Mastering the mysteries of the arcane and the supernatural is a task that requires both diligence and time- two things that the steady giants of the Light nation have in abundance. A few of these iron-willed individuals have peered into the lonely, strange corners of the world and divined fantastic secrets normally hidden from mortal minds. Simply being in the presence of these fearsome magi is enough to weaken most men's defenses; enemy units within 20 yards of a giant magus lose 1% DR every 3 seconds, an effect that stacks 20 times and lasts 8 seconds.
If your daring strategy for dealing with these towering terrors includes kicking them in the shins and then trying to run away- hold on! Escaping from a giant magus isn't that easy. These skilled magic-users have a second special called “Void,” which allows them to suck enemy units in their target range into the center of the target. Unless you are firmly stapled to a tree, handle these giants with caution.
The giant magus is a 3CP, uncommon troop available to Light faction for play as of patch 1.44.10.