Introduction
A unit in Unicorn Overlord is a small puzzle: who stands in front, who stands behind, and which skills are supposed to fire together. This hub is organised the way the game hands you characters — Cornia first, then Drakenhold, Elheim and Albion — so you can build from your current roster instead of an endgame one.
Start with the general principles
Two pages cover the whole run. The best-formations page explains what a strong unit is actually trying to do and how to judge your own setup; the early-formations page covers the stretch where your roster is small and you cannot yet pick from everything.
Neither page claims a single unbeatable layout. Community formation advice is reported as community advice, with the reasoning kept visible so you can check it against your own units.
Region by region
Each region page assumes you have just arrived and lists the units that are actually available at that point. That keeps the advice usable: a formation that needs a character you meet much later is not a Cornia answer.
Read the pages in order if you are playing through for the first time, or jump straight to your current region. Each one states which sources it rests on and where a recommendation is a player report rather than a documented rule.
Cornia team
The opening kingdom, where unit slots are tight and several early recruits are still on the bench.
Drakenhold team
What changes once the desert roster arrives and front lines get more crowded.
Elheim team
The forest stretch, where evasive and ranged options start shaping how units are assembled.
Albion team
The late roster, and how to fold the final recruits into units you already trust.