and a solid damage output. It will be most effective in bands in which you can exploit the synergies with Undead or Demons.
Dragon Highlord (Players Handbook Heroes II 6/18, Fixed, 72 pts, C4) For this many points, the Highlord only gets mentioned because of the Champion 4. The Highlord becomes a much more useful creature in 500 point play. The Highlord is essentially an expensive way to give a Mounted Dragon another attack.
Eternal Blade (Desert of Desolation 17/60, Uncommon, 54 pts, C3) It should be noted that this creature has been updated by the DDM guild. Even after the update, the Eternal Blade is a solid Champion and Hitter for 54 points. The Eternal Blade is best when you know the metagame will have specific keywords. Both the Eternal Trainer and Champion powers will then have the highest efficacy.
Frost Giant Jarl (This creature works better as a Titan, so see below)
Graz'zt (This creature works much better as a Titan, so see below)
Irontooth (Legendary Evil 28/40, Rare, 32 pts, C2) The Irontooth will typically only show up in a Goblin themed warband. In a Goblin warband, the Irontooth becomes exceptional for his point cost. After using both Champion powers to boost other Goblins, the Irontooth becomes a Hitter on his own for the warband. Along with other Goblin boosting Champions (like either version of Snig, below), Goblin warbands can actually be quite a threat.
Lord of Blades (Blood War 39/60, Rare, 77 pts, C2) The Lord of Blades is a little expensive for his damage output and defenses, but can bring together some creatures that would not typically appear together. The Warband Building can bring in any Construct. Some of the better choices are the Kolyarut (Blood War 9/60, Rare, 45 pts), Runecarved Eidolon (Dungeons of Dread 49/60, Rare, 52 pts) and the Warforged Battle Champion (Demonweb 45/60, Uncommon, 20, C1), among others. The Lord of Blades is most likely to be the centerpiece of a Warforged themed warband.
Lyrander Skyfire Captain (Unhallowed 20/60, Rare, 55 pts, C3) The Skyfire Captain is just a little expensive for 200 point play (he is much more efficient in 500 point play). The reason to play the Skyfire Captain is the Augmentation ability. After using up the Augmentation, the Skyfire Captain becomes a solid Artillary unit. Try to keep him in the back to maximize the ranged potential and because, for his points, his defenses are not that high.
Millitia Archer (Desert of Desolation 7/60, Common, 14 pts, C2) The Militia Archer is a good choice for a low point cost secondary Champion. The Archer is most likely to appear in a warband which can utilize the second Champion power to double another creature's ranged attack range. For only 14 points, the Archer also provides a C2 rating for Champion tests.
Orc Sergeant (Aberrations 57/60, Uncommon, 24 pts, C1) The primary reason for the inclusion of the Orc Sergeant in a warband is in order to increase the number of options for creatures. The Warband Building can bring in any Goblin or Orc. Some good choices are the Blue (Giants of Legend 29/72, Common, 5 pts), the Hobgoblin Marshall (Night Below 33/60, Common, 22 pts), and the Orog Warlord (Angelfire 47/60, Rare, 71 pts, C2), among others. If you are already playing a themed warband, most Orcs are already in the Borderlands faction.
Regdar, Adventurer (Giants of Legend 12/72, Uncommon, 20 pts, C1) Regdar is most useful for his Warband Building to bring in any Unique, non-evil creature. The most useful choices tend to be Alusair Obarskyr (Aberrations 1/60, Rare, 46 pts), the Mercenary General (Desert of Desolation 21/60, Rare, 42 pts) (who, in turn, can add to the warband through his cohort ability), and Storm Silverhand (Blood War 23/60, Rare, 57 pts), among others. His Champion powers are useful, even if you only get one use. Regdar’s own damage output is pretty low at 10 when compared against some of the better Hitters like the Human Sellsword (below). Regdar also has Cleave, but will be unlikely to use it unless you can manage to get him near the enemy Fodder, as he will be no match for any decent Hitter in a warband.
Snig the Axe (Archfiends 38/60, Common, 20 pts, C1) Both versions of Snig will only tend to show up in goblin themed warbands. Snig (the Axe) is useful for a round of goblin augmentation and for his Warband building to bring in multiple Blues (see below) or the Hobgoblin Marshal (Night Below 33/60, Common, 22 pts, C2), for example. You can also increase the total number of creatures in your warband using Strength in Numbers, which is pretty easy to do given the low cost for most goblins. After using the Champion Power, Snig becomes a decent secondary Hitter on his own for 20 points. Depending on the Fodder in the warband, Snig comes with his own bodyguards, if you can keep them alive long enough using Devoted Followers.
Snig Worg Rider (War Drums 40/60, Rare, 42 pts, C1) For more points, you get a better Hitter in the Worg Rider than the Axe. The defenses on the Worg Rider are also much better (but are just a bit lower than most non-Champion Hitters in this cost range). Running the Worg Rider instead of the Axe effectively provides one less activation, but a better Hitter for the warband.
Vlaakith the Lich Queen (This creature works much better as a Titan, so see below)
Warpriest of Hextor (Deathknell 45/60, Rare, 52 pts, C3) The Warpriest is not a common choice for a Champion, given his high cost, but he does occasionally show up. His attacks, defenses, damage and hit points are all just a bit below average for what you might expect given the point cost. The most common reason he would see play is his second Champion power which allows another creature to repeat a successful attack. With all of the good Hitters available in Borderlands, the Warpriest definitely has some uses. If you want to risk him early, the Lockdown ability can also be useful, but it will tend to put the Warpriest close to the fighting.
Wulfgar (This creature works much better as a Hitter, so see below)
A few other Champions of note:
Large Blue Dragon (Deathknell 38/60 (or Dragon Collector's Set 4/5), Rare (Fixed), 68 pts, C2) The Large Blue doesn’t see much play outside of themed bands, but is comparable, if only slightly inferior to the Stormrage Blue (below). The Large Blue is best as a stand-alone Hitter, using the Champion power to boost damage where you can. For the points, the defenses and hit points are a little low, but the damage output is decent. Try to use the Lightning Breath and Lightning Burst attacks optimally to hit as many targets as possible, before closing into melee.
Stormrage Blue Dragon (Demonweb 31/60, Rare, 65 pts, C2) The Stormrage Blue is actually a pretty good Hitter on its own. It has very good attacks, both at range and in melee. The defenses are high all around, with good hit points (that optimal 85, instead of 80, makes a huge difference for a creature in this point range). For fun sometime, try a warband that runs three Stormrage Blues and a Fodder piece.
Ultroloth (Unhallowed 47/60, Rare, 62 pts, C3) The Ultroloth doesn’t see much play, but can be a fun piece. The defenses and hit points are just too low for 62 points. The Ultroloth is fun in a Demon themed warband, and could possibly be useful for a few extra attacks for a Demon in 500 point play.
(Titans are difficult to play in the current metagame. There are not really a lot of options in the Borderlands faction for a Titan build, but at least one or two are very good in this category.)
Aspect of Hextor (War Drums 28/60, Rare, 75 pts) The Aspect is worth noting for the damage output alone. With the high speed, high hit points and the possibility of doing 120 hit points of damage without boosts in a turn, it can potentially kill any figure (or more than one) in a single activation with some good to hit rolls.
Blaze, Sulfurborn Wyrm (Dragon Collector’s Set 5/5 (or Dragoneye 55/60), Fixed (Rare), 111 pts) Blaze has solid statistics for 111 points. The damage output is both high and consistent, especially when you can use the Furious Retort to basically double the number of attacks in a round. With the high defenses and hit points, you will most likely get both uses of the Forgebreath when Blaze becomes Bloodied.
Frost Giant Jarl (Night Below 52/60, Rare, 102 pts) At half of your warband’s cost, the Jarl has a good damage output, but suffers from relatively low AC and defenses for this many points. The ability to Stun enemy creatures can be exploited, as can the Chill Presence to boost allied attacks. The second Champion power does likewise for allies which have cold attacks. Try to position the Jarl to optimize the use of Cleave in order to maximize damage output.
Graz’zt (Savage Encounters 19/40, Rare, 141 pts, C3) Graz’zt is a Champion, but a better fit here given the raw number of points needed to field him in a warband. In a timed environment, Graz’zt is very difficult to bring down. He has high AC and defenses, 120 hit points, and the very powerful Resist 10 All to keep him alive. In addition to the great defenses, Graz’zt can bring in Demon allies, although you don’t have a lot of points to spend on them in a 200 point format. One of the best choices is the Draegloth Favored One (below). Depending on how many demons start off the battle map using Reinforcements, you may be able to control your opponent’s first activation in a critical moment. The biggest drawback to using Graz’zt is that he only gets a single basic attack per turn that actually does any damage. It will take him a long time to kill off an enemy band, so choose his support wisely in order to maximize the offensive potential.
Hill Giant Barbarian (War Drums 49/60, Uncommon, 78 pts) The Hill Giant Barbarian could almost qualify as a Hitter, but is high enough in points to be in the Titan range, especially when a player decides to run a dual Hill Giant warband. The Hill Giant has great damage output on its attacks, especially against smaller opponents using the Overwhelming Size. The Giant can frequently engage enemy figures as early as the first round with the Giant Stride and the base 8 move. His weakness will become apparent quickly though. The AC and defenses are very low for this many points, and without good backup or more threats from your warband, the Giant will drop quickly, even with the 130 hit points. Be careful about sending a Hill Giant into your opponent’s band too far ahead of the rest of your own warband. Your Giant may be dead before the rest of your warband catches up.
Rockfire Dreadnought (Savage Encounters 29/40, Fixed, 98 pts) The Dreadnought is a powerhouse in a Sealed environment. In a 200 point format, it becomes a solid choice for a Titan. The Dreadnought has both melee and ranged attacks and a very good speed in order to position well. The automatic damage from the Waves of Flame will strongly dictate which creatures your opponent dedicates to close into melee. Include some Fire resistant allies to maximize your own movement potential and placement. Your opponent will have to carefully consider positioning in order to stay away from walls. The one use of Rockmeld can get the Dreadnought out of a difficult spot or be used to bypass the first wave of enemy creatures in order to get at the support pieces behind them.
Vlaakith the Lich Queen (Blood Wars 60/60, Rare, 79 pts, C2) Vlaakith is a decent Titan creature in a warband in which you can exploit the Champion powers. Usually this means a warband composed almost exclusively of Undead, Githyanki and/or Dragons. Without the Champion Power boosts, Vlaakith is below average on damage output and defenses for a creature in this point range. Given the point cost for Vlaakith, you would typically only be able to field one or two other primary Hitters in a warband, so choose them carefully.
Voracious Ice Devil (Against the Giants 2/60, Rare, 149 pts) The Ice Devil is probably one of the best choices for a Titan across all factions, except possibly the Large Gold Dragon (Night Below 10/60, Rare, 140 pts, C2). The Ice Devil has a near automatic hit at plus 27 for 30 and Slowed. The thing that makes the Ice Devil work well as a Titan is the ability to damage more than one enemy creature in a round. The Ice Devil has one use each of Cone of Cold and Ice Storm. The speed is 8 so you should be able to get the Devil into position quickly. The AC is outstanding at 33 and can easily be augmented using Tech like the Fist of Moradin (below) or Fodder creatures like the Skeletal Legionnaire (below). Don’t forget that the Ice Devil has a Reach 3 on a large base, so you can attack a wide number of spaces around it.
A few other creatures of note:
Cadaver Collector (War of the Dragon Queen 27/60, Rare, 103 pts) I debated adding this creature to the list, but much like Underdark, the Borderlands faction is low on titans, I thought it could fit here. The defenses are a little low for this number of points. The real threat from the Collector is the Paralyzing Breath, which can be recharged if it is set up properly. Notice that it does not have to be an enemy creature that is destroyed. Keep your own creatures near, and try to force the fight into the Collector.
Large Red Dragon (Dragoneye 55/60 (or Dragon Collector’s Set 5/5), Rare (Fixed), 83 pts, C2) The Large Red doesn’t often see much play, but is such a classic piece that it deserves some mention. For the points, you get a pretty good set of defenses (AC 29 and DEF 27), good hit points at 90, and good attack damage, especially when you close to melee and can use the Draconic Fury to get more than one attack. The large area breath weapon is always a plus, and the Large Red comes with a couple of good Champion Powers. You could either reroll a missed attack (even the Red’s as it doesn’t specify “Ally”) or use a well timed series of attacks in a round to get a few extra Victory Points.
(The Borderlands faction is probably one of the best factions for primary Hitters. There are a high number of good choices for creatures in this category. There are so many good choices that, especially in the high 30 point to low 40 point range, the specific creature chosen is often dictated by personal preferences.)
Air Archon Zephyrhaunt (Legendary Evil 2/40, Rare, 41 pts) The Air Archon is a good all-around Hitter in this point range. Given the other choices available in Borderlands though, the Air Archon will most likely appear in the Wild faction, where it has synergy with the Heirophant of the Seventh Wind (Night Below 21/60, Rare, 47 pts, C2). The Air Archon works best when used as a hunter to pick off stragglers, exploiting the Loner ability to give 10 extra damage if it is far enough away from its own allies.
Arjhan, Dragonborn Fighter (DDM Guild release for the Ravenloft figure Arjhan, Dragonborn Fighter, Fixed, 55pts) Arjhan is a straightforward Hitter, with a +18 attack for 25 damage. With a lucky roll, Arjhan can hit for 50 damage and has a single-use area attack. While his defenses are in the right range, they are just a little low, but he has 90 hit points to offset the defenses.
Astral Giant (Lords of Madness 2/60, Uncommon, 28 pts) The Astral Giant is as straightforward as a creature can be. The Giant has good attack damage at 20, with Reach 3, and the ability to get pretty much anywhere it needs to go on the battlemap with a speed of Flight 7 and the two uses of Astral Leap. The Hit Points are maybe just a bit under what you might want, but good for only 28 points.
Astral Stalker (Desert of Desolation 26/60, Uncommon, 45 pts) The Stalker saw more play when the meta-game first went to Version 2.0, but is still a very good use of the points. The Stalker has some Tech-like abilities and is maximally exploited in a warband that induce the Slowed condition or Ongoing Poison, in order to get extra attacks using Quick Claws. Usually this means running at least two Astral Stalkers in conjunction with each other. The high AC, coupled with the Hide ability will keep the Stalker alive to get into melee, typically at a position of your choosing on the battlemap.
Champion of Dol Dorn (Night Below 3/60, Uncommon, 42 pts) The Dol Dorn is a solid choice for a melee Hitter in this point range. The Dol Dorn has good damage output, which can be bumped with the Feat of Strength, and the damage goes even higher if you happen to face Evil creatures. The AC and Defenses are slightly above average for this point range. The Dol Dorn fits into Dwarf themed warbands easily, and will have good synergies with many of the Dwarf Champions available. The Defender ability will rarely be used, if ever, against a competitive opponent.
Dragonborn Defender (Against the Giants 15/40, Rare, 31 pts) The Dragonborn Defender is an overlooked creature which is actually quite good in this point range. If you have a few extra points to spare, though, most players will probably choose to upgrade to a Hitter closer to the 40 point range. The Defender brings a good AC, attacks and damage output. The one-use breath weapon can hit multiple creatures with the line 10, and you can effectively get a few extra hit points out of the Defender with the Unbreakable ability. If you can use it twice, the Defender has the equivalent of 90 hit points on a 31 point cost creature.
Dwarf Battlerager (Unhallowed 16/60, Common, 17 pts) The Battlerager is a cheap Hitter that can be used to get a few good attacks off before he dies, and he will, quickly, given the low AC and Defenses. Your opponent will undoubtedly try to kill him once he Bloodies, just to stop the Greater Battle Frenzy from happening. The Battlerager makes a good addition to any Dwarf themed warband.
Eye of Gruumsh (Dragoneye 51/60, Rare, 44 pts) The Eye of Gruumsh has really good speed and damage output with the Double Attack. He suffers from abysmally low AC and Defenses (a common failing of most Orcs). The Eye of Gruumsh is a pretty good addition to an Orc themed band in order to get the extra damage from the other Orcs that can keep up with him. Even with 120 Hit Points, the Eye will typically not survive very long since he damages himself on attacks and since he can be hit so easily. (Don’t confuse this creature with the Orc Eye of Gruumsh (Dangerous Delves 31/40, Rare, 23 pts, C1)).
Galeb Duhr (Against the Giants 36/60, Common, 45 pts) The Galeb Duhr is more likely to appear in a Wild faction warband, but can also show up in Borderlands. Like some others on this list, the Galeb Duhr is a pretty simple creature to play. It is very difficult to play against. Basically, you want to get him into melee and keep swinging. The slow speed of 5 is about his only disadvantage. Once in melee, position well and you can get multiple uses of the Rolling Thunder attack. While the AC is just a hair under comparable point creatures, it is still quite good and more than made up for by the 2 uses of Stone Transformation, which can make the Galeb Duhr really hard to kill. Facing multiple Galeb Duhr is an annoying situation for most players. They are just really hard to kill. Did I say that already?
Githyanki Fighter (Archfiends 51/60, Uncommon, 35 pts) The Githyanki Fighter is almost a Tech creature with the Telekinetic Leap ability to position, or to avoid an attack for itself or an ally. The 20 damage attack with a good to hit is why it is in the Hitter category, though. Adding the possibility of an Immobilized enemy and Merciless for another 10 damage makes the Githyanki Fighter a very useful attacker, even after its Tech is used up. The 25 AC on a 35 point creature is also very high.
Goblin Skullcleaver (Savage Encounters 16/40, Common, 17 pts) Automatic damage is always useful, and for the points, the Goblin Skullcleaver is an incredible choice. Granted, the base damage is only 10, but the auto-critical, and the possible (and very likely) boosts to that make this Goblin a real threat. And he can do it twice if your opponent doesn’t kill him quickly enough once he Bloodies. You’ll probably never even get to use the Wild Swing before he dies after getting the Skullcleaver off. You will need to be slightly careful in positioning the Goblin Skullcleaver on his way into melee. The Skullcleaver is enough of a threat that many opponents will try to kill him out right before he can get to make an attack. With the low AC and only 35 Hit Points, they might be able to do just that.
Human Sellsword (Starter Set 3/5, Fixed, 14 pts) Some would argue that the Human Sellsword is the most powerful Hitter in the game, especially for the points. While the Sellsword is a slightly better fit in the Civilization faction given the Champions that can boost his attacks there, he is a powerful enough creature on his own. The 20 and possibly 30 (with Killing Blow) damage output is phenomenal on a 14 point creature. His damage output is even better in a warband that can boost his attack to hits, for example with the Mercenary General (in the Civilization faction). The Sellsword has pretty low AC and DEF, but has a slightly above average hit points (at 50), so he can usually survive long enough to get some good damage attacks off. For so few points, many warbands will run the Sellsword in multiples.
Mighty Blademaster (Against the Giants 23/60, Rare, 54 pts) Good in either Borderlands or Civilization, the Blademaster is another stereotypical Hitter. The biggest draw for the Blademaster is the possibility of getting 2 attacks using the Sweeping Blow. On any attack, the Blademaster does a solid 30 damage and has a high to hit bonus of +18 (or +16 for the 2 attacks) to in order to make the hit. While there might be a few cheaper Hitters in the low 40 point range from which to choose, the higher point cost Blademaster has 90 Hit Points and a higher, consistent damage output. The Blademaster is a good Hitter, all around, and makes a decent choice in 500 point games as well.
Oni (Dungeons of Dread 11/60, Rare, 38 pts) While the Oni has not seen much play recently, it is still a very good creature. For 38 points, you get a 20 damage output per melee hit, with the option to use either the Blast or Line attack for similar damage. The Oni has low defenses, and below average hit points for a Hitter in this point range, but those drawbacks are offset by the Gaseous Form ability. As an additional bonus, the Oni has Sneak Attack +10, so the damage output is usually 30 per attack.
Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts) The Skullcleave Warrior is one of the best choices for a Hitter in either Borderlands or Civilization. The Skullcleave has attacks and defenses against which all of the other approximately 40 point Hitters are compared. All of the stats are what you would expect for a competitive creature in this cost range. The biggest threat the Skullcleave comes with, though, is the automatic critical using the Unavoidable Strike for 40 damage. Even after using it, the Skullcleave hits well at plus 17 and hard for 20 damage per hit. Most competitive players will position to avoid the Great Cleave attack, which can add on an automatic 15 to a badly placed enemy creature. If you get lucky, you might even be able to make an extra attack here or there with the Skullcleaver. If you are looking for a main Hitter or two in this point range, the Skullcleave Warrior is almost an auto-include in most warbands.
Werewolf Champion (Desert of Desolation 58/60, Rare, 39 pts) The Werewolf Champion does not get played very often, but has some good stats should you find the right warband for it. It tends to be overlooked given the more obvious, straightforward Hitters available in Borderlands. The attack bonus for the Werewolf Champion is a little low, but the damage potential is proportionally higher. With good positioning, you could even get a few Cleave opportunities to offset the low attack bonus. The Hit Points of 80 are about what you would expect at this point cost, but the AC and Defenses are low. Again, though, the immediate disadvantage of being easily hit can be translated into higher damage output once the Werewolf Champion becomes Bloodied. Once Bloodied, it hits at an astonishing +18 for 35 damage. Look for the few synergies with Shapeshifters.
Wulfgar (Night Below 25/60 (also in Icons: The Legend of Drizzt Scenario Box), Rare, 54 pts) Wulfgar is one of the group of powerful Hitters which are very likely to appear in a Borderlands warband. Wulfgar attacks at +19 for 30 damage a hit, and has a single use of a comparable Line attack. His defenses are a little on the low side for this many points, but the 90 Hit points helps. Using the Glory in Battle ability and the Champion Power to get another attack from a Hitter is a good way to stack on the damage in order to take out key enemy creatures.
Xendrick Champion (Underdark 31/60, Rare, 23 pts) The Xendrick works just a little better in the Wild faction (coupled with the Cleric of Garl Glittergold (Aberrations 14/60, Uncommon, 31 pts, C2) or the Wild Elf Warsinger (Unhallowed 26/60, Uncommon, 9 pts), but can work as a stand-alone creature, without synergies, in just about any warband. The Xendrick Champion has good speed, and as long as it keeps moving, good damage output from the Skirmish 10 ability. The Xendrick is most used for the Blaze of Instinct ability which allows it to avoid any single attack. If you play against an opponent who fields a Xendrick, you can usually expect them to appear in multiples.
A few other creatures of note:
Blood Ghost Berserker (War Drums 44/60, Uncommon, 37 pts) If Borderlands did not already have such a strong showing of primary Hitters in this point range, the Blood Ghost might actually see more play. The damage output is high at 30, but the to hit is generally too low (at only +13) to be competitive with the other Hitters. The low AC and Defenses make the Blood Ghost a choice if you don’t have access to some of the other, better Hitters, above.
Cyclops Crusher (Dangerous Delves 13/40, Fixed, 52 pts) For the statistics on the Crusher, it is a little surprising that it doesn’t see more play. The Crusher has a high damage potential. The AC and Defenses are maybe a little bit low, but not a problem given the massive 125 hit points. The Crusher comes with a small set of situational useful abilities like: Reach 2, Sweep, Blindsight, Ferocious and Evil Eye.
Githyanki Mindslicer (Savage Encounters 15/40, Rare, 44 pts) The Mindslicer is a little expensive for what you get at 44 points. The Mindslicer can do a circumstantial 20 damage when in a Victory Area and can take the occasional ranged shot to Weaken enemy creatures. AC is comparable to others in this range, but the hit points are too low.
Githyanki Warrior (Dangerous Delves 18/40, Rare, 49 pts) The Githyanki Warrior is just a bit expensive for a Hitter in the Borderlands faction. Like a lot of creatures in this faction, if there were not better choices at lower point costs, the Warrior would see more action. The damage output is very good at 20 with a +19 to make the hit and the Warrior has a very good AC at 28. Using the Telekinetic Thrust as the minor action can get you a little more damage when coupled with the Cruel Opportunist ability. The Warrior can be a fun creature to play in a Gith themed band, or when paired with Vlaakith the Lich Queen (above).
Longstrider Ranger (Angelfire 22/60, Uncommon, 34 pts) The Longstrider is a good creature on its own. It has decent damage output, and one of the highest base Speed ratings in the game, but given the shear number of better choices in this point range for Borderlands, the Longstrider is probably a better fit in the Wild faction, where it can make better use of Pack Hunter.
Orc Champion (Archfiends 55/60, Rare, 39 pts) As it has been said, if there weren’t already better choices… The Orc Champion used to be the standard Hitter in the first version of the game, but dropped in status when Version 2 rolled around. The Orc Champion can still be useful in an Orc themed band. On the positive side, he has a solid 25 damage per hit and Cleave, but on the negative side, only a +13 to hit, and very low AC and Defenses for 39 points. I think I really just added him here out of nostalgia.
Orc Berserker (Harbinger 73/80, Uncommon, 8 pts), Orc Brute (Giants of Legend 56/72, Common 8 pts), Orc Raider (Dungeons of Dread 8/60, Common, 8 pts or Archfiends 56/60, Common 12 pts), Orc Savage (Deathknell 57/60, Common, 7 pts), Howling Orc (War Drums 52/60, Common, 15 pts), Mountain Orc (Aberrations 55/60, Common 12 pts) These are most of the lower point Orcs which can be used as Hitters (the Orc Warrior, see below, is better as a Fodder piece). Most of these will only see play in an Orc themed band, and they can be easily exchanged for each other depending on points available and personal preferences. Note that there are two different versions of the Orc Raider, with different statistics.
Rakshasa Assassin (Demonweb 7/60, Rare, 43 pts) The Rakshasa Assassin could easily fit into the “other creatures of note” in the Tech category, but I placed it here because of the possible damage output. While the base attack is only 10 damage, the Assassin can make two attacks (at a slightly lowered to hit), for the respectable 20 damage you would normally expect from a Hitter. That damage can be raised even more, substantially, with the Sneak Attack 15. With the right battlefield conditions (maybe using a Fodder creature to Flank, for example), the Assassin can deal 50 damage a turn, if both attacks hit. The Shadow Form will help position him where he needs to be. The one use of Phantom Distraction probably won’t make much of a difference with only a Range 5, but you might be able to stop a key enemy creature from using an ability or power.
Shifter Claw Adept (Against the Giants 38/60, Uncommon, 32 pts) The Adept mostly a one-trick pony if you can him to work. The Adept is almost a Tech creature, but is typically used for the damage dealing potential of a two creature combination. The Adept becomes the Hitter side and the other (usually Tech creature like the Drow Adventurer, below) sets up the Helpless condition. With this combination, using the Claw Frenzy ability, the Adept can produce unlimited damage output against a Helpless creature.
(In general, Borderlands is a much better faction for primary melee Hitters and so does not have a strong set of Artillery pieces, but there are a few creatures which can be used as ranged threats from the following list.)
Autumn Wind Ranger (Demonweb 37/40, Rare, 33 pts) The Autumn Ranger is a solid and versatile choice for producing consistent ranged damage. You can do some fun things like hit targets that are not in direct Line of Sight to the Ranger using the Ricochet Shot and then possibly recharge it if you can pick off a Fodder creature with a melee attack. Keep the Ranger moving to take full advantage of the Skirmish 10 and try not to get tied up in melee with any enemy Hitters. The Autumn Ranger is most efficient using ranged attacks.
Caller in Darkness (Unhallowed 49/60, Uncommon, 53 pts) The Caller is a better fit in the Underdark faction, but can also appear in Borderlands. Using the ranged attacks early is a good way to soften up the enemy forces before engaging. The Caller is a little expensive for Artillery at 53 points, but the damage output potential is high with the Concussion Blast and the Death Urge and the possible auto damage using the Steal Essence. You can get a number of boosts to the Caller using the Undead Keyword. Insubstantial is always useful in keeping hit points. The Caller is especially useful when paired with the Skull Lord (which can be brought into Borderlands by the Death Knight, above).
Cattie-Brie, Human Archer (DDM Guild release for the Legend of Drizzt figure Cattie-Brie Human Archer, Fixed, 52 pts) Cattie-Brie is one of the better ranged attackers in the Borderlands faction, with a very good sight based attack for 20 damage. Note that the Taulmaril attack is both a basic attack and it is versus Reflex instead of AC. Once you get her where you want, she has a single-use attack for 40 on the critical. The Blindsight will be useful against a number of enemy creatures in the metagame. Cattie-Brie is a little expensive, but in the Borderlands faction is an excellent ranged attacker.
Drider (Desert of Desolation 45/60, Rare, 26 pts) This is a possible Tech (Faerie Fire, Wall Walker and Conceal 6) creature, but with the Lightning Bolt, and the other ranged attacks, is probably best played as a ranged attacker. Overall, the Drider has a diverse ability set that makes it quite versatile and efficient for its point cost.
Free League Ranger (Blood War 16/60, Common, 25 pts) In addition to the good ranged attack, the Ranger is most often used to get an extra Champion rating with the Zealous Follower ability. The Ranger also has extra damage potential against Civilization targets.
Gauth (Archfiends 34/60, Rare, 39 pts) An older creature, the Gauth still has the potential to produce a lot of ranged damage if you can protect it in the backfield. Try to lock down powerful enemy threats with the Warding Eyes to Immobilize them, while doing damage with the Fire Eyes. The Gauth would be much better if the attacks which imposed Conditions were ongoing (save ends), but alas, it was not meant to be. If you get into a tight spot, the Stunning Gaze can sometimes give you a little room to maneuver, but be careful. With a relatively low AC and only 40 hit points, the Gauth won't last long once your roadblocks are out of the way. The slow speed is both an advantage in that you won't have the Gauth on your front lines, and a disadvantage because, well, it is only F4.
Kenku Sneak (Deathknell 56/60, Common, 6 pts) The Kenku Sneak is a better fit in Wild, but is very strong for only 6 points in any faction. It will typically be played as Artillery instead of Fodder, given the ranged attack from Hide which can hit for 10 damage, and possibly more with the Apply Poison.
Raistlin Majere (Night Below 14/60, Rare, 26 pts) Raistlin is very Techy in his use, but the end result is ranged damage. Raistlin has a number of useful attack options, even if a few of them are limited by range. His Magic Missile attack is the core damage, and depending on the warband you are facing, you can boost either the attack or the damage a few times, as needed using the Debilitating Magic. In order to take advantage of the Devoted Companions, you will want to include at least one or two Unique creatures and keep them close to Raistlin. The better options in the Borderlands faction are: Lidda, Halfling Rogue (below), Tordek, Dwarf Fighter (below), Regdar, Human Fighter (Dragoneye 12/60, Uncommon, 6 pts) or Adventurer (above), Eberk, Adventurer (Giants of Legend 10/72, Uncommon, 16 pts), and Krusk, Half-orc Barbarian (Harbinger 26/80, Uncommon, 16 pts) at the lower end of the point cost range.
Salamander Archer (Savage Encounters 30/40, Fixed, 36 pts) The Salamander Archer is a decent Artillery unit, but works much better in a Sealed environment. In a Constructed environment, the Hellstorm Barrage does pretty good damage for a creature of this many points, and can often be leveraged into better hits (with Heatsense) by catching enemies who are already taking ongoing damage. Like many creatures in this category, the Salamander suffers from low hit points and weak AC and Defenses.
Solamith (Demonweb 16/60, Rare, 58 pts) It should be noted that this creature has been updated by the DDM guild. Even in its current form, the Solamith is a force to be acknowledged. A 25 damage ranged, area attack is always useful, and the 30 damage Soulfire Retort will punish any creature adjacent in melee that hits. The Solamith only becomes stronger once it is Bloodied, with Inferno.
Soulrider Devil (Demonweb 17/60, Uncommon, 34 pts) The Soulrider is worth noting for the area and blast attacks which are capable of re-use, but be cautious. The Soulrider does not have a lot of starting hit points to fire off too many ranged attacks. The Soulrider is probably most efficient in a Sealed environment, but does see occasional use in 200 point play.
Tarak, Half-Orc Fighter (DDM Guild release for the Wrath of Ashardalon figure Tarak, Half-Orc Fighter, Fixed, 26 pts) Tarak is a very good option for a relatively cheap ranged attacker. While his range is limited to 10, if both attacks hit from Hide, he can deal 30 damage in an activation.
Wild Mage (Night Below 24/60, Uncommon, 29 pts) The Wild Mage saw more play early in the history of Version 2 of DDM. It will still show up occasionally in some warbands, since it is relatively inexpensive to field. The Wild Magic blast will usually get at least 15 damage, as well as a possible Condition on enemy units. Against some specific enemy creatures with specific immunities, you might have some bad luck, but generally should be able to get some damage off. The disadvantages are, again, low hit points, weak AC, Defenses. Keep it in the back.
A few other creatures of note:
Blue (Giants of Legend 29/72, Common, 5 pts) While not actually in the faction of Borderlands, the Blue can be brought into the Borderlands faction (most commonly using one of the Snigs, above). The Blue is one of the most efficiently costed creatures in the game. The Blue is an exceptional Artillery piece when boosted by the possible Champions in a Goblin themed warband. The Psionic Ablation just gives it more hit points in most circumstances (which it will need, because it has some of the lowest Defenses in the game).
Draegloth Favored One (Demonweb 19/60, Rare, 41 pts) Note that the Favored One is Civillization/Underdark, but can be brought into Borderlands by for example Grazz't (above). The Favored One was one of the more commonly used ranged attackers early on in the Version 2 rewrite. The Favored One has a good area attack that does high damage and as well as an effect, and the Favored One has a very high to hit for its melee attack (although only 15 damage). Use the Burning Sting at every opportunity. With only 65 hit points, you won't get to use it if you wait.
Orc Druid (Dragoneye 57/60, Rare, 27 pts) While the Orc Druid is debatable as an Artillery piece because it does not have a high damage output, it does have a useful blast attack which can situationally stop creatures from gaining Combat Advantage. If your opponent is fielding creatures that rely on the Combat Advantage, the Orc Druid can be worth the points. The Druid also has the automatic hit from the Poison Touch, if for only 5 damage, and auto hits are always a plus. Coupled with the right allies, the Wind Prison is quite powerful, if it hits.
(Since Borderlands is more of a melee faction, it is not typically known for its Technically useful creatures. There are some creatures that provide augmentations or modifications of other creature’s statistics as well as bringing a little bit of battlefield manipulation.)
Drow Adventurer (Demonweb 11/60, Uncommon, 22 pts) The Adventurer is probably a better fit in an Underdark warband, but does have some utility in Borderlands. The Adventurer doesn't have quite enough damage output to be considered as a Hitter, but does have a ranged attack as well as a single use of an auto miss in Parry, and the single use possibility of making an enemy creature Helpless, which fits exceptionally well with the Shifter Claw Adept (above).
Dwarf Artificer (Deathknell 3/60, Uncommon, 21 pts) The Artificer is a nice addition to a warband when you want just a little bit of augmentation on a key Hitter and when you want a little more AC for your warband. The Artificer is a useful addition to a Titan build. Once you have used both the Greater Magic Weapon and the Legion's Shield abilities, the Artificer can be used as a speedbump or as a high point cost Victory Point grabber in later rounds. If you get lucky, you might even face a Construct that you could Disassemble.
Fist of Moradin (Against the Giants 20/60, Uncommon, 12 pts) The primary reason to play the Fist is for the Aura of Protection which provides a +1 AC and Defenses to any allies within 5 squares. While pretty fragile himself, the aura at 5 squares means you can keep the Fist comfortably behind your front lines. If he should get into trouble, the Smite Unbeliever attack can do 20 damage, if you are lucky enough to hit with the low attack bonus. The Fist works very well in Dwarf themed bands (who will have pretty good defenses already) and as one more defensive augmentation to a Titan build.
Gnome Trickster (Blood War 17/60, Uncommon, 27 pts) The Trickster is the stereotypical Tech creature. The Trickster has a variety of useful abilities that can come into play form the Bag of Tricks, depending on the necessity of the moment or on the needed synergy. The Trickster starts off Invisible and is likely to stay that way as long as he doesn't make any attacks. Moving around Invisibly and helping allies with Invisibility, extra movement (note that the Slide can target either allied or enemy creatures) or extra attacks (Snake's Swiftness) makes the Trickster a Swiss Army Knife of useful abilities. If he survives long enough to use up all of the Tech, the Trickster still has his own Sneak Attack to put that final 20 damage on an enemy figure in the late game.
Howling Hag (Dungeons of Dread 18/60, Uncommon, 22 pts) The Tech that the Hag brings to the battle is the Baleful Whispers blast attack, which can do good damage and which will force your opponent to make some choices when activating and moving creatures. The Shriek of Pain can do variable amounts of damage, depending on how wounded the Hag is before using it, and the Earthwalk can move the Hag around quite effectively, sometimes keeping enemy creatures in the effect of the Whispers.
Infernal Armor (Demonweb 6/60, Common, 7 pts) The Infernal Armor is low enough in points that a number of players will treat it as a Fodder piece, but given the abilities, the Armor is a better fit here in the Tech category. If you are playing the Armor as just another Fodder creature, you are missing some strategically useful abilities. Early on, you will have to make the choice between using the Armor as a quick first striking unit or Victory point grabber with the Opening Move extra speed, or using the Armor to get the extra healing from the Sacrificial Lamb. Since the healing only affects adjacent allies, if you rush out at speed 9, the Armor will typically die without being able to heal anything. Running multiple Armors or other fast creatures can offset this a little bit. The secondary attack of Gambit is risky, but can produce some very good damage. The risk of the Opportunity Attack can be lessoned a little if you can get a wounded ally next to the about-to-die Armor.
Iron Defender (Dungeons of Dread 36/60, Common, 8 pts) Most people are likely to play the Merchant Guard (below) for this point cost, but sometimes the higher speed and slightly better Defenses on the Iron Defender will make it a worthwhile choice. Also, the Iron Defender is a Construct, so it will have some synergies with creatures like the Lord of Blades (above).
Merchant Guard (Desert of Desolation 12/60, Common, 8 pts) The Merchant Guard is one of the most useful creatures in the game for its point cost. The Bodyguard ability to protect another creature is incredibly powerful, especially in a metagame where you anticipate an Alpha strike against you. It is not uncommon to find the Merchant Guard played in multiples. Most of the time, the Guard will only be able to get one use of the Bodyguard ability, but that one use is usually more than sufficient to pay for his point cost. (If you don't own any, you probably want to get at least 3. Since they are Commons, they can be pretty easy to acquire.)
Prisoner (Night Below 40/60, Common, 5 pts) While the Prisoner has no offensive attacks, the possibility of getting extra Victory points makes him an appealing choice. The Prisoner does require some careful tactical strategies given the Chained liability which not only could give your opponent the Victory Points, but which also occupies another one of your own creatures. The Prisoner's utility goes up when playing a less than 200 point game.
Spiretop Drake (Demonweb 35/60, Uncommon, 7 pts) The Drake is an overlooked creature which has the potential to be an excellent Victory Point grabber. For that reason, the Drake is listed here instead of as Fodder. The Drake has an exceptionally high speed and flight to get it into a Victory area, coupled with the High Perch ability to protect it from melee attacks when it is adjacent to a wall. It is also one of the cheapest Dragons in the game if you want that Keyword.
Thundertusk Boar (Desert of Desolation 9/60, Uncommon, 24 pts) The primary reason the Boar is listed here is for the Dwarf Mount ability and the Rabid Charger. While the Boar has a good damage output, it can be relatively fragile, and its base attack bonus is not that high, so you will want to make the best use of the Charge attack. The Boar can be used to increase the speed of a Dwarf, and also increase the number of squares the rider threatens, given the Large base. As such, the Boar can typically be found in Dwarf themed warbands.
Warforged Scout (War Drums 13/60, Uncommon, 8 pts) The Warforged Scout is a very good choice for a warband when you want to try to get early Victory Points. It has the Scout ability, as well as the Hide ability, so it can start in a Victory area, and is hard to target once it is there. The Warforged Scout has the Keyword Construct, so there are also some synergies with Construct boosting powers.
War Weaver (War of the Dragon Queen 9/60, Rare, 33 pts) The War Weaver has a few decent attack options, but is best known for the added movement potential it can bring to a warband. Both the Disrupt Tapestry attack and the single use Tapestry Shift can effectively manipulate the positions of creatures on the battle field. The War Weaver is almost always used for exclusively these powers, particularly at the start of the game in order to get creatures across the field or to avoid alpha strikes into the start area.
Warhorse (Desert of Desolation 13/60, Uncommon, 16 pts) Like the Thundertusk Boar, the Warhorse is included here because it can increase the speed and the number of attack squares possible for a Medium Human or Elf Creature. The other big benefit is that the Warhorse gives the rider an extra attack and damage when the Warhorse charges. For only 16 points, the Warhorse is frequently used in conjunction with one of the many possible Hitters, above.
Worg (Harbinger 80/80, Uncommon, 11 pts) The reason the Worg is presented in the Tech category is the Frightful Growl ability, which grants adjacent allies +2 on attacks and enemies -2 on attacks. You can use the Worg to effectively bump otherwise low to hits or to effectively increase the AC of your creatures. The speed of 7 will keep the Worg near your main Hitters. The Worg is itself a little fragile with only 35 hit points, and very low Defenses, but at least it will pull an attack or two away from your main Hitters.
A few other creatures of note:
Capricious Copper Dragon (Desert of Desolation 23/60, Rare, 58 pts) The Capricious Copper is a little expensive for a Technical support piece, but the Hoardkeeper ability to earn more Victory Points can make the difference in a close game (especially in a timed format when players are being conservative). The chance you take is that your opponent may field a low-activation warband, in which case the few points possible probably won't offset the high cost of the Dragon. The more activations your opponent has, the better the Capricious Copper becomes. The Copper Dragon can easily get to a Victory Area with the speed F9, and can stay there for at least a couple of rounds with the 26 AC. The other drawback for the Copper is that you can't play it both of the ways you would like. You either have to set up in a Victory Area and wait, or go straight at your opponent with all of the possible attack types the Copper has.
Shardsoul Slayer (Demonweb 15/60, Uncommon, 15 pts) The Slayer can be a fun creature to play, using the Disorienting Aura (watch your own creature's positioning), and the Death's Release when used in multiples. The problem with it, though, is the low hit points. Don't expect the Slayers to be around long.
Tiefling Cleric of Asmodeus (Demonweb 8/60, Uncommon, 26 pts) The Tiefling Cleric has some useful attacks, but is placed here for the ability to heal allied Undead creatures, as well as the auto-damage effect from the Baleful Sanctuary. Most of the Cleric's damage is necrotic, so there are some useful Undead synergies. In general, there are probably better ways to spend 26 pts in a 200 point format.
(Fodder creatures are traditionally low point cost creatures that are used to fill out the remaining points of a band. You want to get the most efficient use out of these points as possible, though, so some are better fits in specific warbands than others. For the Borderlands faction, there is a small, core group of commonly used Fodder, and only a few other useful creatures.)
Boneshard Skeleton (Desert of Desolation 39/60, Common, 7 pts) The Boneshard is a little expensive for Fodder, given the other choices. It does bring the Undead Keyword, and the Death Burst, if you wanted to trade the point cost for a little bit of damage.
Elf Warrior (Aberrations 16/60, Common, 4 pts) The Elf Warrior is basically a Fodder creature with a good sight based ranged attack. Most Fodder will have a limited range. The Warrior works best either in pairs or in a generally Elf themed warband.
Farmer (Desert of Desolation 11/60, Common, 3 pts) The Farmer is a standard 3 point filler. The Farmer has basic stats which are about average for the low points. With an extra point available, most will upgrade to the Goblin Runner (below).
Goblin Runner (Against the Giants 21/60, Common, 4 pts) The go-to choice for Fodder. The Runner could even be placed in the Tech category based on the ability to get to pretty much any Victory Area any time you want with the Burst of Speed ability.
Grinning Imp (Demonweb 5/60, Uncommon, 9 pts) The Grinning Imp is at the high end of what you might want to spend for a Fodder unit. The Imp does bring a couple of useful abilities for those points, though. The Imp has an attack which can induce an ongoing poison effect and it has a single use of Vanish to make it Invisible for a round or so.
Kobold Archer (Dungeons of Dread 41/60, Common, 6 pts) The Kobold is actually a very good option for a low point cost Fodder with a ranged attack. Until is actually gets attacked (which will probably kill it anyway), the Archer can shoot at the nearest target at +9 for 15 damage.
Kobold Miner (Underdark 38/60, Common, 3 pts) The Miner is always a good choice for a remaining few points in a warband. The possibility of gaining Victory Points, while your opponent doesn't score any for eliminating the miner is a commonly used strategy.
Kobold Monk (Blood War 37/60, Common, 5 pts) For 5 points, you get a speed 7 creature that has a decent rechargeable attack in Jump Kick. The damage output is slightly better than the Goblin Runner (above). The Kobold Monk fits well into theme bands built around either Kobolds or the Ki Keyword.
Lidda, Halfling Rogue (Harbinger 27/80, Uncommon, 4 pts) The only reasons to use Lidda instead of the Goblin Runner are the better ranged attack (from Hide) and because Lidda is one of a small group of the least expensive Unique creatures.
Orc Warrior (Harbinger 75/80, Common, 3 pts) The Orc Warrior is primarily used in orc themed warbands. The Orc Warrior does hit very hard (20 damage) when adjacent to an Orc Champion, but at only +4, it won't hit anything more than enemy Fodder creatures.
Skeletal Legionnaire (Wardrums 39/60, Common, 4 pts) Adding +2 AC on a more powerful creature will usually pull an attack onto the Legionnaire just to get rid of it as a nuisance. It is also Undead and will have synergies there.
Timber Wolf (Deathknell 27/60, Common, 5 pts) The high speed and the possibility of Immobilizing an enemy creature (Gnashing Maw) are the reasons to play the Timber Wolf.
Tordek, Dwarf Fighter (Harbinger 13/80, Uncommon, 5 pts) Like Lidda (above), Tordek is usually played because of the Unique listing. Tordek is comparable to the Hill Dwarf Warrior (Aberrations 7/60, Common, 4 pts).
Xeph Warrior (Angelfire 30/60, Common, 3 pts) The Xeph essentially brings a speed of 7 and Reach 2 to an otherwise vanilla 3 point creature.
A few other creatures of note:
Aasimar Fighter (War of the Dragon Queen 1/60, Common, 4 pts) The choice here is essentially between the Aasimar and the faster Goblin Runner (above). The Runner wins on a direct comparison of almost every stat (AC, Defense, Speed), except for the Keyword Martial, if you wanted that in your warband.
(There are a number of useful Equipment items which could be discussed, but for this ToolKit, only the Equipment that is specifically usable by the Borderlands faction will be discussed. General items which are broadly usable, like the Healing Potion, will not be addressed here.)
There are 8 items that are specifically limited to use by Borderlands creatures:
Amulet of the Titans (usable by any, min 15, max 20, 6 pts) The Shrug off Pain ability allows a creature to ignore the non-damage effects from an attack which deals 20 or fewer damage. The Amulet is a good choice for either a Titan creature or to help fill out points in a 500 point format.
Circle of Protection (usable by Divine, min 5, max n/a, 8 pts) Provides 2 d20 rolls for a save, but is limited by placement and only has one use. The Circle is limited unless you know the warband that you will be facing. It is a little expensive, unless you know that you will need to use it.
Cloak of the Manta Ray (usable by Martial or Stealth, min 1, max 11, 4 pts) Has one use of Reach 2 and an ongoing poison attack, but is most useful on the right map for providing a constant ability to ignore the movement cost for River terrain. If you have a high Champion rating and a good chance of your own map, it can be an excellent use of 4 points.
Eternal Training item, Melee (usable by Martial or Ki, min 5, max 10, 5 pts) Against one Keyword, this item gives +2 attack and +5 damage on a Melee attack. It is very useful against a number of theme wabands, and still has value against a selected target if the Keywords are more diverse. Most often, this item will be brought along by the Eternal Blade (above).
Eternal Training item, Range (usable by Martial, min 5, max 10, 5 pts) This item provides a +5 damage for a Ranged attack and can be recharged. It is a little weaker than the Melee equipment, but if you don’t have any other ranged attacks, could be an option. Again, this equipment will most likely be provided by the Eternal Blade (above) in a warband.
Helm of Command (usable by Martial, min 6, max n/a, 15 pts) The Helm provides an extra Champion Power and extra Champion Rating, both very good powers to have. The problem is the 15 points, which seems a little high until you consider that it is the same point value for the Delver Sergeant (Night Below 5/60, Common, 15 pts, C1), which can also give another Champion Power. Instead of the activation and creature abilities, you get the added Champion Rating. Some people will use this in 200 point formats, but it is probably a better investment in a 500 point format.
Javelin of Lightning (usable by Martial, min 1, max 10, 5 pts) For 5 points, you get a single +10 Lightning damage on a Ranged attack. Unless you know you will be facing Lightning vulnerable creatures, it is too expensive.
Zombie Curse Charm (usable by Evil, Living, min 6, max 12, 4 pts) Essentially, the creature which carries the Curse Charm becomes a 4 pt Undead when it is eliminated. Your choice here is basically whether you want to include a 4 point Fodder from the start of the game or get one when you lose the creature. Since the eliminated creature will most likely already be in a vulnerable position when it dies, you might be better off starting with a cheap Fodder creature and keeping it for the extra activation.