Armies · Thousand Sons
Best Thousand Sons detachments 11th edition · ranked by winning lists
Every Thousand Sons detachment, ranked by how many winning Thousand Sons lists played it, with what its rules do in our own words and the units it lifts most. From 88 winning Thousand Sons lists, September – November 2026.
A winning list here is one that finished in the top quarter of its event. An army can take up to three detachments, so the shares add up to more than 100%.
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Psychic: +1 to wound · Psychic: Devastating Wounds 4 enhancements
Adds most damage (vs Marine-type infantry): Tzaangors +67% · Flamers +50% · Chaos Spawn +33%
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+1 armour save vs Damage 1 4 enhancements
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Re-roll one hit, one wound (near a psyker) · Re-roll one hit (Warpfire) 4 enhancements
Adds most damage (vs Marine-type infantry): Helbrute +83% · Chaos Land Raider +34% · Sekhetar Robots +33%
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+1 to hit in melee near psyker 2 enhancements
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Sorcerous Invigoration: a psyker unit heals D3 after a Ritual, once a turn. 2 enhancements
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4+ invuln vs shooting near daemons 4 enhancements
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We haven't modelled its rules yet. 2 enhancements
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Psychic: re-roll 1s to wound · Psychic: +1 to wound 4 enhancements
Adds most damage (vs Marine-type infantry): Flamers +50% · Pink Horrors +50% · Chaos Spawn +33%
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+1 to wound (sacrifice) · -1 to wound (sacrifice) 4 enhancements
Adds most damage (vs Marine-type infantry): Chaos Spawn +33% · Chaos Spawn (Flesh Change) +33% · Tzaangor Enlightened +33%