- March of Giants items are bought with supplies during a match, MOBA-style
- Energy items fix reload and ability-spam problems for ability-based heroes
- Executioner is a top late-game pick when enemy giants keep surviving fights
- Cooldown items let you chain abilities constantly during outpost pushes
- Match your build to your hero: ability damage heroes skip basic-attack items
How the Item System Works
In March of Giants, items are purchased mid-match with supplies, the game's in-match currency. You earn supplies over time and from farming, then spend them at your shop to purchase power spikes. Unlike a hero picker, your item decisions define whether your hero scales into the late game or falls flat when giants start trading at the central outpost.
One important detail from live matches: if the enemy destroys your forward depot, you can no longer shop there and must recall to base to buy. Protecting your supply lines is part of item strategy itself.
Video Highlights:
- First-match demonstration of item purchasing and supply management
- Shows why energy reclamation matters for ability-heavy heroes
- Features Executioner and cooldown purchases late in the game
- Covers outpost, bastion, and siege dozer objectives alongside items
Check the recommended items when you recall, but do not blindly accept them. If your hero is ability-based and the game suggests basic-attack stats, skip them and prioritize ability damage or cooldown reduction instead.
Core Item Categories
Items in March of Giants generally fall into a few functional groups. Knowing which category your hero needs is more important than memorizing a fixed build order.
| Category | Primary Effect | Best For | Priority |
|---|---|---|---|
| Energy / Reclamation | Faster reload, more ability casts | Ability-spam heroes | Early game |
| Cooldown Reduction | Lower ability cooldowns | Support and poke heroes | Mid game |
| Executioner | Bonus finishing damage | Carry roles, anti-giant | Late game |
| Shield Breaker | Strips enemy shields | Against shield-heavy comps | Situational |
| Movement Speed | Better roaming and escapes | Roamers, split pushers | Situational |
| Ability Damage | Raw scaling on skills | Burst mages, cannon users | Core for casters |
Ability Damage Core
- Best for caster heroes
- Skip basic-attack stats entirely
- Pairs well with energy items
Cooldown Build
- Constant ability pressure
- Great for outpost sieges
- Keeps shields and heals online
Executioner Finish
- Late-game power spike
- Secures kills on escaping enemies
- Strong against tanky giants
Buying both heavy energy and heavy cooldown on the same hero is often redundant. If your reload is already fast, redirect supplies toward damage or execution effects.
Step-by-Step Build Order
Opening Purchase (0-3 Minutes)
Start with a cheap sustain or energy item if your hero struggles with reload speed. Early ability uptime wins the first outpost skirmishes.
First Recall Upgrade
On your first recall, evaluate your damage type. Ability-based heroes take ability damage; auto-attackers take attack stats. Never mix both paths early.
Mid-Game Spike
Add cooldown reduction if you are grouped for outpost pushes, or movement speed if you need to rotate and defend bastions.
Late-Game Finisher
Save for Executioner or an ultimate accelerator once giants start deciding teamfights. A single finishing item can flip a base race.
Situational Answer
If the enemy stacks shield generators, finish with a shield breaker to cut through their frontline in the final push.
Players who farm consistently reach 140+ supplies and hit their spikes a full objective cycle earlier. Clear waves between rotations instead of idling.
Role-Based Item Recommendations
Different roles value different stats. Use this reference table when deciding your purchases at each stage of a match.
| Role | Early Item | Mid Item | Late Item | Key Stat |
|---|---|---|---|---|
| Ability Carry | Energy reclamation | Ability damage | Executioner | Ability power |
| Auto-Attacker | Attack stat | Attack speed | Executioner | Attack damage |
| Support | Cooldown item | Energy item | Team utility | Cooldown reduction |
| Frontline | Recovery speed | Shield item | Movement speed | Survivability |
| Sniper | Damage item | Energy item | Executioner | Burst damage |
When enemy giants keep surviving your engagements with a sliver of health, that is your signal to buy Executioner rather than more raw damage.
Item Checklist and Common Mistakes
Before Every Recall, Verify:
- Am I ability-based or auto-attack based this game?
- Do I have energy problems, or is reload already fast?
- Is the enemy team stacking shields or healing?
- Should I save supplies for a bigger power spike?
- Is my forward depot still standing so I can shop?
Common mistakes to avoid:
- Buying recommended items blindly — the suggestion system does not always match your damage profile
- Mixing attack paths — splitting between ability and basic-attack stats dilutes both
- Ignoring the depot — losing your forward shop forces long recalls and costs map pressure
- Skipping sustain early — heroes that recall constantly fall behind in supply income
- Overbuying movement — one mobility item is usually enough; more is a luxury
The in-game recommendation UI is a starting point, not a script. Experienced players override it whenever the recommendation contradicts their hero's actual scaling, as seen when energy items get suggested to heroes with no reload issues.
FAQ
Q: What are the best March of Giants items for ability-based heroes?
Prioritize energy reclamation early, ability damage as your core, and Executioner in the late game. Skip basic-attack items entirely since they do not scale with your skill rotations.
Q: How do I earn more supplies for items?
Supplies accumulate over time and from farming lanes and objectives. Players who clear waves consistently between rotations can reach 140+ supplies, letting them hit item spikes much earlier than passive teammates.
Q: Should I always buy the recommended item?
No. The recommendation system sometimes suggests stats that do not fit your hero, such as energy items on heroes without reload problems. Use it as a hint, but verify it matches your damage type.
Q: Why can't I buy items sometimes during a match?
If the enemy destroys your forward depot, you lose access to that shop and must recall to base to purchase. Defending your depot is part of maintaining your item economy.