Units come in classes. Classes determine unit abilities and limitations. Known classes include:
- Stabber-class infantry
- Piker-class infantry
- Archer-class infantry
- Digger-class infantry
- Knight-class infantry
- Heavy Units
- Small Flyers
- Heavy Flyers
- Knight-class flyers
There are classes of special significance:
Unit Stats and Abilities
Statistics are numerical values that are used by the Combat, Magic, or other systems of the Erfworld universe. Generally, the higher the number is, the better the Unit is. As these values increase, power increases linearly. 
- Move - Distance a Unit can move during its Turn
- Hits - Amount of damage a Unit can take before croaking
- Combat - Offensive combat value. Sometimes referred to as Attack.
- Defense - Defensive combat value.
Units also have some hidden statistics:
- Loyalty - how strongly a Unit is aligned with its RulerErf-b1-p084a
- Score - A theoretical stat which determines where a Unit will go after death, without needing to be judged by the Titans first. The existence of this stat is debated, and believers in Score are called Scorists.
Some units have abilities that can achieve unconventional results, and can be used when not on Turn. These abilities are named Natural AbilitiesErf-b1-p040a and are sometimes referred to as Special Abilities.
- Special - When viewed by Parson 3D Glasses, these abilities under the four basic statistics under the heading Special.
Parson is a very special Unit (as Hamstard would say). He has some stats (like Move and Upkeep), but they're not visible to anyone; he can't be banished by crossing a Magic Kingdom gate; and other unique rule breakers that are described with detail on his page.
- Engineer-class infantry
Some units types don't have classes, but do have descriptors and may have multiple forms, like Golems.
Garrison units may have special classes in addition to their basic class.