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{{MilLU}} '''Light Unit''' (110/130/1/32), [[Dragon Drone]]: Gets increased defense, but decreased attack from the Future Era. Range is decreased, but movement speed is increased. Loses two skills: Close Quarters and Blast. Gets two skills: Flying (cannot be attacked by artillery unit and ignores terrain when moving) and Dragon Breath (attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation). Very Fast, especially for a Light Unit and is the only melee unit of all units of Arctic Future. |
{{MilLU}} '''Light Unit''' (110/130/1/32), [[Dragon Drone]]: Gets increased defense, but decreased attack from the Future Era. Range is decreased, but movement speed is increased. Loses two skills: Close Quarters and Blast. Gets two skills: Flying (cannot be attacked by artillery unit and ignores terrain when moving) and Dragon Breath (attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation). Very Fast, especially for a Light Unit and is the only melee unit of all units of Arctic Future. |
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− | {{MilHU}} '''Heavy Unit 1''' (150/150/12/20), [[Battle Fortress]]: Gets increases in both attack and defense from the Future Era. Range stay the same, but movement is increased. Its reactive armor skill changes from four to three maximum damage. Loses |
+ | {{MilHU}} '''Heavy Unit 1''' (150/150/12/20), [[Battle Fortress]]: Gets increases in both attack and defense from the Future Era. Range stay the same, but movement is increased. Its reactive armor skill changes from four to three maximum damage. Loses two special skills: Stealth and Force Field. |
{{MilFU}} '''Fast Unit''' (180/100/8/36), [[Recon Raider]]: Gets increased attack, but decreased defense from the Future Era. Both range and movement are increased. Loses two special abilities: Flying and Rapid Deployment. Gets the special ability Dug-in (receives defense bonus if the enemy is more than two tiles from away it). |
{{MilFU}} '''Fast Unit''' (180/100/8/36), [[Recon Raider]]: Gets increased attack, but decreased defense from the Future Era. Both range and movement are increased. Loses two special abilities: Flying and Rapid Deployment. Gets the special ability Dug-in (receives defense bonus if the enemy is more than two tiles from away it). |
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{{MilRU}} '''Ranged Unit''' (140/130/10/18), [[Surrogate Soldier]]: Gets increases in both attack and defense from the Future Era. Both range and movement speed are decreased. Loses the Heat ability. Gets two special abilities: Contact! (always retaliate against attacks within range) and Dug-in (receives defense bonus if the enemy is more than two tiles from away it). |
{{MilRU}} '''Ranged Unit''' (140/130/10/18), [[Surrogate Soldier]]: Gets increases in both attack and defense from the Future Era. Both range and movement speed are decreased. Loses the Heat ability. Gets two special abilities: Contact! (always retaliate against attacks within range) and Dug-in (receives defense bonus if the enemy is more than two tiles from away it). |
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− | {{MilAU}} '''Artillery Unit''' (180/140/20/14), [[Plasma Artillery]]: Gets increased attack, but defense stay the same from the Future Era. Movement are increased, but range stays the same. Loses two skills: Recharge and Power |
+ | {{MilAU}} '''Artillery Unit''' (180/140/20/14), [[Plasma Artillery]]: Gets increased attack, but defense stay the same from the Future Era. Movement are increased, but range stays the same. Loses two special skills: Recharge and Power Shot. Gets two skills: [[Heat]] (reduces attack of target by 20%) and [[Blast]] (gains attack bonus of 3 for each field closer to the target. Ignores stealth). |
{{MilHU}} '''Heavy Unit 2''' (200/120/12/12), [[Behemoth]]: It's second heavy unit of the Arctic Future. It has Stealth on Hills and Force Field skill. It has same defense value and range as Hover Tank, but it has lower speed than Hover Tank. Also it has double higher attack value than Rogue, so it has the highest attack value of all Arctic Future units. |
{{MilHU}} '''Heavy Unit 2''' (200/120/12/12), [[Behemoth]]: It's second heavy unit of the Arctic Future. It has Stealth on Hills and Force Field skill. It has same defense value and range as Hover Tank, but it has lower speed than Hover Tank. Also it has double higher attack value than Rogue, so it has the highest attack value of all Arctic Future units. |
Revision as of 15:42, 24 March 2021
Military units are the soldiers used in battle, acting an essential role in the game. There are five classes of military units in the game. They are light units, heavy units, fast units, ranged units, and artillery units. They each have different properties, and players need to change their play style and tactics depending on which units they use most.
To train a unit, you have to build their specific barracks/building after having researched the technology. An example is to have researched Spears, built a Spearfighter Barracks, and then you can train Spearfighters from this military building. A barracks can train and hold two units after being built, but it has two more slots to be unlocked using coins and supplies. The fifth slot needs diamonds to unlock. This means the most a barracks can hold is 5 units.
Some units gain an attack and/or defense bonus when on a certain type of terrain. For example, Spearfighters gain 2 defense bonus when on the "bushes" type of terrain and Stone Thrower gain 1 attack bonus when on the "hills" type. These bonuses are often similar for all units of a similar class but this is not always true (especially in the Industrial Age)
Some classes gain bonuses against other classes, giving great 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 often critical in deciding victory or defeat in a battle.
Units deal less damage in battle as their health decreases, but after a battle ends any damaged units will slowly recover. For all units except Spearfighters, the time remaining for a given unit to heal is 1/10 of its training time per bar of health. If the unit was originally trained in a barracks, the time remaining for a damaged unit to be fully healed is displayed within the barracks that trained it.
Attached/Unattached Units
Attached units are Military Units you produce in your city. These units are produced at and connected (attached) to your existing military buildings and have a maximum number of 5 per building. Champions have a maximum of 2 per Champion's Retreat. Now - when you delete a military building ALL troops attached to (produced by) that building will be deleted also.
Unattached units are not produced by your military buildings and therefore are not connected (attached) to any of them. These units will stay in your inventory as long as you are not losing them in battle or deleting them yourself.
Unattached units can be acquired during the Guild Expeditions from Guild Expeditions Chests and Relics provided by the Temple of Relics, through the Daily Challenges and by completing quests. Unattached units can also be acquired through the Alcatraz.
Detailed Description of Units:
Bronze Age
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.
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.
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.
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.
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
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.
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.
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.
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).
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 Ages
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.
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 arrears 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.
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.
Ranged Unit (9/6/5/22) 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.
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 Ages
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.
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.
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.
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.
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 Ages
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
Progressive Era
Light Unit (40/48/9/16) Conscript: Gets increases in both attack and defense from the Industrial Age. Movement speed stay the same and range is increased. Loses the Stealth ability. Gets the special ability Close Quarters, gains attack bonus when attacking an adjacent field.
Heavy Unit (30/60/9/14) Tank: Loses some attack damage and gains a lot of defense damage. Both range and movement are increased. Loses the Blast ability.
Fast Unit (45/50/9/26) Armored Car: Gets increases in all stats. This unit changes the Fast Class.
Ranged Unit (30/30/12/18) Sniper: Ranged unit loses some attack damage and gains some defense damage. Both attack range and movement increased. Gets the special ability Dug-in, receives a defense bonus when the enemy is more than two tiles away from it. This ranged unit has same range as Stone Thrower and Cannon. This unit changes the Ranged Class.
Artillery Unit (23/12/15/10) Rapid Fire Cannon: Gets a boost in attack and defense. Range stays the same and movement is increased. Same special ability as Cannon, Field Gun and Breech Loader. This unit changes the Artillery Class.
Modern Era
Light Unit (70/45/7/14) Bazooka Team: Gets increased attack, but decreased defense from the Progressive Era. Both range and movement are decreased. Gets the special ability Dug-in, receives a defense increase when enemy is more than two tiles away from it. Loses the Close Quarters ability.
Heavy Unit (45/65/10/20) Battle Tank: Gets increases in both attack and defense from the Progressive Era. Both range and movement are increased.
Fast Unit (60/60/9/24) Mechanized Infantry: Gets increases in both attack and defense from the Progressive Era. Range stay the same, but movement is decreased.
Ranged Unit (48/48/9/18) Paratrooper: Gets increases in both attack and defense from the Progressive Era. Loses Range, but movement stays the same. Loses the Dug-in ability. Gets two special abilities: Rapid Deployment (starts the battle in a random field on the map and acts before any other unit) and Stealth (when standing in forest, they can be only damaged by adjacent melee attacks).
Artillery Unit (32/35/16/16) Mechanized Artillery: Gets increases in both attack and defense from the Progressive Era. Both range and movement are increased. Loses the Dug-in ability.
Postmodern Era
Light Unit (80/55/7/18), Commando: Gets increases in both attack and defense from the Modern Era. Range stays the same and movement is increased. Loses the Dug-in ability. Gets two special abilities: Close Quarters (gaining attack when attacking in adjacent field) and Stealth (when standing in forest, they can only be damaged by adjacent melee attacks).
Heavy Unit (80/75/10/22), Universal Tank: Gets increases in both attack and defense from the Modern Era. Range stays the same and movement is increased
Fast Unit (75/65/10/28), IFV: Gets increases in both attack and defense from the Modern Era. Both range and movement are increased.
Ranged Unit (70/55/10/14), MG Team: Gets increases in both attack and defense from the Modern Era. Range is increased, but movement is decreased. Loses two special abilities: Rapid Deployment and Stealth. Gets two special abilities: Contact! (always retaliate against attacks within range) and Dug-in (receives defense bonus if the enemy is more than two tiles away from it).
Artillery Unit (45/35/18/16), Rocket Artillery: Gets increased attack, but defense stays the same as the Modern Era. Movement stay the same and range is increased.
Contemporary Era
Light Unit (100/80/9/18), Strike Team: Same range, speed and special abilities as paratroopers (Modern Era Ranged Units). The damage is nearly 2.083x more than Paratroopers and defense is nearly 1.67x more than Paratroopers. Loses the Close Quarters ability. This light unit works very similarly to the Paratrooper.
Heavy Unit (105/90/10/22), Assault Tank: Gets increases in both attack and defense from the Postmodern Era. Range and movement are the same. Gets the special ability Reactive Armor (cannot take more than four damage per attack).
Fast Unit (120/100/10/28), Attack Helicopter: Gets increases in both attack and defense from the Postmodern Era. Range and movement are the same. Gets the special ability Flying (cannot be attacked by artillery units and ignores terrain when moving).
Ranged Unit (90/80/10/24), Anti-Aircraft Vehicle: Gets increases in both attack and defense from the Postmodern Era. Range is same and movement is increased. Loses the Dug-in ability.
Artillery Unit (50/70/18/16), Missile Artillery: Gets increases in both attack and defense from the Postmodern Era. Range and movement are the same. Gets two special abilities: MIRV (hits targeted unit and between one and three additional units in range) and One-Shot (is removed from the battle after attacking and dies when battle is lost).
Tomorrow Era
Light Unit (110/80/7/16), Ultra AP: Light unit gets increased attack, but defense stays the same from the Contemporary Era. Both range and movement are decreased. Loses the Stealth ability. Gets the special ability Contact! (always retaliates against any attacks within range). This light unit works similarly to MG Teams and Anti-Aircraft Vehicles, but has the lowest speed in the Tomorrow Era, having lower defense than artillery units from the same age.
Heavy Unit (120/105/7/20), Stealth Tank: Gets increases in both attack and defense from the Contemporary Era. Both range and movement are decreased. Loses the Reactive Armor ability. Gets the special ability Stealth. It will hide on plains instead of forests. It they can be only damaged by adjacent melee attacks.
Fast Unit (155/90/11/30), Combat Drone: Gets increased attack, but decreased defense from the Contemporary Era. Both range and movement are increased. Same special ability as Attack Helicopter. This fast unit has simple long attack range and can attack any enemy units with ability Contact! without retaliation damage.
Ranged Unit (100/70/16/20), Anti-Materiel Sniper: Gets increased attack but decreased defense from the Contemporary Era. Range is increased, but movement is decreased. Loses the Contact! ability. Gets the special ability Dug-in (receives defense bonus if the enemy is more than two tiles from away it). This unit has the longest attack range of all Tomorrow Era units; it also has the same range as Mechanized Artillery (Modern Era artillery unit), but have the lowest defense in the Tomorrow Era.
Artillery Unit (70/85/12/24), Microwave Blaster: Gets increases in both attack and defense from the Contemporary Era. Movement is increased, but range is decreased. Loses two special abilities: MIRV and One-Shot. Gets two special abilities: Heat (reduces attack of target) and Blast (gains attack bonus for each field closer to the target and ignores stealth). This Artillery Unit has shorter range than Ranged Units from the same age. Also it has higher defense than light units and ranged units from the same-age.
Future Era
Light Unit (120/105/10/20), Exoskeleton Soldier: Gets increases in both attack and defense from the Tomorrow Era. Both range and movement are increased. Loses two special abilities, Rapid Deployment and Contact!. Gets two special abilities Close Quarters (gains attack bonus when attacking an adjacent field) and Blast (gains increased damage output for each tile closer to the target and ignores Stealth).
Heavy Unit (120/105/12/15), Hover Tank: Gets increased range and defense, but attack stays the same as Tomorrow Era. Movement is decreased. Gets the special ability Force Field (absorbs damage points by 2, up to a minimum of 1 damage point).
Fast Unit (170/110/1/18), Drone Swarm: Gets increases in both attack and defense from Tomorrow Era. Both range and movement are decreased. It is the only melee unit of all Future Era units. Gets the special ability Rapid Deployment (starts the battle in a random field on the map, acts before any other unit).
Ranged Unit (80/100/14/22), Satellite Spotter: Gets increased defense, but decreased attack from Tomorrow Era. Ranged is decreased, but movement is increased. Loses the Dug-in ability. Gets the special ability Heat (reduces attack of target).
Artillery Unit (160/140/20/6), Rail Gun: Gets increases in both attack and defense from Tomorrow Era. Range is increased, but movement is decreased. Loses two special abilities: Heat and Blast. Gets two special abilities: Recharge (fires every other turn only) and Power Shot (ignores defensive skills and terrain). It has huge improvements in attack, defense and range over the Microwave Blaster. It has the highest attack after the Fast Unit, the highest defense after the same-age Champion and the longest range of all Future Era units, but it is still very slow and it is still vulnerable to both Fast Units and Ranged Units.
Arctic Future
Light Unit (110/130/1/32), Dragon Drone: Gets increased defense, but decreased attack from the Future Era. Range is decreased, but movement speed is increased. Loses two skills: Close Quarters and Blast. Gets two skills: Flying (cannot be attacked by artillery unit and ignores terrain when moving) and Dragon Breath (attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation). Very Fast, especially for a Light Unit and is the only melee unit of all units of Arctic Future.
Heavy Unit 1 (150/150/12/20), Battle Fortress: Gets increases in both attack and defense from the Future Era. Range stay the same, but movement is increased. Its reactive armor skill changes from four to three maximum damage. Loses two special skills: Stealth and Force Field.
Fast Unit (180/100/8/36), Recon Raider: Gets increased attack, but decreased defense from the Future Era. Both range and movement are increased. Loses two special abilities: Flying and Rapid Deployment. Gets the special ability Dug-in (receives defense bonus if the enemy is more than two tiles from away it).
Ranged Unit (140/130/10/18), Surrogate Soldier: Gets increases in both attack and defense from the Future Era. Both range and movement speed are decreased. Loses the Heat ability. Gets two special abilities: Contact! (always retaliate against attacks within range) and Dug-in (receives defense bonus if the enemy is more than two tiles from away it).
Artillery Unit (180/140/20/14), Plasma Artillery: Gets increased attack, but defense stay the same from the Future Era. Movement are increased, but range stays the same. Loses two special skills: Recharge and Power Shot. Gets two skills: Heat (reduces attack of target by 20%) and Blast (gains attack bonus of 3 for each field closer to the target. Ignores stealth).
Heavy Unit 2 (200/120/12/12), Behemoth: It's second heavy unit of the Arctic Future. It has Stealth on Hills and Force Field skill. It has same defense value and range as Hover Tank, but it has lower speed than Hover Tank. Also it has double higher attack value than Rogue, so it has the highest attack value of all Arctic Future units.
All Ages
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.
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).
Special Skills
Main article: Special Skills
Many units have special skill that affect the battle or/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.
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 Hoouse 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.) |
? ? 4 hrs |
Energy Cannon Constructor | |
Power Dragon | 800 900 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.) |
? ? 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.) |
? ? 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.) |
? ? 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.) |
? ? 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 |
All Ages
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 |
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