Military units are the soldiers used in battle, playing an essential role in the game. The five classes of military units in the game are light units, heavy units, fast units, ranged units, and artillery units. Each class has different properties, and players need to change their playstyle and tactics depending on which units they decide to use.
Obtaining Attached and Unattached Units[]
There are three ways of obtaining units: training them in military buildings, winning them from quests and producing them from special buildings and in the Alcatraz. Units are either attached or unattached.
Attached units are military units trained by Military buildings. Units are trained at and attached to a military building, so when they are deleted or dead, they can be retrained again. Up to five units can be trained in a military building. The exception is the Champions' Retreat: it has a maximum of 2 per Champion's Retreat (with the second slot requiring diamonds to unlock). When a military building is sold, any units attached will be deleted.
Unattached units are units won/earned from quests, unit producing special buildings and from the Alcatraz. These units are not attached to any building; therefore, they will be gone forever when dead or deleted.
Unattached units can be acquired from Guild Expeditions Chests and Relics, Guild Battlegrounds and PvP Arena, as well as Daily Challenges and by Quests. They can also be produced through the Alcatraz, Emissaries and certain special buildings can also give units that cannot be acquired anywhere else as well, such as Barbarians and Brave Warriors:
- Royal Bathhouse
- Timeless Dojo
- Governor's Villa
- Knights Pavilion
- Sunflower Oil Press
- Donkey Enclosure
- Scholar Tower of Conjunction
- Panda Reserve
Bonuses and Boosts[]
Units of a class will gain bonuses against other classes, giving them a statistical advantage against them. For example, a Legionnaire will gain both an attack and defense bonus while fighting Light Unit Class units, such as a Soldier. These bonuses are usually critical in making your units most effective in battle. Units can also gain an attack and/or defense bonus when on a certain type of terrain on the battlefield. For example, Spearfighters gain 2 defense points when in bushes and Stone Throwers gain 1 attack point when on hills.
Units can also get a statistical boost in their attack and defense as well. They increase the unit's attack and defense by a specific percentage. (NB bonuses are NOT increased with the boost).
Hit Points (see main article)[]
Hit points represent the health of military units. Every unit has 10 hit points.
Special Skills (see main article)[]
Many units have special skills that affect the battle and/or units in various ways. In lower eras only special units have special skills, however those skills are common in regular units in higher ages.
Detailed Description of Units:[]
From the Bronze Age to Industrial Age, the descriptions require a bit of updating
Bronze Age |
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Light Unit (7/7/1/14) Spearfighter: First unit a player uses in game. Two unattached Spearfighters are provided to the player in the opening quests. Good, balanced, all purpose unit. Useful all through the Bronze Age even after unlocking the Warrior. It is the cheapest unit in the game, with fastest build/heal times. This makes it great fodder even after the player have heavy units. It takes only seconds instead of minutes to build/heal. |
Ranged Unit (5/3/5/12) Slinger: Light damage, easily destroyed and short ranged. Its range of five is matched by heavy unit's move of 5.5 making it unable to stay away from them unless there is rough terrain in the way. Suggested to only use a few per battle. The player can use more as they get better with them and are experienced in combat. |
Fast Unit (8/5/1/22) Horseman: Moderate stats for a melee unit. Not recommended for any serious battle. Still recommend recruiting at the end of the age to experiment with how they work. Light/heavy units are better in all ways except speed and attack. |
Heavy Unit (6/10/1/11) Warrior: High stats in defense and very tough. At end of age when a player becomes better they can replace light units. It is the perfect replacement for light units since they will not get much trouble from ranged units in this age. One can never go catastrophically wrong with heavy units in this age. |
Artillery Unit (3/2/12/6) Stone Thrower: Very low stats. Artillery unit is best against ranged classes because they have the lowest defense. The range is long enough to hit most units but not guaranteed to hit every unit. The AI does not use this artillery unit much, nor do players, especially with the bronze age being so short. Worth using a few for attacking ranged units. At the beginning of the game, one is provided to the player for free. It can help players practice with Artillery units. |
Iron Age |
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Light Unit (9/9/1/16) Soldier: Still very reliable. Gains movement, attack and defense. A light Unit can always act as a replacement for the previous age's heavy units. The extra speed helps a lot to be able to charge both ranged units and artillery units. |
Ranged Unit (10/4/5/12) Archer: +4 Attack and +1 Defense. The Archer is the most successful unit in the iron age and also better than the mounted archer of the EMA. Not only heavy units, but also light and even fast units--which actually have defense and attack bonuses against them--are vulnerable against archers. The range is not vital and only keeps out heavy units, but this won't be much of a problem since the attack power is very high. Also, 8 Archers are good for defense, and can beat 50% of fights until High Middle Ages. This range does not change and is less than heavy unit's making them vulnerable. Another passive benefit is the fact that an Archer's Range is a very small building (2X2), so it is very easy to train many of them (like 12 archers over three buildings). |
Fast Unit (9/8/1/22) Mounted Warrior: Doesn't gain speed, but gains +1 attack and +3 defense to put it on par with Light Units, it now actually works very well against Ranged Units and Artillery Units. But because of the fact that it is inferior against soldiers and legionnaires, it may only be able to place one attack each battle. |
Heavy Unit (8/13/1/11) Legionnaire: Heavy Unit gains a ton of defense, but, because of the more powerful ranged units, will not replace the soldier when engaging ranged units. Best used in specific situations when engaging a large amount of light/fast units. |
Artillery Unit (4/3/13/6) Ballista: Gain +1 range. This makes is a viable unit. Now it can move and nearly reach any artillery units the enemy has. Use four Ballistas and four Archers for offense: use the Archers to engage most enemy units without the danger of retaliation, and use the Ballistas to take out enemy artillery and archers: one shot from a Ballista to an Archer will make the Archer a one-hit- kill if hit by another Archer next round. Also works in reverse order. Also, using seven Artillery Units and one Fast Unit can be very effective: use Fast Unit to lead the enemy on a wild goose chase while the Artillery pounds their units. |
Early Middle Age |
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Light Unit (13/13/1/16) Mercenary: +4 attack and defense. It indirectly becomes more useful as a counter to fast units since fast units will be more common now. It is capable of resisting the damage of archers and are also superior to the old legionnaires. |
Ranged Unit (9/8/5/22) Mounted Archer: The Mounted Archer is a very different unit from the Archer of the previous age. In a change to the actual nature of the game itself, it has been updated and strengthened without an announcement to players. In contrast to Archers, they are not capable of effectively piercing the armor of most units.Its previous stats made it a unit to be avoided, and most players stuck with Iron Age Archers. Now, the Mounted Archer is basically the Iron Age Archer on a horse, with higher defense. However, though it is able to hit enemy units on turn one in most battles, its high speed is more a disadvantage than an advantage, as this causes it to have to take the active role, while Ranged Units are more effective used defensively. |
Fast Unit (12/13/1/22) Heavy Cavalry: These stats are on par with Light Units. Movement does not change and is less than that of the Mounted Archer. It is decent, but, since ranged units don't necessarily have to be countered in this age, it is not very effective. Both the Mercenary and the Armored Infantry are superior to it in melee. |
Heavy Unit (12/18/1/11) Armored Infantry: There is a large gap between its defense and the attack of other units in the age. It can take a beating from any unit in the age. Also, since the short ranged units are gaining an actual areas in this age, it can't be countered by the ranged attacks and this makes it very common. It can be used in many more situations than the legionnaire could in the iron age. |
Artillery Unit (6/3/13/6) Catapult: Not much change. It is indirectly less useful because fewer players use Mounted Archers so there are fewer types units for them to effectively counter. It is also extremely vulnerable to said Mounted Archer, which can reach it in turn one. Still worth using a few, but less than in other ages. |
High Middle Age |
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Light Unit (20/16/1/16) Berserker: +7 attack, +3 defense. This is the only time it does not have equal stats. It does tons of damage, more than other units, and will be used more. It is perfect to take the active role on the battlefield. With Fast Units being better, these will be more common. |
Ranged Unit (20/10/5/12) Crossbowman: Same range and movement speed as Iron Age Archers. It is superior to almost every unit, including Berserkers and Knights (even Knights will be very vulnerable against Crossbowmen). The damage is nearly twice as much as an Iron Age Archer and defense is nearly 2.5x as much as an Iron Age Archer for those who stuck with them. It is also able to defend itself very effectively against older Ranged Units and Catapults, but even Mercenaries will not cause tremendous damage to it. There will be many of them but still some people will be traumatized by mounted archers and not use many. |
Fast Unit (16/17/1/24) Knight: Speed +1. It also gains balanced stats and becomes at least equal to Ranged Units with shorter ranges. Its stats are a bit behind, but it is significantly better. It will nearly be able to kill Artillery Units with one attack. This again will make it somewhat more common. The added speed allows it to easily outmaneuver any unit. It is still surprisingly vulnerable against the Crossbowmen. Gets the special ability Chivalry, gains bonus to attack and defense when it is the only unit with chivalry in your army. When having, for example, four Knights, if one loses three of those knights during the battle on the map, this will active the ability Chivalry, to increase both attack and defense of the remaining Knight. It is very good for defense, since Ranged and Artillery Units are not able to defend themselves effectively against a charging Knight. |
Heavy Unit (16/26/1/12) Heavy Infantry: Speed +1. This makes it much better and able to catch up with light units and charge Ranged Units with small ranges. A big gap starts to form between its attack and its defense where before these values were more similar. It becomes very tanky and the Ranged Unit (short range) is not guaranteed to kill it in two hits. |
Artillery Unit (9/4/14/6) Trebuchet: Range +1. Many will decide to use them with the extra range making it so they can hit any opposing unit on turn one. It is actually the only unit that can effectively to take out Crossbowmen, much like the Ballista in the iron age. But it will also cause surprisingly much damage to Berserkers and Mercenaries. It will be more common and a player may see other players defend or attack with eight of them. |
Late Middle Age |
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Light Unit (25/25/1/16) Great Sword Warrior: +5 attack, +9 defense. Light Unit is amazing this age. It can be used as both offense and defense, and Light Unit + Fast Unit is one of the hardest defenses this age to take out. Because Fast Units are able to assassinate Ranged Units and Artillery Units, Light Units will be necessary to take out Fast Units. Even the Heavy Infantry is not able to defend against it. |
Ranged Unit (24/12/6/12) Longbow Archer: Range +1. The range of six is enough to keep it out of reach of heavy units and also of light units if there is a lot of rough terrain in the way. There will be a huge rise in its numbers and it will be very common, filling the slot of those deciding to use the Artillery against the huge defense of Trebuchets. Ranged Unit + Artillery Unit can also win most fights if used correctly. |
Fast Unit (22/25/1/24) Heavy Knight: Only a bit lower stats than Light/Heavy Units. It can now hit kill an Artillery or Ranged Unit with only one hit, making it much more valuable and common. Light Unit + Fast Unit this age is one of the hardest defenses to break. Same special ability as knight. |
Heavy Unit (23/33/1/12) Imperial Guard: The gap between defense and attack widens more. It is very tanky and Ranged Units are not guaranteed to kill it in two hits. It will be extremely common. |
Artillery Unit (13/4/12/6) Cannon: Range -2. As with mounted archers some will decide not to use this unit for the disadvantage of range. It does more damage, but the range will be an issue. However, most do use this unit, because of the huge defense of Trebuchets, but the lack of range can be compensated for by moving it during battle. Ranged Unit + Artillery Unit can win most fights if used correctly. Gets the special ability Dug-in, receives defense bonus if the enemy is more than two tiles from away it. The Dug-in bonus is most effective against Ranged Unit and Artillery Unit attackers. |
Colonial Age |
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Light Unit (35/35/1/16) Ranger: It has the highest stats for Light Units up to this age. It is durable enough to take a few hits still and do some damage, making it very dangerous. It gains the special ability Stealth. This makes it impossible to target when in forests unless the attacking unit is next to it. This makes it nearly immune to ranged attacks and, since on forests it gains defense, it can face heavy units and win. |
Ranged Unit (30/18/7/12) Musketeer: Range +1. High damage and added range, so it has enough range to keep out Heavy units and also Light units if there is the some rough terrain in the way. It gets trolled hard by Light Units due to Stealth. It is not nearly as durable as the melee units so it will be in every fight but not in super high numbers. |
Fast Unit (28/40/1/24) Dragoon: It has defense equivalent to the Heavy Units. It shines at this age and is comparable to Light/Heavy units and can replace them depending on the situation. It now easily counters Ranged Units and people are wary of using as many ranged classes. Fast Unit + Heavy Unit is a very potent defense this age that cannot easily be countered. Loses the Chivalry ability. |
Heavy Unit (28/40/2/12) Grenadier: Range +1. It gains range of two, which means it can attack Light Units and Fast Units without fear of retaliation. It can also retaliate against any ranged attack at range of two. Many people will want to use them for this fact alone. Fast Unit + Heavy Unit is a very potent defense this age that cannot easily be countered. |
Artillery Unit (14/6/15/8) Field Gun: Range +3, speed +1. The largest range jump in the game. It has enough range to hit nearly any unit on the map, without moving. With its added speed it now acts between previous ages artillery units making it able to dominate any earlier age artillery units. The only bad thing is that it gets trolled hard by Light Units due to Stealth, but many people will use more of them and defending with eight on the battlefield will be common. The damage is very low compared to other defenses so it is only effective vs other ranged classes. The range and speed bonus will make it very common despite the low damage. Same special ability as cannon. |
Industrial Age |
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Light Unit (28/37/6/16) Jaeger Infantry: Attack -7 Defense +2 Range +5. The added range makes it able to take out Fast Units at a range without fear of retaliation. It has the special ability stealth. This makes it impossible to target when on forests unless the attacking unit is next to it. This makes this unit nearly immune to ranged attacks and since on forests they gain defense and can face Heavy Units and win. This unit changes the Light Melee Class. |
Ranged Unit (38/25/8/12) Rifleman: Added damage and range are not bad, but are not enough to compensate for the entire age's increase in range. Now this unit can't stay out of range of any unit and can be taken down somewhat easily. |
Fast Unit (40/40/1/24) Lancer: This unit has the highest stats up to this age, at a cost of having a range of one when every other unit in this age has a range of at least six. It is still useful to charge out ranged classes, and its damage is very high. The only thing bad about it is the range, but its movement is generally enough. |
Heavy Unit (35/35/6/10) Howitzer: Attack +7, Defense -5, Range +4, Speed -1. Its new ability allows it to ignore Stealth (Light Unit's ability), and damage increases if it is closer to the target. This unit changes the Heavy Melee Class. Instead of focusing on tanking, it focuses on damage, mostly damage on Light Units. Now, the howitzer is basically a cross between a Colonial Age Heavy Unit and an Industrial Age Artillery Unit. |
Artillery Unit (18/9/15/8) Breech Loader: Gets a boost in attack and defense. No boost in range, but it doesn't need any. Due to every unit except Fast having at least Range six, It is not as effective as previous Artillery Units, since it will soon die against melee attacks or at two spaces. Same special ability as Cannon and Field Gun. |
From the Progressive Era onwards, the unit information is much more updated and detailed. Space Age units are yet to be added.
Progressive Era |
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Light Unit (40/48/9/16) Conscript: The Conscript is a fairly strong unit in this era, provided you have a strong boost over the enemy. They are very strong against artillery, despite their rather slow movement on the new scaled map. They are also on even terms with the Tank and slightly weak against the Armored Car, but their biggest fear is the Sniper. Eventually, they do retire past the Progressive Era due to their low base stats. |
Ranged Unit (30/30/12/18) Sniper: The Sniper is a very manoeuvrable unit in the Progressive Era, and they can easily take on all previous age units with a strong attack boost, but in this era, the Sniper has a rather poor attack and defense, despite all the defense bonus and Dug In bonus it has on the defensive side. They are very strong against light units, due to their bonuses, but they are very weak against fast and heavy units, which are their main drawbacks. They are also strong against artillery as well, but eventually, they fail in high scaled boosts. |
Fast Unit (45/50/9/26) Armored Car: The Armored Car is a strong unit of this era. They have the highest attack and defense put together, as well as the fastest movement along with a decent range. They easily take out Snipers, and they are slightly strong against the Conscript and even the Rapid Fire Cannon, but their biggest fear in this era is Tanks, as they have a significant bonus against them. However, they can easily take out armies that do not contain Tanks, provided you have a good boost. |
Heavy Unit (30/60/9/14) Tank: The Tank is now effectively a literal Tank in this era. With an overleveled defense boost, the Tank can easily withstand a lot of damage from all same age units, but they are limited by a low attack and movement. The best aspect about the Tank, however, is their massive bonuses against fast and ranged units. They can easily two-hit kill them whilst the Tank receives barely any damage back. Their counters are the Conscript, yet they are somewhat even with each other in the end, whilst the artillery’s low attack and defense render them rather ineffective at destroying the Tank. Their main weakness is their low movement and inability to travel through trenches. |
Artillery Unit (23/12/15/10) Rapid Fire Cannon: The Rapid Fire Cannon, in terms of range, is an absolutely powerful unit. With a strong attack boost combined, the Rapid Fire Cannon can easily finish slow units, especially units from previous ages before they have a chance to attack the Rapid Fire Cannon. However, with the range increase in the Progressive Era, the Rapid Fire Cannon is somewhat weaker, particularly against light and ranged units with defense bonuses against it, but the Rapid Fire Cannon can often finish them before they reach them. Without a greater boost over the enemy, however, the Rapid Fire Cannon eventually retires because of its low base attack and defense. |
Modern Era |
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Light Unit (70/45/7/14) Bazooka Team: Despite having a very strong attack as well as a good Dug In bonus, their low movement and range make them much less useful on the field. They fare well against Tanks but they are easily killed by ranged and fast units. They are also very weak against artillery as they take massive amounts of damage before being able to reach them. |
Ranged Unit (48/48/9/18) Paratrooper: They are successful as an effective fast first strike unit as they can easily eliminate units on the first turn or hide in Forests. However, both fast and heavy units counter them easily with their fast movement and decent range, which does make them slightly less useful. They are best deployed against artillery and light units but they do struggle against a mix of all units. |
Fast Unit (60/60/9/24) Mechanized Infantry: They have the strongest stats of all Modern Era units, as well as decent range and fast movement making them rather successful like the Armored Car before it. They are strong against light, ranged, and even artillery units, but their biggest fear is Tanks owing to their massive bonuses against them. |
Heavy Unit (45/65/10/20) Battle Tank: The Battle Tank upgrades the Tank in every single aspect: attack, defense, movement, range, and bonuses. The most significant of these is their movement and range, as it greatly allows them to effectively counter artillery units and maneuver around the field much easier. In fact, in terms of mobility, they are as mobile as fast units, as well as retaining massive bonuses against fast and ranged units like the Tank before it. They are very successful in the Modern Era, but their biggest concern is the Bazooka Team as they can cause a lot of damage to them. |
Artillery Unit (32/35/16/16) Mechanized Artillery: In terms of movement and range, this unit is maneuverable and effective, but its main drawback is its very low base attack and defense compared to same-age units. They are very weak against Paratroopers and become ineffective against fast and heavy units because of their much higher stats in higher scaled boosts. They are also ineffective against light units as well despite being able to get a lot of hits on them. |
Postmodern Era |
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Light Unit (80/55/7/18), Commando: The Commando has a high attack but low defense, movement, and range, which is the greatest drawback in their effectiveness. They are also heavily terrain dependent on Forests to be most effective. Without forests, they are easily able to be two hits killed by all same age units except artillery, and they can easily be countered by ranged and fast units even with forests. |
Ranged Unit (70/55/10/14), MG Team: The MG Team’s Contact ability is exceptionally strong in this era: it can retaliate against all units except artillery, making it very useful at least if you have much stronger boosts against the enemy. They are best used as 1+7 rogues to maximize the use of its retaliation and get a clean victory. It has bonuses against fast and light units but they do struggle against heavy units because of their massive bonuses against them as well as artillery because of the MG Team’s slow movement and the artillery being able to avoid their retaliation. |
Fast Unit (75/65/10/28), IFV: They now have increased movement and range which does sometimes allow them to reach the other side, but their usefulness is overshadowed given that they are weak against the popular MG Team and Universal Tank. Despite this, they do counter the Commando and Rocket Artillery very well, only if the terrain is on their side. The Attack Helicopter of the next era is a much better upgrade to the IFV. |
Heavy Unit (80/75/10/22), Universal Tank: As with the Battle Tank before it, the Universal Tank is another exceptional unit, once again possessing very strong attack, defense, movement, and range as well as their massive bonuses against fast and ranged units. It can easily counter all units in fact, and their only problem is the Commando as they can deal the most damage to them or hide in forests making them difficult to kill. |
Artillery Unit (45/35/18/16), Rocket Artillery: The Rocket Artillery has slightly improved range over the Mechanized Artillery, and once again they are very maneuverable around the field yet their greatest drawback is their low attack and defense. With a much greater boost equipped, however, they can take out Tanks and MG Teams, but they still suffer against IFVs and Commandos. |
Contemporary Era |
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Light Unit (100/80/9/18), Strike Team: Much like the Paratrooper 2 ages ago, the Strike Team can be easily deployed for fast attacks. However, they are rather unsuccessful in this era because the other same-age units have much stronger special skills. This includes the popular Anti Aircraft Vehicle and the Attack Helicopter. They also struggle taking out Assault Tanks because of their Reactive Armor ability and their strength against artillery is also overshadowed by the Attack Helicopter’s Flying ability. |
Ranged Unit (90/80/10/24), Anti-Aircraft Vehicle: As well as being strong against Aircraft, the Anti Aircraft Vehicle pretty much works against all same age and previous era units with high boosts equipped. As well as having a strong Contact ability, they now have a much-improved movement, which the MG Team lacked, and they dominate across all encounters using the 1+7 rogues strategy. Their biggest fear now is the Assault Tank, as they are a counter to them and their Reactive Armor ability is very annoying for the Anti Aircraft Vehicle. They do retire past the Tomorrow Era however, as many units there will have longer ranges. |
Fast Unit (120/100/10/28), Attack Helicopter: The Attack Helicopter is also an exceptional unit in this era, particularly as their Flying ability always guarantees them the first strike and they can deal significant damage to the enemy on the first turn. The fact that they can’t be hit by artillery is also very strong as well, and they are best used as armies of 8 to maximize the initial damage dealt. However, they do struggle significantly against Anti Aircraft Vehicles because of their retaliation and potentially Assault Tanks as they can’t be two-hit killed. Rapid Deployment units are also somewhat annoying as the Attack Helicopter does not get the first turn. |
Heavy Unit (105/90/10/22), Assault Tank: Despite upgrading the Universal Tank, the Assault Tank’s attack and defense are not as strong compared to other units. They do take quite a lot of damage from Attack Helicopters and Anti Aircraft Vehicles, and even taking 4 damage with the Reactive Armor ability can still lead to quite a rather bad outcome against other units. Generally, you should opt for the Champion as they have a marginally higher defense than the Assault Tank. On the flip side, the Assault Tank is one of the most annoying units to defeat because of their Reactive Armor ability greatly limiting your unit's effectiveness against them, especially if you, like most players, have a well-focused attack boost that is completely negated. |
Artillery Unit (50/70/18/16), Missile Artillery: Once again, these artillery units are rather useless given their substandard attack and defense which makes them much less useful. They are easily outcompeted not just because of their low attack, but also because many other units in this era and eras to come to have greater mobility and special skills such as Stealth, Flying, and Rapid Deployment which makes the already useless artillery even less useful. The only good thing to mention about them, however, is their MIRV ability, which can still allow them to damage 2-4 units within their range, but that is limited by their One-Shot ability. The best way to use them is only against specific armies and used in conjunction with other units to assist them in damaging them so that the other units can finish them off. |
Tomorrow Era |
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Light Unit (110/80/7/16), Ultra AP: The Ultra AP is barely an upgrade from the Strike Team: whilst its attack is increased, the rest of the parameters (defense, movement, and range) are decreased. Even with its Rapid Deployment ability, they struggle to attack enemy units on the first turn half the time and they are easily finished by all units except artillery in two hits. Their Contact ability is also rather useless given their short range and it only really works against Stealth Tanks, but then in the practice, the Ultra AP not being able to attack the Stealth Tank at range is a massive disadvantage to them especially if you are seeking to destroy Stealth Tanks on the first turn. |
Ranged Unit (100/70/16/20), Anti-Materiel Sniper: The Anti-Materiel Sniper is generally seen as a less useful unit in this era, primarily because it is very weak against the popular Stealth Tank of its era. Its attack and defense are modest, however, (if one sees the Dug In bonus compensating for its low defense), and they have an exceptional movement and range, and they can consistently attack units on the first turn and are best used against lower era units that do not have as much movement and range. In recent eras, on the other hand, the Sniper cannot use this advantage as much due to the increasing number of units with much better movement and range, as well as special abilities such as Stealth that renders its long range fairly useless. This is also something to keep in mind when fighting fast and rapid deployed light units. |
Fast Unit (155/90/11/30), Combat Drone: The Combat Drone is an amazing upgrade from its predecessor, possessing the (joint) fastest movement of fast Flying units as well as the longest range. They can attack Contact units without fear of retaliation (such as the MG Team, Anti Aircraft Vehicle, and Ultra AP), as well as constantly being able to attack units on the first turn. With its improved movement and range, they are pretty much able to hit everywhere on the battlefield and easily focus fire on specific targets and their immunity to artillery units also contributes to their success, much like the Attack Helicopter before it. They possess the highest attack in this era, but one must be careful of their squishy defense as they can be easily killed without a sufficiently strong defense boost after launching their attack. Similarly, they also struggle against Stealth units such as the Stealth and Hover Tank, so caution must be taken when fighting those units. |
Heavy Unit (120/105/7/20), Stealth Tank: Their Stealth on Plains is by far the most dominant ability of this era. Having Stealth on the first tile and effectively everywhere (on the slightly modified battlefield) is an exceptional ability to have. The Stealth Tank can easily take care of all previous age units and can be used with rogues, even if the AI doesn’t target rogues first, to successfully bait other units and later destroy them easily. Naturally in its era, there are two anti-Stealth units introduced, yet the Stealth Tank can still easily take care of them: the Ultra AP can be killed in two hits with only one Stealth Tank having to endure a retaliatory attack whilst the Microwave Blaster’s low attack and defense can be overcome by having a strong attack and defense boost. The main weakness of the Stealth Tank, however, is its low range; units with Contact still retaliate against the Stealth Tank, and even units with decent movement can still reach the Stealth Tank and possibly cause considerable damage to them. The Hover Tank of the next era, however, is a much better choice as it solves this issue. |
Artillery Unit (70/85/12/24), Microwave Blaster: The Microwave Blaster is the fastest artillery unit, but its relatively low range in the Tomorrow Era as well as its poor attack and defense makes them somewhat less usable. They can easily eliminate Stealth Tanks, Anti Materiel Snipers, and even Ultra APs, but they do have quite bad range issues and this is made worse by the fact that it has Blast, which the AI will always stupidly take advantage of by moving closer to the target and putting them in risk of retaliation. In high-scaled boosts, the Microwave Blaster will eventually fail because of its low attack and defense. Similarly, they cannot attack Flying units, which also greatly limits their usage. |
Future Era |
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Light Unit (120/105/10/20), Exoskeleton Soldier: The Exoskeleton Soldier at first seems like a fairly balanced unit: it has a moderate attack, defense, range, and movement. In the Future Era, however, they are much underpowered, due to ranged and artillery units having massive bonuses against them, whilst they also sometimes struggle against the Hover Tank in high scaled boosts, despite their bonuses and Blast ability, because of the Hover Tank’s Force Field ability greatly protecting them from damage. They only really work against fast units, but eventually, they do retire past the Future Era due to their low base attack and defense, but they remain somewhat useful as a Blast unit for previous eras. |
Ranged Unit (80/100/14/22), Satellite Spotter: There is not much of an upgrade with this unit from its predecessor; the Satellite Spotter’s attack and defense are horribly low in the Future Era, and they have no terrain bonus whatsoever. It can effortlessly be countered by Stealth Units, especially by the Hover Tank, whilst their poor attack and defense also render them useless against fast units (even from as early as the Attack Helicopter), whilst artillery units from this age onwards can easily defeat the Satellite Spotter in two hits, once class bonuses eventually become insignificant. Their only real advantage is against light units, but that is about it for this unit; it will become obsolete past the Future. |
Fast Unit (170/110/1/18), Drone Swarm: The Drone Swarm is also a terrible unit, totally since it has a slow movement with an added melee range. It is the slowest fast unit in the game and the first melee unit since the Lancer. Not even its Rapid Deployment nor Flying ability can compensate for its jocular mobility: it struggles to reach units on the first turn and still has to face retaliation for each of its attacks. Meanwhile, they are easily killed as they are exposed in the middle of the battlefield, and even with a great boost, they still take heavy losses when fighting ranged units. Its Flying ability doesn’t help either, as previous Flying units are still much more efficient when facing artillery and other units, and its movement is so bad anyway, Flying would hardly make a difference to that. |
Heavy Unit (120/105/12/15), Hover Tank: The Hover Tank is the center of attention for all Future Era Units. It not only fulfills all the advantages of the Stealth Tank but with the addition of a longer range, which greatly allows them to avoid retaliation from Contact units and keep them safe from enemy movement as well as a Force Field ability, protecting them from major damage, this greatly improves the Hover Tank’s performance against a mix of units. Funnily enough, the Hover Tank’s Stealth ability works best outside the Future Era, either against lower era or higher era units. In the Future Era, their Stealth only works against Satellite Spotters and Champions, whilst the Rail Gun and Exoskeleton Soldier can both directly ignore their Stealth whilst the Drone Swarm is a melee unit (so Stealth doesn’t do anything against them). However, the Hover Tank can pretty much deal with all Future units given a superior boost, as their Force Field ability is also a very powerful addition in this era. They can even replace Arctic Future and even Oceanic Future heavy units because their Stealth on Plains, long range and Force Field ability easily allows them to compete effectively in those eras, and with an exceptional boost, they may even be able to take on Virtual Future units as well. |
Artillery Unit (160/140/20/6), Rail Gun: Unlike previous era artillery units, the Rail Gun has a much stronger attack and defense compared to same-age units. Already, this makes them the first artillery unit that can be reliably used. In addition, the Rail Gun also has an amazing skill: Power Shot, which effectively allows it to ignore Stealth, Reactive Armor, and Flying. It can easily two-hit kill all previous era units, and with a strong enough boost over the enemy, they can easily kill miscellaneous combos very easily, whilst taking barely any damage if they are attacked. It comes with a catch, however. Their Recharge skill is the biggest limiting factor to their success in the Future Era. Units that would have taken two hits to be killed will have to take three turns for the Rail Gun to kill. This is a major drawback as it allows enemy units to deal twice the damage within the time frame, which could potentially lead to a worse result than anticipated. |
Arctic Future |
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Light Unit (110/130/1/32), Dragon Drone: The Dragon Drone is a situationally strong unit in this era. Despite being a melee unit, their Dragon Breath ability assists it greatly. In addition, their Flying ability once again allows them to be the ultimate solution against artillery and allows them to be unhindered by terrain. They are strongest against fast units, as they can properly take advantage of them having rushed in to attack them (their bonuses against them also help too), and use their Dragon Breath ability to the maximum. However, on the other hand, they have a rather low attack and defense compared to same-age units and ranged and heavy units can counter them easily, and past the Arctic Future, their attack and defense will be too low to effectively compete with other units. It is also rather fast for a light unit, and caution must be taken to avoid them suiciding with rogues. The Scimitar is the direct upgrade to this unit. |
Ranged Unit (140/130/10/18), Surrogate Soldier: The Surrogate Soldier is much like the MG Team and Anti Aircraft Vehicle, but in these Future Eras, their Contact ability is significantly less useful with the longer ranges of many other units, as well as the introduction of Dragon Breath light units that can avoid their retaliation. As well as this, they do have a high initiative value which can lead to problems with using them in auto-battle. Nevertheless, they are very strong against light and fast units (in this age and below only), but they suffer tremendously against heavy units, particularly the Hover Tank and same age heavy units that can also avoid their retaliation, and against artillery units in this age and above as they can deal a lot of damage to the Surrogate Soldier before the Surrogate Soldier can reach them. The Sub Cruiser is a much stronger upgrade to the Surrogate Soldier, particularly with their increased range. |
Fast Unit (180/100/8/36), Recon Raider: The Recon Raider possesses a very strong attack in this era, along with very fast movement and a good range (allowing them to easily attack the first turn) as well as being the only fast unit to possess bonuses against heavy units, but in the Arctic Future, many units have other offensive and defensive capabilities that limit the Recon Raider’s effectiveness in this era. For example, the Battle Fortress’s Reactive Armor ability greatly reduces the damage the Recon Raider does to them, whilst their lack of Flying also allows artillery units to deal considerable damage to them too. Against their counters, the Recon Raider suffers a terrible retaliation against many Contact units and they are also easily finished after their first initial strike. |
Heavy Unit 1 (150/150/12/20), Battle Fortress: The Battle Fortress is by far the most notable heavy unit of this era, especially with its Reactive Armor ability that limits the damage done to them by 3 (instead of 4). Combined with their decent movement and great range, they are effectively one of the hardest units to counter, much like the Assault Tank back in the Contemporary Era. The Battle Fortress can easily take on all units, including its counters such as the Recon Raider and Plasma Artillery, as their Reactive Armor ability greatly limits the damage they deal, whilst given a strong attack boost, they can easily finish them in two hits, whilst they easily counter Surrogate Soldiers and Dragon Drones. In these Future Eras, however, the Rail Gun can ignore their Reactive Armor ability, but in fact, the Battle Fortress can be easily countered by the Stealth units (most notably the popular Hover Tank) as well as the Turturret of the next era. Eventually, the Battle Fortress will retire due to their low attack at later ages. |
Heavy Unit 2 (200/120/12/12), Behemoth: The Behemoth is technically seen as an era upgraded Hover Tank, having a much stronger attack, but a slightly decreased movement. There is a change of bonuses, but it does keep the same long range, Force Field and Stealth (much like the Hover Tank), but the major difference is the loss of Stealth on Plains, which is replaced by Stealth on Hills. Because of this, the Behemoth no longer has Stealth on the first turn, making them vulnerable to units that can attack the first turn, and with the scarcity of Hills in most maps, they can no longer hide as easily nor as frequently (further hindered by their movement), and by this alone, many players consider the Hover Tank a much better choice over the Behemoth. |
Artillery Unit (180/140/20/14), Plasma Artillery: The Plasma Artillery is a good upgrade from its predecessor, the Rail Gun, especially with its boost in movement and initiative value (and the extra bit of attack). It does, however, swap out the great Power Shot skill for Blast, which is a loss (especially with the AI stupidly trying to move them closer to the target), but it does lose the restrictive Recharge skill, so now the Plasma Artillery can fully operate extremely well. In the Arctic Future, the Plasma Artillery is very potent against the Behemoth, Surrogate Soldier, and especially against the Hover Tank of the previous era, but the loss of Power Shot does rub off onto the Plasma Artillery; they can no longer attack Flying units and they cannot ignore Reactive Armor, so they are much less effective against the Battle Fortress of this same age. As well as this, they are also easily terrorized by fast units, so they should be avoided when facing such units. |
Oceanic Future |
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Manta: The Manta is a relatively average unit in the Oceanic Future. They have good movement, attack, and defense, but a modest range. Its Contact ability, therefore, is only somewhat useful for it; it can retaliate against short-ranged units such as the Crab Mech and Gliders of the same age, but both the Hydroelectric Eel and Octopod can escape their retaliation. It also works against many fast units past the Tomorrow Era, but many other units will have a longer range than the Manta, so their Contact ability is much less useful in most circumstances. Besides that, the Manta is still very capable of dealing with fast and heavy units, but they often struggle against ranged and artillery units with bonuses against them. Stealth units, especially the Hover Tank, can also cause quite a lot of trouble for the Manta as well. |
Scimitar: The Scimitar is also a situational unit, much like the Manta. They are best deployed against fast units, especially as they often line up together which makes the Scimitar advantageous for using its Dragon Breath ability. They are also a good counter to heavy units (though artillery probably works better), as they can take good advantage of their bonuses against them as well as avoid retaliation and damage many of them at once. Likewise, they are weak against ranged and artillery units, both due to class bonuses and their very long range, and likewise, they are often hindered by rough terrain despite being one of the fastest units in the game. |
Sub Cruiser: The Sub Cruiser is the second-longest ranged Contact unit in the game (it used to be the first before the Harpoon Grenadier), and it possesses good movement and bonuses against artillery and light units. Its Contact ability works very well against many units, especially when used against lower eras, and it can retaliate against some notable units including the Combat Drone, Microwave Blaster, and the Hover Tank. In these recent eras, however, the Sub Cruiser does have a rather poor attack and defense compared to same-age units, and their Contact ability is quite a joke, given that they are theoretically strong against light and artillery units despite the artillery having a longer range than the Sub Cruiser (so it doesn’t work against them) and some light units have the Dragon Breath ability which allows them to ignore their retaliation, yet their Contact ability works against all fast and heavy units that have bonuses against them, including the Hover Tank and Hydroelectric Eel with Stealth. With this confusion in mind, the Sub Cruiser still works very effectively, only if your boost is to a strong enough standard to counter such units. Eventually, however, they retire due to their low base stats in the Virtual Future and beyond. |
Nautilus: The Nautilus is the second ranged unit of the era, and this one generally makes more sense than the Sub Cruiser. The Nautilus, likewise with their bonuses against artillery and light units, are very effective at countering them, particularly as they have Force Field which greatly protects them from considerable damage to them (especially against the Turturret). The trouble with them is, however, their low attack and defense, which greatly allows them to be easily countered by fast and heavy units, especially those with Stealth and other offensive or defensive capabilities. Likewise, they will retire in the eras ahead. |
Hydroelectric Eel: The Hydroelectric Eel is a very interesting unit in the field. It is much like a Recon Raider, with the addition of Stealth in Bushes and the Heat ability. They can easily move on the first turn right after Rapid Deployment units and cause significant damage to the enemy, weakening them before they can attack. Their Stealth ability is also much more effective than it seems, owing to the great number of bushes and forests there are on the OF battlefield. They are best deployed against armies consisting of great numbers of ranged and artillery units, but caution must be taken especially against light and heavy units that are not as easily eliminated and can reach them on the next turn. |
Gliders: The Gliders are the Flying counterpart to the Hydroelectric Eel, and it does fulfill the same purpose as the Eel, only that they cannot be attacked by artillery, which makes them more useful against them, but they do have a modest defense and their inability to hide does make them more vulnerable to other units instead. Likewise, they are strong at efficiently eliminating enemy units on the first turn, but caution must be taken when the enemy has many defensive units that limit this capability. |
C.R.A.B. Mech: The Crab Mech is a rather useless unit in this age given its modest movement and short range. Despite having a deadly attack, their defense is substandard, despite a Reactive Armor ability, and they still take considerable damage from many units in this age. They also have a Blast ability, which might give it a good advantage at countering the Hover Tank and Hydroelectric Eel, but it isn’t particularly useful in any way. The Crab Mech only works best against ranged units (due to their substandard attack and defense), but they can still take considerable damage against fast units on the first turn. They fall very easily when facing light units and against the popular Turturret, the Crab Mech doesn’t even stand a chance against them. They should strongly be discontinued past the Oceanic Future. |
Octopod: The Octopod is a decent unit in this era; they have a potent attack and the highest defense in this era, along with good movement and range. With their strong stats, they can compete effectively against fast and ranged units (though the Hydroelectric Eel’s Stealth might give it trouble), and they also work somewhat well against light units as well provided you have a good boost. Their biggest fears, however, are artillery units as they cause significant damage to them before the Octopod is able to move. They also have an awkward Frenzy ability, which allows them to also target adjacent units to it, though it is seldom activated due to their long-range (It could work by wedging it between short-ranged units though). |
Champion: The Champion here barely upgrades the Arctic Future Champion. They are not particularly useful as the Octopod is generally a much better choice over them with their greater attack and defense. |
Turturret: The Turturret is an absolutely exceptional unit in this era; their Mortar ability and high initiative value allow them to deal massive amounts of damage to the enemy on the first turn. They are most potent against heavy units, as they can easily reduce their numbers on the first turn before they have even moved (oftentimes they are even able to kill all of them on the first turn), but they are also very strong against light units and even ranged units - who even have bonuses against them - despite them being able to move before the Turturret has attacked. Also given that units tend to clump together, the Turturret can still take good advantage of their Mortar ability. However, the biggest threats to the Turturret are units that have Flying or Stealth units. The Turturret cannot attack them (despite being able to deal their splash damage to them), and they are very weak against them. Rapid Deployment and fast units are also a threat to them as well, as they can cause significant damage to them on the first turn. |
Medusa: The Medusa is probably the weirdest unit in the whole game. They break the record of having the longest range (50: they are able to hit anywhere on the map, slowest movement (0: effectively rooted to the spot) and they have Rapid Deployment. With their strong attack in this era, they are able to significantly reduce enemy numbers before they have even moved. Their Blast ability also allows them to ignore Stealth, making any unit without Flying or Rapid Deployment immediately vulnerable to them. Despite this, the Medusa can be easily finished on the next turn, which is its greatest weakness, whilst they also have even worse issues against units with defensive skills such as Reactive Armor and Force Field and they cannot attack Flying units at all. |
Virtual Future |
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Augmented Samurai: The Augmented Samurai is once again a melee unit, but this time, they do not have Dragon Breath, but instead a Contact ability, which does almost nothing whatsoever in boosting its usefulness. With that said, it does get outperformed by Dragon Breath units as they can avoid their retaliation whilst the Samurai gets retaliated by them. The Samurai only really works against the Warrior Monk of the same age (as they are also melee units), but they fall easily to long-ranged units, as they can effectively attack them once or even twice before being able to attack, and as well as this, artillery units, especially ones with Mortar, can effortlessly rain destruction upon the Samurai, making them rather useless in this era as well. |
Ninja: Much like the old Strike Team and Paratrooper, the Ninja works very well at launching fast first strikes and dealing significant amounts of damage to enemy units on the first turn. However, they do have drawbacks in this era, as both the Warrior Monk and Ronin Bot will take a lot of hits to kill without a strong attack boost and they do struggle against the Augmented Samurai because of their Reactive Armor ability. With the added problem of Virtual Future units having the highest average movement, they can be counterattacked much of the time on the following turn (even if they are hidden) and their Stealth ability isn’t as useful since they cannot retaliate. The Ninja does work very well against artillery, though, and, besides Flying units, they are probably the best solution against them. |
Warrior Monk: The Warrior Monk is a special and funny unit in the Virtual Future. At first glance, the Warrior Monk is a melee unit, so already, many consider it much less useful, as it has to travel right up enemy lines to attack and has to receive retaliation. However, the amazing aspects include having the fastest movement in the game, meaning they can travel everywhere around the map after the first turn, and it has the greatest Dug In bonus, adding a whopping 400 defense to it, as well as the highest Heat ability, meaning it can significantly reduce a unit’s attacking potential in low scaled boosts. With their absurd movement, they are most effective against the Ninja and they are also somewhat effective against the Rocket Troop if played carefully, though if Warrior Monks do clump together, the Rocket Troop can still deal considerable damage to them. Still, they easily suffer against Augmented Samurai and Ronin Bots due to their melee range and their bonuses against the Monk. |
Ronin Bot: The Ronin Bot is also quite an exceptional unit in this era; it has moderate attack and defense, but they are very strong in this era as they outcompete the other two melee units with their range and retaliation and they also counter the Ninja very effectively as well. In addition, the Ronin Bot also possesses a Force Field ability, which is very strong at greatly protecting them from serious damage. They can comfortably eliminate all same-age and previous-age units without fear of much losses when paired with rogues. Their only real fear is, however, artillery units, in particular, the Rocket Troop and Turturret. They can cause significant damage to the Ronin Bot on the first turn (and transform many rogues at once), and deal another wave of damage to them before the Ronin Bot can eliminate them. As long as artillery units are not in significant numbers, the Ronin Bot and rogues setup can easily sort out many miscellaneous combos of other units. The Steel Warden of the next era is a very strong upgrade to this unit. |
Champion: The Champion is greatly overshadowed in this era, given the Ronin Bot’s Force Field ability is much more advantageous than bonuses on Plains and Chivalry. The Champion serves the same purpose as the Ronin Bot, but the loss of Force Field makes them much weaker in the practice than the Ronin Bot. |
Rocket Troop: The Rocket Troop is one of the best artillery units in the game. Not only does it possess the great Mortar ability, like the Turturret before it, but the increased movement, range, and initiative value makes them far superior to all artillery units, provided you have a good defense. The most effective usage of the Rocket Troop is against light and heavy units with much less initiative value (allowing you to deal enormous amounts of damage to them before they move). They are also effective against previous-age ranged units, especially as they can use their range advantage against them, but by far the biggest fears they have are units with either Stealth, or Flying. The Rocket Troop cannot attack such units, despite being able to indirectly attack them with their Mortar ability, and these units can cause significant problems for the artillery’s effectiveness. As long as you have a superior boost, the Rocket Troop can still be effectively used in the Space Ages, as with an even attack and defense, they dominate against all units except fast units. |
No Age[]
Light unit (100/1/1/14), Rogue: This is a special unit. With its 100 Attack, it can one-hit any unit with less than 10 Defense. Its ability is annoying, though. If it gets hit, it does not die if you have a non-Rogue unit. Instead, it randomly transforms into one of your remaining units that is not a Rogue. If you do not have a non-Rogue member, it will die in one hit. This can work out nicely if the Rogue transforms into a Knight against an army of Crossbowmen, but not very nicely if it is far out and gets transformed into a Trebuchet, resulting in a quick death. It takes no resources to train, but it takes 24 hours to train in a Rogue Hideout.
/ Fast Unit / Heavy Unit (varies with age), Champion: It is a fast unit, but from the Postmodern Era and onwards it becomes a heavy unit. It is similar to the fast unit above it with chivalry enabled, or just a fast unit in the current age with identical stats, until the Postmodern Era.
Light unit (10/10/1/14), Military Drummer: This unit cannot be killed with one hit because of its ability Morale, while the enemy works against it 10-10. This makes all friendly units start a battle with one point of armor and does not stack, meaning one extra hit point per friendly unit and a total of 11 hit points for this unit. It can be killed with two hits. This special unit costs 150 coins and 150 supplies, and takes 24 hours to train.
Heavy unit (11/11/1/12), Color Guard: This unit is vaguely like the military drummer. It has ability Rally (all friendly units start a battle with 12% attack and defense bonus, does not stack).
Tables of Unit Stats:[]
Bronze Age[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Spearfighter | Light | 7 / 7 / 1 / 14 | Fast +3 |
Bush D+2 Forest D+3 |
25 / 25 / 20s | 30s | Spearfighter Barracks |
Slinger | Ranged | 6 / 3 / 5 / 12 | Heavy +3 | Rocks A+1 | 60 / 15 / 1h | 2min | Slinger Range |
Horseman | Fast | 8 / 5 / 1 / 22 | Ranged +3 | None | 24 / 100 / 1h | 6min | Horseman Stable |
Warrior | Heavy | 6 / 10 / 1 / 11 | Light +3 | Plain D+2 | 160 / 0 / 1h | 6min | Warrior Barracks |
Stone Thrower | Artillery | 3 / 2 / 12 / 6 | Heavy +3 | Hills A+1 | 0 / 180 / 1h | 6min | Thrower Camp |
Clubman | Light | 3 / 3 / 1 / 14 | Fast +2 | None | Untrainable | - | No Building |
Iron Age[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Soldier | Light | 9 / 9 / 1 / 16 | Fast +4 | Bush D+3 Forest D+4 |
100 / 100 / 2h | 12min | Soldier Barracks |
Archer | Ranged | 10 / 4 / 5 / 12 | Heavy +4 | Rocks A+2 | 170 / 40 / 2h | 12min | Archery Range |
Mounted Warrior | Fast | 9 / 8 / 1 / 22 | Ranged +4 | - | 40 / 180 / 2h | 12min | Mounted Warrior Stable |
Legionnaire | Heavy | 8 / 13 / 1 / 11 | Light +4 | Plain D+4 | 230 / - / 2h | 12min | Legionnaire Barracks |
Ballista | Artillery | 4 / 3 / 13 / 6 | Heavy +4 | Hills A+2 | - / 250 / 2h | 12min | Ballista Camp |
*In update of version 0.10.0.7497(6.6.2012), the training time of Iron Age military units is decreased to 2 hours.
*In update of version 0.10.1.8027(5.7.2012), archer receive a terrain attack bonus of 2 on rocks.
Early Middle Ages[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Mounted Archer | Ranged | 9 / 8 / 5 / 22 | Heavy +5 |
Rocks A+3 |
260 / 60 / 4h | 24mins | Mounted Archer Range |
Mercenary | Light | 13 / 13 / 1 / 16 | Fast +5 | Bush D+3 Forest D+5 |
150 / 150 / 4h | 24min | Mercenary Barracks |
Heavy Cavalry | Fast | 12 / 13 / 1 / 22 | Ranged +5 | - | 70 / 260 / 4h | 24min | Heavy Cavalry Stable |
Armored Infantry | Heavy | 12 / 18 / 1 / 11 | Light +5 | Plain D+5 | 340 / - / 4h | 24min | Armored Infantry Barracks |
Catapult | Artillery | 6 / 3 / 13 / 6 | Heavy +5 | Hills A+3 | - / 350 / 4h | 24min | Catapult Camp |
Barbarian | Heavy | 10 / 6 / 1 / 14 | Light +3 | Rocks A/D+3, "Last Stand" A/D+3 | Untrainable | - | No Building |
Barbarian Slinger | Ranged | 6 / 3 / 5 / 14 | Heavy +3 | Rocks A/D+3, "Last Stand" A/D+3 | Untrainable | - | No Building |
High Middle Ages[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Berserker | Light | 20 / 16 / 1 / 16 | Fast +6 | Bush D+4 Forest D+6 |
200 / 200 / 4h | 24min | Berserker Barracks |
Crossbowman | Ranged | 20 / 10 / 5 / 12 | Heavy +6 | Rocks A+3 | 340 / 80 / 4h | 24min | Crossbow Range |
Knight | Fast | 16 / 17 / 1 / 24 | Ranged +6 | "Chivalry" A/D+3 | 80 / 340 / 4h | 24min | Knight Stable |
Heavy Infantry | Heavy | 16 / 26 / 1 / 12 | Light +6 | Plain D+6 | 430 / - / 4h | 24min | Heavy Infantry Barracks |
Trebuchet | Artillery | 9 / 4 / 14 / 6 | Heavy +6 | Hills A+3 | - / 450 / 4h |
24min |
Trebuchet Camp |
Late Middle Ages[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Great Sword Warrior | Light | 25 / 25 / 1 / 16 | Fast +7 | Bush D+4 Forest D+7 |
250 / 250 / 4h | 24min | Great Sword Warrior Barracks |
Longbow Archer | Ranged | 24 / 12 / 6 / 12 | Heavy +7 | Rocks A+4 | 420 / 100 / 4h | 24min | Longbow Archer Range |
Heavy Knight | Fast | 22 / 25 / 1 / 24 | Ranged +7 | "Chivalry" | 110 / 430 / 4h | 24min | Heavy Knight Stable |
Imperial Guard | Heavy | 23 / 33 / 1 / 12 | Light +7 | Plain D+7 | 560 / - / 4h | 24min | Imperial Guard Barracks |
Cannon | Artillery | 13 / 4 / 12 / 6 | Heavy +7 |
Hills A+4 Dug In D+14 |
- / 580 / 4h | 24min | Cannon Camp |
Colonial Age[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Ranger | Light | 35 / 35 / 1 / 16 | Fast +10 | Bush D+7; Forest D+10 "stealth in forest" |
580 / 140 / 4h | 24min | Ranger Encampment |
Musketeer | Ranged | 30 / 18 / 7 / 12 | Heavy +10 | Rocks A+6 | 350 / 350 / 4h | 24min | Musketeer Range |
Dragoon | Fast | 28 / 40 / 1 / 24 | Ranged +10 | - | 150 / 590 / 4h | 24min | Dragoon Stables |
Grenadier | Heavy | 28 / 40 / 2 / 12 | Light +10 | Plain D+10 | 760 / - / 4h | 24min | Grenadier Barracks |
Field Gun | Artillery | 14 / 6 / 15 / 8 | Heavy +10 | Hills A+6
Dug In D+18 |
- / 780 / 4h | 24min | Field Gun Camp |
*In update of version 0.18(8.10.2012), colonial age is implemented.
**In terrain bonus, A for attack bonus and D for defense bonus.
Industrial Age[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Jaeger Infantry | Light | 28 / 37 / 6 / 16 | Fast +15 | Bush D+10; Forest D+14 "Stealth in forest" |
830 / 210 / 4h | 24 min | Jaeger Encampment |
Lancer | Fast | 40 / 40 / 1 / 24 | Ranged +15 | - | 220 / 860 / 4h | 24 min | Lancer Stables |
Howitzer | Heavy | 35 / 35 / 6 / 10 | Light +15"Ignores Stealth" | Plains D+14 "Blast" |
1120 / - / 4h | 24 min | Howitzer Factory |
Breech Loader | Artillery | 18 / 9 / 15 / 8 | Heavy +15 | Hills A+9
Dug In D+22 |
- / 1160 / 4h | 24 min | Breech Loader Factory |
Rifleman | Ranged | 38 / 25 / 8 / 12 | Heavy +15 | Rocks A+9 | 500 / 500 / 4h | 24 min | Rifleman Range |
Brave Warrior | Light | 20 / 24 / 1 / 16 | Fast +8 | Forest D+6, "Last Stand" A/D+6 | Untrainable | - | No Building |
Mounted Brave | Ranged | 16 / 14 / 4 / 22 | Heavy +8 | Rocks A+6, "Last Stand" A/D+6 | Untrainable | - | No Building |
*In update of version 1.06(24.7.2013), Industrial Age is implemented on all world.
Progressive Era[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Conscript | Light | 40 / 48 / 9(6) / 16 | Artillery +25 Heavy +10 |
Trenches D+25 Entrenchments A/D+10 Close Quarters* +20 ATK |
1120 / 280 / 4h | Conscription Office |
Armored Car | Fast | 45 / 50 / 9(6) / 26 | Ranged +25 | Plains D+15 | 310 / 1250 / 4h | Armored Car Factory |
Tank | Heavy | 30 / 60 / 9(6) / 14 | Fast/Ranged +50 | NONE | 1640 / 0 / 4h | Tank Factory |
Rapid Fire Cannon | Artillery | 23 / 12 / 15(10) / 10 | Heavy +25 Fast +25 |
Hills A+12 Dug In D+26 |
- / 1720 / 4h | Ordnance Factory |
Sniper | Ranged | 30 / 30 / 12(8) / 18 | Light +50 | Bushes D+20 Forest D+40 Dug In D+40 |
740 / 740 / 4h | Sniper Camp |
**Dug in is when the attacker is more than 2 spaces away, the defender gains bonus defense.
***Trenches and Entrenchments will appear only when either players of the battle have Progressive Era's units, please refer to PE Battle Field.
Modern Era[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Mechanized Infantry | 60 60 9(6) 24 |
Ranged +30 Light +10 |
Plains D+10 | NONE | 100 430 4 hrs |
Mechanized Infantry Barracks | |
Bazooka Team | 70 45 7(5) 14 |
+35 Heavy +25 Artillery |
Entrenchment A/D+20F Trenches D+25 |
Dug In (Gains a 30 point defense bonus if attacker is more than 2 spaces away.) |
250 250 4 hrs |
Heavy Weapons Center | |
Battle Tank | 45 65 10(7) 20 |
+55 Ranged +55 Fast |
NONE | NONE | 560 0 4 hrs |
Battle Tank Factory | |
Mechanized Artillery | 32 35 16(11) 16 |
+20 Heavy +20 Fast |
Hills A+15 | NONE | 0 580 4 hrs |
Mechanized Artillery Factory | |
Paratrooper | 48 48 9(6) 18 |
+25 Light +40 Artillery |
Entrenchment A+25 Rocks A+25 Bush D+20 Forest D+40 |
Rapid Deployment (Starts the battle in a random field on the map and acts before any other units.) Stealth (Hides in forest.) |
420 100 4 hrs |
Paratrooper Camp | |
Champion | 60 60 9(6) 24 |
+10 Light +30 Ranged |
Plains D+10 | Chivalry (Gains a 7 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 4 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Postmodern Era[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
IFV | 75 65 10(7) 28 |
+40 Artillery +40 Light |
Plains D+25 | NONE | 100 420 4 hrs |
IFV Factory | |
Commando | 80 55 7(5) 18 |
+40 Artillery +40 Heavy |
Entrenchments A/D+25 Forest D+50 |
Close Quarters (Gains a 50 attack bonus when attacking an adjacent field.) Stealth (Hides in forest.) |
250 250 4 hrs |
Commando Camp | |
Universal Tank | 80 75 10(7) 22 |
+65 Ranged +65 Fast |
Plains A+15 | NONE | 560 0 4 hrs |
Universal Tank Factory | |
Rocket Artillery | 45 35 18(12) 16 |
+25 Ranged +35 Heavy |
NONE | NONE | 0 580 4 hrs |
Rocket Artillery Factory | |
MG Team** | 70 55 10(7) 14 |
+35 Light +35 Fast |
Entrenchments A/D+35 Rocks A/D+25 |
Contact! (Always retaliates against attacks.) Dug In (Gains a 20 point defense bonus if attacker is more than 2 spaces away.) |
420 100 4 hrs |
Machinegun Range | |
Champion | 75 65 10(7) 28 |
+40 Light +40 Artillery |
Plains D+25 | Chivalry (Gains a 8 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 5 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Contemporary Era[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Attack Helicopter | 120 100 10(7) 28 |
+40 Light | NONE | Flying (Cannot be attacked by artillery units and ignores terrain when moving.) |
1,000 4,000 4 hrs |
Attack Helicopter Base | |
Strike Team | 100 80 9(6) 18 |
+60 Artillery +20 Heavy |
Entrenchments A/D+35 Forest D+60 |
Stealth (Hides in forest.) Rapid Deployment (Starts the battle in a random field on the map and acts before any other unit.) |
2,500 2,500 4 hrs |
Strike Team Center | |
Assault Tank | 105 90 10(7) 22 |
+65 Ranged +30 Fast |
Plains A+20 | Reactive Armor (Cannot take more than 4 damage per attack). |
5,000 0 4 hrs |
Assault Tank Factory | |
Missile Artillery | 50 70 18(12) 16 |
+25 Heavy +10 Ranged |
NONE | MIRV (Hits targeted unit and between 1 and 3 additional units in range.) One Shot (Is removed from battle after attacking. Dies when battle is lost.) |
0 5,000 4 hrs |
Missile Site | |
Anti-Aircraft Vehicle | 90 80 10(7) 24 |
+80 Fast +60 Light |
Plains A/D+25 | Contact! (Always retaliates against attacks.) |
4,000 1,000 4 hrs |
Air Defense Factory | |
Champion | 105 125 10(7) 22 |
+70 Ranged +35 Fast |
Plains A+30 | Chivalry (Gains a 8 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 6 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Tomorrow Era[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Combat Drone | 155 90 11(8) 30 |
+60 Light +10 Artillery |
NONE | Flying (Cannot be attacked by artillery units and ignores terrain when moving.) |
4,160 1040 4 hrs |
Combat Drone Base | |
Ultra AP | 110 80 7(5) 16 |
+60 Heavy +50 Artillery |
Rubble A/D+40 Broken Ground A+20 Entrenchments D+30 |
Rapid Deployment (Starts the battle in a random field on the map and acts before any other units.) Contact! (Always retaliates against any attacks within range.) |
0 5,200 4 hrs |
Ultra AP Factory | |
Stealth Tank | 120 105 7(5) 20 |
+50 Ranged +30 Fast |
NONE | Stealth (Hides on Plains.) |
2,600 2,600 4 hrs |
Stealth Tank Factory | |
Microwave Blaster | 70 85 12(8) 24 |
+20 Ranged +60 Heavy |
Plains A/D+30 | Heat (Reduces attack of target by 20%.) Blast (Gains attack bonus of 3 for each field closer to the target.) (Ignores stealth.) |
1,400 4,160 4 hrs |
Microwave Blaster Factory | |
Anti-Materiel Sniper | 100 70 16(11) 20 |
+60 Light +90 Fast |
Rubble A/D+20 House A/D+40 |
Dug In (Gains a 50 point defense bonus if attacker is more than 2 spaces away.) |
5,200 0 4 hrs |
Anti-Materiel Range | |
Champion | 140 130 10(7) 22 |
+90 Ranged +50 Fast |
Plains A+40 Plains D+50 |
Chivalry (Gains a 10 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 8 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Future Era[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Drone Swarm | 170 110 1(1) 18 |
+100 Ranged +150 Artillery |
Rocks A+40 House D+100 Forest D+50 |
Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Rapid Deployment (Starts the battle in a random field on the map and acts before any other units.) |
5,400 600 4 hrs |
Drone Swarm Hub | |
Exoskeleton Soldier | 120 105 10(7) 20 |
+80 Heavy +100 Fast |
House A/D+50 Rubble A/D+30 |
Close Quarters (Gains attack bonus when attacking an adjacent field of 80.) Blast (Gains an attack bonus of 6 for each field closer to the target.) (Ignores stealth.) |
1,800 4,200 4 hrs |
Exoskeleton Factory | |
Hover Tank | 120 120 12(8) 15 |
+100 Ranged +20 Fast |
Stealth (Hides on Plains.) Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) |
3,000 3,000 4 hrs |
Hover Tank Base | ||
Rail Gun | 160 140 20(14) 6 |
+80 Light +120 Heavy |
Hills A+50 Plains D+40 |
Recharge (Fires every other turn only.) Power Shot (Ignores most defensive skills and terrain.) |
0 6,000 4 hrs |
Rail Gun Range | |
Satellite Spotter | 80 100 14(10) 22 |
+140 Light +70 Artillery |
Heat (Reduces attack of target by 20%.) |
4,800 1,200 4 hrs |
Satellite Uplink Center | ||
Champion | 160 145 10(7) 22 |
+100 Ranged +60 Fast |
Plains A+50 Plains D+60 |
Chivalry (Gains a 12 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 10 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Arctic Future[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Recon Raider | 180 100 8(6) 36 |
+160 Artillery +140 Heavy |
Entrenchments A+60 Rubble A+20 Entrenchments D+80 Rubble D+40 |
Dug In (Gains a 60 point defense bonus if attacker is more than 2 spaces away.) |
4,500 3,000 4 hrs |
Recon Raider Garage | |
Dragon Drone | 110 130 1 32 |
+120 Artillery +100 Fast |
Bushes A+40 Forest D+60 Rubble D+40 |
Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Dragon Breath (Attacks a row of enemies up to 2 tiles behind the target enemy without receiving retaliation.) |
3,000 4,500 4 hrs |
Dragon Drone Base | |
Battle Fortress | 150 150 12(8) 20 |
+50 Ranged +70 Light |
Plains A+30 Hills A+30 Forest D+20 Plains D+40 |
Reactive Armor (Cannot take more than 3 damage per attack.) |
1,500 6,000 4 hrs |
Battle Fortress Factory | |
Behemoth | 200 120 12(8) 12 |
+60 Ranged +100 Light |
Forest A+50 Brushes A+40 House D+40 Rubble D+50 |
Hides on Hills (Stealth) Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) |
3,750 3,750 4 hrs |
Behemoth Hangar | |
Plasma Artillery | 180 140 20(14) 14 |
+140 Heavy +100 Ranged |
Plains A+50 House D+40 Hill D+60 |
Heat (Reduces attack of target by 20%.) Blast (Gains attack bonus of 3 for each field closer to the target.) (Ignores stealth.) |
1,500 6,000 4 hrs |
Plasma Range | |
Surrogate Soldier | 140 130 10(7) 18 |
+140 Light +120 Fast |
Entrenchments A+80 House A+60 Entrenchments D+60 House D+40 |
Dug In (Gains a 40 point defense bonus if attacker is more than 2 spaces away.) Contact! (Always retaliates against attacks.) |
3,750 3,750 4 hrs |
Surrogate Assembly | |
Champion | 180 160 10(7) 22 |
+100 Ranged +70 Fast |
Plains A+60 Plains D+70 |
Chivalry (Gains a 14 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 12 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Oceanic Future[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Hydroelectric Eel | 180 150 10(7) 35 |
+150 Artillery +160 Ranged |
Rock A/D+70 House A+40 Forest D+45 |
Hides in Bushes (Stealth) Heat (Reduces attack of target by 20%.) |
3,750 3,750 4 hrs |
Hydroelectric Facility | |
Gliders | 200 120 8(6) 30 |
+140 Artillery +140 Ranged |
Rock A/D+70 House A+40 Forest D+45 |
Swarm (Units with Swarm get a 30 point bonus in defense when they are adjacent to other units with Swarm.) Flying (Cannot be attacked by artillery units. Ignore terrain when moving.) |
3,200 4,800 4 hrs |
Glider Hive | |
Manta | 190 170 9(6) 24 |
+150 Heavy +140 Fast |
Hills A+70 Forest D+50 Rubble D+40 |
Poison (50% chance of poisoning unit it attacks. Poisoned units lose 1 HP every turn.) Contact! (Always retaliates against attacks.) |
3,000 4,500 4 hrs |
Manta Bay | |
Scimitar | 180 200 1 35 |
+140 Heavy +160 Fast |
Rocks A/D+70 House A+40 Forest D+45 |
Dragon Breath (Attacks a row of enemies up to 2 tiles behind the target enemy without receiving retaliation.) |
4,800 3,200 4 hrs |
Scimitar Hangar | |
Octopod | 180 220 10(7) 20 |
+60 Ranged +120 Fast |
Rubble A+50 Hills A+60 Forest D+80 Plains D+80 |
Frenzy (Deals 50% damage to the enemy units within 1 tile range of unit on top of damaging targeted unit.) |
4,500 3,000 4 hrs |
Octo Depot | |
C.R.A.B. Mech | 210 130 7(5) 20 |
+60 Ranged +80 Fast |
Rubble A+50 Hills A+60 Entrenchments D+80 |
Reactive Armor (Cannot take more than 4 damage per attack.) Blast (Gains attack bonus of 6 for each field closer to the target.) (Ignores stealth.) |
1,500 6,000 4 hrs |
C.R.A.B. Lab | |
Turturret | 170 160 20(14) 10 |
+160 Heavy +120 Light |
Plains A+50 Rocks D+30 |
Mortar (Its shots also cause 50% damage to units within a 2 tile range around the targeted unit.) |
1,500 6,000 4 hrs |
Turturret Dock | |
Medusa | 210 140 100 0 |
+180 Heavy +150 Light |
Plains A+50 Rocks D+30 |
Rapid Deployment (Starts the battle in a random field on the map and acts before any other units.) Blast (Gains increased damage bonus for each tile closer to the target.) (Ignores stealth.) |
5,600 2,400 4 hrs |
Medusa Silo | |
Sub Cruiser | 150 140 12(8) 22 |
+150 Artillery +130 Light |
Plains A+75 Forest D+65 Brushes D+60 |
Dug In (+70 DEF if attacker is more than 2 spaces away.) Contact! (Always retaliates against attacks.) |
4,500 3,000 4 hrs |
Cruiser Port | |
Nautilus | 150 140 12(8) 22 |
+140 Artillery +140 Light |
House A+40 House D+50 Entrenchments A/D+70 |
Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) |
3,000 4,500 4 hrs |
Nautilus Drop | |
Champion | 190 160 10(7) 22 |
+100 Ranged +70 Fast |
Plains A+60 Plains D+70 |
Chivalry (Gains a 15 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 13 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Virtual Future[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Warrior Monk | 270 240 1(1) 40 |
+200 Artillery +240 Ranged |
Rocks A+60 Forest A+120 Forest D+60 |
Heat (Reduces attack of target by 50%.) |
3,600 8,400 4 hrs |
Warrior Monk School | |
Augmented Samurai | 280 220 1(1) 30 |
+250 Heavy +200 Fast |
Plains A+40 Rocks D+80 |
Reactive Armor (Cannot take more than 4 damage per attack.) Contact! (Always retiliates against attacks.) |
8,400 3,600 4 hrs |
Dojo | |
Ronin Bot | 230 250 12(8) 12 |
+170 Fast +230 Ranged |
Hills A+30 Hills D+30 |
Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) |
3,600 8,400 4 hrs |
Combat Robot Factory | |
Rocket Troop | 300 200 24(16) 12 |
+250 Light +200 Heavy |
Hills A+40 Plains A+30 Hills D+30 |
Mortar (It's shots also cause 50% damage to units within 2 tiles range around the targeted unit.) |
3,600 8,400 4 hrs |
Rocket Range | |
Ninja | 290 220 8(6) 20 |
+240 Light +180 Artillery |
Rocks A+50 Forest A+50 Swamp D+90 |
Rapid Deployment (Starts the battle in a random field of the map and acts before another unit.) Stealth (Hides in Forests.) |
6,000 6,000 4 hrs |
Hidden School | |
Champion | 240 210 10(7) 22 |
+150 Ranged +120 Fast |
Plains A+80 Plains D+90 |
Chivalry (Gains a 18 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 13 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Space Age Mars[]
Name | Class | Properties Attack Defense Range Mov. |
Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost Coins Supplies Time |
Building |
---|---|---|---|---|---|---|---|
Sentinel | 550 450 8(6) 30 |
+250 Artillery +250 Ranged |
NONE | Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Keen Eye (Provides a 20% chance of doubling the damage upon attacking enemy units of any era.) |
8,400 3,600 4 hrs |
Sentinel Dome | |
Space Marine | 500 500 1(1) 30 |
+250 Heavy +250 Fast |
Broken Ground D+150 | Dragon Breath (Attacks a row of enemies up to three tiles behind the target enemy without receiving retaliation.) Keen Eye (Provides a 20% chance of doubling the damage upon attacking enemy units of any era.) |
8,400 3,600 4 hrs |
Space Marine Barracks | |
Steel Warden | 400 600 10(7) 18 |
+250 Fast +250 Ranged |
Rocks A+70 Rocks D+80 |
Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) Keen Eye (Provides a 20% chance of doubling the damage upon attacking enemy units of any era.) |
8,400 3,600 4 hrs |
Steel Warden Station | |
Sniperbot | 600 400 26(18) 14 |
+250 Light +250 Heavy |
Hills A+100 Hills D+50 |
Heat (Reduces attack of target by 50%.) Keen Eye (Provides a 20% chance of doubling the damage upon attacking enemy units of any era.) |
8,400 3,600 4 hrs |
Sniperbot Facility | |
Tesla Walker | 450 550 14(10) 16 |
+250 Light +250 Artillery |
Rubble A+75 Rubble D+75 |
Blast (Gains attack bonus of 12 for each field closer to the target and ignores stealth.) Keen Eye (Provides a 20% chance of doubling the damage upon attacking enemy units of any era.) |
8,400 3,600 4 hrs |
Tesla Works | |
Champion | 400 600 10(7) 22 |
+250 Ranged +200 Fast |
Plains A+100 Plains D+100 |
Chivalry (Gains a 50 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 50 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
0 0 24 hrs |
Champion's Retreat |
Space Age Asteroid Belt[]
Name | Class | Properties | Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost | Building |
---|---|---|---|---|---|---|---|
Hover Hammer | 700 700 1(1) 28 |
+300 +300 |
Rocks A+120 Rocks D+60 |
Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Keen Eye (Provides a 25% chance of doubling the damage upon attacking enemy units of any era.) |
9,000 6,000 4 hrs |
Hover Hammer Parkour | |
B.E.L.T. | 750 550 24(16) 10 |
+300 +300 |
Broken Ground A+50 Broken Ground D+80 |
Blast (Gains increased damage output with 8 for each tile closer to the target and ignores Stealth.) Keen Eye (Provides a 25% chance of doubling the damage upon attacking enemy units of any era.) |
7,500 7,500 4 hrs |
B.E.L.T. Site | |
Drill Ranger | 800 600 1(1) 26 |
+300 +300 |
Hills A+100 Hills D+100 |
Contact! (Always retaliates against attacks within range.) Keen Eye (Provides a 25% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Drill Ranger Depot | |
Shredder | 550 800 2(2) 18 |
+300 +300 |
None | Close Quarters (Gains attack bonus of 200 when attacking an adjacent field.) Keen Eye (Provides a 25% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Shredder Factory | |
Nail Storm | 650 650 16(11) 14 |
+300 +300 |
Rubble A+80 Rubble D+100 |
Stealth (Hides in Rubble) Keen Eye (Provides a 25% chance of doubling the damage upon attacking enemy units of any era.) |
12,000 3,000 4 hrs |
Nail Storm Range | |
Champion | 600 900 2(2) 20 |
+300 +350 |
Plains A+150 Plains D+150 |
Chivalry (Gains a 60 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 100 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
None 24 hrs |
Champion's Retreat |
Space Age Venus[]
Name | Class | Properties | Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost | Building |
---|---|---|---|---|---|---|---|
Energy Cannon | 800 900 8(6) 30 |
+350 +350 |
Rubble A+100 Rubble D+80 |
Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Keen Eye (Provides a 30% chance of doubling the damage upon attacking enemy units of any era.) |
12,000 3,000 4 hrs |
Energy Cannon Constructor | |
Power Dragon | 700 900 24(16) 12 |
+350 +350 |
Rocks A+50 Rocks D+90 |
Power Shot (Ignores most defensive skills and terrain.) Keen Eye (Provides a 30% chance of doubling the damage upon attacking enemy units of any era.) |
9,000 6,000 4 hrs |
Power Dragon Firing Range | |
Observer Drone | 900 800 5(4) 24 |
+350 +350 |
Broken Ground A+100 Broken Ground D+110 |
Stealth (Hides on Broken Ground) Keen Eye (Provides a 30% chance of doubling the damage upon attacking enemy units of any era.) |
7,500 7,500 4 hrs |
Observer Drone Platform | |
Steel Fist | 750 950 2(2) 18 |
+350 +350 |
Hills A+80 Hills D+70 |
Reactive Armor (Cannot take more than 4 damage per attack.) Keen Eye (Provides a 30% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Steel Fist Bunker | |
Ghost Blaster | 850 850 14(10) 16 |
+350 +350 |
None | Blast (Gains attack bonus of 10 for each field closer to the target and ignores stealth.) Keen Eye (Provides a 30% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Ghost Blaster Production Line | |
Champion | 800 1200 2(2) 20 |
+400 +450 |
Plains A+200 Plains D+200 |
Chivalry (Gains a 61 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 150 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
None 24 hrs |
Champion's Retreat |
Space Age Jupiter Moon[]
Name | Class | Properties | Unit Bonus vs. | Terrain Bonus | Special Skills | Training Cost | Building |
---|---|---|---|---|---|---|---|
Abyssal Glider | 850 900 8(6) 30 |
+400 +400 |
Rocks A+70 Rocks D+110 |
Flying (Cannot be attacked by artillery units and ignores terrain when moving.) Keen Eye (Provides a 35% chance of doubling the damage upon attacking enemy units of any era.) |
12,000 3,000 4 hrs |
Glider Foundry | |
Cavitation Tank | 800 850 24(16) 12 |
+400 +400 |
Hills A+100 Hills D+90 |
Blast (Gains attack bonus of 10 for each field closer to the target and ignores stealth.) Keen Eye (Provides a 35% chance of doubling the damage upon attacking enemy units of any era.) |
9,000 6,000 4 hrs |
Cavitation Assembler | |
Division Drones | 800 1000 3(2) 25 |
+400 +400 |
Rubble A+100 Rubble D+90 |
Stealth (Hides in Rubble) Keen Eye (Provides a 35% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Aqua Drone Systems | |
Glacier Hiker | 900 1100 2(2) 18 |
+400 +400 |
None | Force Field (Absorbs damage points by 2, up to a minimum of 1 damage point.) Keen Eye (Provides a 35% chance of doubling the damage upon attacking enemy units of any era.) |
6,000 9,000 4 hrs |
Glacier Galvanizer | |
Harpoon Grenadier | 800 900 14(10) 16 |
+400 +400 |
Broken Ground A+100 Broken Ground D+110 |
Contact! (Always retaliates against attacks.) Keen Eye (Provides a 35% chance of doubling the damage upon attacking enemy units of any era.) |
7,500 7,500 4 hrs |
Grenadier Armory | |
Champion | 1000 1500 2(2) 20 |
+500 +550 |
Plains A+250 Plains D+250 |
Chivalry (Gains a 65 point bonus to attack and defense when it is the only unit with chivalry in your army.) Call of Duty (Grants a 200 point attack and defense bonus to all friendly units when this unit is killed. Only applicable once.) |
None 24 hrs |
Champion's Retreat |
No Age[]
Name | Class | Properties Att./Def./Rg./Spd. |
Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|
Rogue | Light | 100 / 1 / 1/ 14 | no bonus
Secret Identity (Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit without secret identity remaining) |
0 / 0 / 24h | 2 hr 24 min | Rogue Hideout |
Champion | Fast/Heavy | varies with age | Ranged + varies
Plains (from the Progressive Era upwards)+varies; Chivalry (Gains attack and defense when is the only unit with Chivalry in your army)+varies; Call of Duty (Grants attack and defense bonus to all friendly units when this unit is killed. Only applicable once)+varies |
0 / 0 / 24h | 2 hr 24 min | Champion's Retreat |
Military Drummer | Light | 10 / 10 / 1/ 14 | no bonus
Morale (All friendly units start a battle with 1 point of armor. Does not stack); Rally (All friendly units start a battle with 6% attack and defense bonus. Does not stack) |
150 / 150 / 24h | 2 hr 24 min | Drummer School |
Color Guard | Heavy | 11 / 11 / 1/ 12 | no bonus
Rally (All friendly units start a battle with 12% attack and defense bonus. Does not stack) |
150 / 150 / 24h | 2 hr 24 min | Color Guard Camp |
Universe | ||
Military |
||
Player |