06 – Units and Squads

WORKERS


Workers are automatically created from your Castle as well as from Villages that you capture.  Workers gather resources automatically…  each trip from the mine back to their refinery (at the Castle/Village) produces one ore.

Workers cannot attack, but can be killed by enemy forces.

Level 2 Workers

Upgraded via the Blacksmith Upgrade (Economy Tier 1) at the Castle.

25% faster movement, resulting in +25% ore production rate.  Higher health.

Level 3 Workers

Upgraded via the Factory Upgrade (Economy Tier 2) at the castle.

50% faster movement (from Level 1), resulting in +50% ore production rate.  Higher health.

Bomb Workers

Upgraded via the Gunpowder Stores (Economy Tier 3) at the Castle.

Workers no longer mine ore.  They carry bombs and march towards the enemy Castle, exploding if they come within range of an enemy unit or structure.  They will continuously respawn from their home village or castle, as normal workers do when killed.


WARRIORS

Cost: 6    (Squad of 6)

Warriors are a basic infantry unit with a strong melee attack.

Good health. Strong melee. Slow movement.

Strong Vs: 

  • Cavalry
  • Tank
  • Rocketeer

Weak Vs:

  • Archers
  • Artillery
  • Wasps
  • Dragon

Veteran Warriors

Upgraded via a Tier 1 upgrade at the castle.

Stronger attack. Increased health.  Increased resilience to shell attacks.

Stealth Warriors

Upgraded via a Tier 2 upgrade at the castle.

Invisible when not in combat (stealth is lost when attacking a target, and will be regained 20 seconds after engagement). Increased health and speed.

Voltaic Warriors

Upgraded via a Tier 2 upgrade at the castle.

Electrical attack that inflicts Slow (target movement and attack speed decreased by 35% for up to 5 seconds).  Increased health.


ARCHERS

Cost: 9    (Squad of 6)

Archers are a basic ranged unit with a fast projectile attack.

Low health.  Low damage at medium range.  Medium movement speed.

Strong Vs:  

  • Warriors
  • Wasps
  • Dragon

Weak Vs: 

  • Cavalry
  • Artillery
  • Rocketeer

Veteran Archers

Upgraded via a Tier 1 upgrade at the castle.

Faster attack.  Slightly more ranged damage.

Fire Archers

Upgraded via a Tier 2 upgrade at the castle.

Arrows impacts also inflict Burning (continuous added damage for up to 3 seconds).  Increased structure damage.

Skirmish Archers

Upgraded via a Tier 2 upgrade at the castle.

Increased ranged damage.  Faster movement speed.  Resistant to piercing, explosive and shell damage.


CAVALRY

Cost: 8    (Squad of 4)

Cavalry is a base unit that hits targets with an initial charge attack and follows up with melee.

Medium health.  Strong area-of-effect charge attack.  Medium melee attack.  Fast movement speed.

Strong Vs:

  • Archers
  • Artillery
  • Rocketeer
  • Turrets

Weak Vs:   

  • Warriors
  • Wasps
  • Tank
  • Dragon

Veteran Cavalry

Upgraded via a Tier 1 upgrade at the castle.

Faster move. Increased health. Stronger melee attack. Stronger ram.

Armored Cavalry

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Stronger piercing ram. Immunity to Stun and Slow. Improved projectile and explosive defense.

Slam Cavalry

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Stronger ram inflicts Stun (target cannot move or attack for up to 1 second).


SCOUTS

Cost: 6    (Squad of 3)

Scouts are a fast economic unit for advanced expansion strategies and enemy harassment.

Fast movement. Weak melee attack.  Fast build time. Long stealth spotting radius.

Veteran Scouts

Upgraded via a Tier 1 upgrade at the castle.

Increased health. Faster move speed. Increases movement speed (+50%) of allies near unit (but not attack speed).

Jewel Scouts

Upgraded via a Tier 2 upgrade at the castle.

Increased health. 1 Jewel harvested from enemy squads killed near scout squad.

Ore Scouts

Upgraded via a Tier 2 upgrade at the castle.

Increased health. 3 Ore harvested from enemy squads killed near scout squad.


WASPS

Cost: 10 1    (Squad of 4)

Wasps are core flying units that can move over obstructions.  They are available starting at Castle Level 2.

Medium health. Medium air-to-ground bomb attack. Medium air-to-air projectile attack.  Fast movement speed.

Strong Vs:

  • Warriors
  • Cavalry
  • Artillery
  • Dragon

Weak Vs:   

  • Archers
  • Tank
  • Turrets
  • Towers

Veteran Wasps

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Stronger air-to-air projectiles.

Strike Wasps

Upgraded via a Tier 3 upgrade at the castle.

Resilient to explosions and fire. Fastest movement. Strongest air-to-air flak projectiles. Large stealth detection radius.


MECHANIC

Cost: 12 1

Mechanics are pure support units that can heal nearby allies.  They are available starting at Castle Level 2.

Low health. No attack. Heals allies in radius. Medium movement speed.

Activation ability:  Temporary emergency heal boost.  Heals at double rate, and can heal more units in a single pulse.

Good For:

  • Escorting groups.
  • Protecting towers.
  • Upgrade for protection from fire, stun, weaken.

Veteran Mechanic

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Improved heal amount. Can be activated for Heal Boost much more often.

Cleanse Mechanic

Upgraded via a Tier 3 upgrade at the castle.

All allied units nearby the mechanic are granted the “Cleanse” ability for as long as they are in proximity of the mechanic.  This makes them immune to the effects of BurningStunSlow, or Weaken.


TANK

Cost: 14 2

Tanks are close-range ranged armored assault units.  They are available starting at Castle Level 2.

High health. Medium movement speed. Strong short-ranged ranged attack. Medium anti-air projectile.  Resistant to piercing, explosive, and fire damage.

Activation Ability:  Deploy temporary shield with limited damage-blocking ability.

Strong Vs:

  • Cavalry
  • Wasps
  • Artillery
  • Dragon

Weak Vs:   

  • Warriors
  • Rocketeer

Veteran Tank

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Improved anti-air flak cannon. Enhanced shield can absorb more damage and lasts longer.

Demolition Tank

Upgraded via a Tier 3 upgrade at the castle.

Shield explodes to damage nearby enemies when broken.


ARTILLERY

Cost: 14 2

Artillery is an extreme-range bombard unit.  They are available starting at Castle Level 2.

High health. Medium movement speed. Short-range projectile attack when packed. Very long range blast attack when unpacked (immobile).

Activation ability:  Transform to immobile long-range cannon mode, and back.

Strong Vs:

  • Archers
  • Rocketeer
  • Turrets

Weak Vs:   

  • Cavalry
  • Tank

Veteran Artillery

Upgraded via a Tier 2 upgrade at the castle.

Higher health. Improved cannon fire rate when unpacked (immobile).

Sentinel Artillery

Upgraded via a Tier 3 upgrade at the castle.

Larger blast radius for cannon attacks. Can attack air targets when packed up and mobile.


ROCKETEER

Cost: 14 1

Rocketeers are long-range escort units, intended to group with allies that can take advantage of its weaken attack.  They are available starting at Castle Level 2.

Medium-high health. Medium movement speed. Long range rocket attack that inflicts Weaken (+30% damage from any allied unit for up to 5 seconds).

Activation ability: Activate to unleash a temporary multi-rocket volley, with a higher rate of fire and a radius effect to spread more weakness.

Strong Vs:

  • Archers
  • Wasps
  • Towers

Weak Vs:   

  • Warriors
  • Cavalry
  • Artillery

Veteran Rocketeer

Upgraded via a Tier 2 upgrade at the castle.

Increased rocket damage. Volley can be activated much more often.

Shatter Rocketeer

Upgraded via a Tier 3 upgrade at the castle.

Weaken effect is twice as strong (+60% damage from allied units for up to 5 seconds), both from direct fire and from Volley.


DRAGON

Cost: 14 2

Dragons are slow aerial bombard units that can periodically be speed-boosted to strafe an area.  They are available starting at Castle Level 2.

High health. Strong air-to-ground fire bomb, that inflicts Burning (continuous damage for up to 5 seconds).  Strong anti-structure damage. Slow movement.

Activation ability: Immolate greatly increases its speed, and continuously spreads fir on units and structures in a large radius below.

Strong Vs:

  • Warriors
  • Cavalry
  • Artillery
  • Towers

Weak Vs:   

  • Archers
  • Tanks
  • Wasps

Veteran Dragon

Upgraded via a Tier 2 upgrade at the castle.

Increased health. Can be activated for Immolate much more often.

Ravager Dragon

Upgraded via a Tier 3 upgrade at the castle.

Increased health. Increased bomb damage. Greatly increased damage against towers and turrets.


TITAN

Cost: 50

The Titan is a massive, strong melee unit specialized for castle assault.  Titans take an entire tower to build, destroying its tower upon its creation. They are available starting at Castle Level 3.

Slow movement makes it ideal for carving a swath through enemy regions and destroying towers. Needs escort for air protection and full effectiveness. High jewel cost makes it a very late-game unit.

Hammer inflicts area of effect damage and Stun (cannot move or attack for up to 1 second).

Activation ability: Rage, increasing attack damage and speed, as well as movement speed.

Strong Vs:

  • Ground Units
  • Towers

Weak Vs:   

  • Air Units
  • Artillery

AIRSHIP

Cost: 50

The Airship is a massive escort unit designed specifically for marshaling troops for a castle assault.  Airships an entire tower to build, destroying the tower upon its creation.  They are available starting at Castle Level 3.

This escort unit projects a healing aura that will regenerate all nearby allies. Bomb attacks are fairly weak and should be a last resort. Send against the enemy castle, then activate rally point and queue up units at your towers.

Activation ability: Transform into a rally point.  When deployed, all of its team’s units built by towers anywhere on the map will instead spawn beneath the Airship.


 

 

Next Section: Castle and Upgrades