Commanders
“ | “The Commanders are at the heart of Wargroove – a cast of exciting and energetic characters who each have their own distinct personalities and motivations. As well as acting as your avatars in-game, your Commanders will also be able to fight alongside your army as powerful units on the field. Be careful though, for if they fall, the battle is lost! ” |
— Dev Blog |
Commanders are the most powerful unit type in Wargroove. They are the leaders of each army, and generally the only characters which speak with one another throughout the story.
Most maps limit the player to a single commander, and they cannot be recruited using buildings. Although they are the most powerful unit class, in many cases winning a match depends on their survival. On a number of maps, the player will lose the match if their commander is lost.
Each commander also has a unique musical theme.[1]
Faction Commanders[edit]
Each faction has at least three unique commanders available. These commanders will always accompany units which are part of their faction.
Cherrystone Kingdom[edit]
Mercia | Emeric | Caesar | Mercival |
Felheim Legion[edit]
Valder | Ragna | Sigrid |
Heavensong Empire[edit]
Tenri | Koji | Ryota |
Floran Tribes[edit]
Greenfinger | Nuru | Sedge |
Outlaws[edit]
Wulfar | Errol & Orla | Vesper |
Pirates[edit]
Wulfar | Nadia |
Fhaari Armed Forces[edit]
Lytra | Pistil | Rhomb |
Cacophony[edit]
Elodie | Dark Mercia |
Grooves[edit]
Each commander can use a special move called a groove. Each groove is unique to the commander, with entirely different effects between them. Whereas the commander Mercia can use her groove to heal adjacent units, Valder can use his groove to conjure an entirely separate unit.[2]
A commander can only use his or her groove when their groove meter is filled to 100%, and using it depletes the meter to 0%. The meter fills under varying different conditions, including dealing damage.[2]
In Wargroove 2, commanders are able to charge up to 200% instead of the 100% in Wargroove. When a commander reaches 200%, they are able to use a second tier of their groove which adds aditional affects. Groove speeds may not be the same between 0-100% and 100-200%, such as Sedge's groove going from Lethargic to Very Slow.
Wargroove[edit]
Commander | Groove Name | Description | Range | Charge Speed |
---|---|---|---|---|
Healing Aura | Mercia raises her sword to the sky and heals all of units in her groove range by 50% | Cast:0 Area:3 | Fast | |
Inspire | Caesar's majestic presence inspires all adjacent units to dig deeper and have another go. | Cast:0 Area:1 | Medium | |
Elder Shield | Emeric deploys a magical cherrystone. Its aura provides a defensive bonus of 3 shields to all nearby friendly units. The stone will have 20% of its health depleted every turn. | Cast:1 Area:3 | Fast | |
Wild Growth | Greenfinger picks five tiles within a range of five on which to instantaneously grow vines, blocking enemy movement. The vines can be repositioned each turn with 2 move. The vines will have 20% of their health depleted every turn. | Cast:5 | Medium | |
Sadistic Rush | Sedge hits a target for 35% flat damage. If the target is killed the Groove is not depleted and the turn does not end. | Cast:1 | Slow | |
Teleport Beam | Nuru beams down a friendly unit in the heat of battle. You pay double the price of the unit. | Cast:1 | Medium | |
Raise Dead | Valder raises a Dreadsword from the ground that can immediately act. | Cast:1 | Very Fast | |
Vampiric Touch | Sigrid drains all health from an enemy unit, and adds it to her own health, up to 100%. | Cast:1 | Medium | |
Shield Jump | Ragna leaps into the air. Upon landing she deals 65% of her maximum damage to surrounding enemy units. | Cast:5 Area:3 | Slow | |
Rising Wind | Tenri uses a tornado to move any unit except an enemy commander. Does not deplete the target's turn. | Cast:6 (centered around Tenri for both her starting and ending positions) | Slow | |
Sparrow Bombs | Koji spawns two Sparrow Bombs. Upon death, they deal 50% of Koji's maximum damage to nearby enemies. | Cast:1 Area:1 | Slow | |
Blade Dash | Ryota dashes through any units or structures, dealing 50% of his maxmimum damage as he goes. Each additional dash will increase the damage by 5% without cap. | Cast:2~inf | Fast | |
Tee Off | Wulfar swings his hammer at an adjacent unit and launches it into other units to damage them all. If the unit lands on an inaccessible tile, it will be killed instantly. This can be used on friendly units, but will damage them and end their turn. | Cast:1 Eject:2-15 (triangle shape) Area:1 | Fast | |
Cooling Water / Scorching Fire | The twins create either a shrinking area of healing (20% each turn), or growing area of instant destruction, both of which affect all units, allied or not. | Cast:4 Area:3 | Medium | |
Smoke Shroud | Vesper creates a smoke field which prevents any unit from taking damage or being targeted. | Cast:Infinite Area:2 | Slow |
Unlockable Commanders | ||||
Commander | Groove Name | Description | Range | Charge Speed |
---|---|---|---|---|
Nocturne of Woe | Requiem entrances an enemy unit, bringing it under Elodie's control. | Cast:1 | Slow | |
Aura of Ruin | Dark Mercia raises her sword to the sky and drains all surrounding units' health by 30%, whilst healing herself by the same amount. | Cast:0 Area:3 | Slow | |
Gone Fishing | Mercival raises his rod to the sky and casts his fishing line into an adjacent pool of water. | Cast:1 | Medium |
Wargroove 2 (TBA)[edit]
Commander | Groove Name | Level 1 | Level 2 | Charge Speeds |
---|---|---|---|---|
Healing Aura | Restores 50 health to allies in radius 3. | Restores 75 health to allies in radius 3. Restore 10 health to all allies. | Medium/Slow | |
Elder Shield | Summon a crystal that boosts ally defence to 1.2x in radius 2. (Cast: 1) | Summon a crystal that boosts ally defence to 1.3x in radius 3. Ranged units get +2 range inside radius. (Cast:1) | Medium/Medium | |
Inspire | All allied ground units in radius 1 can act again. | All allied ground units in radius 2 can act again and get +2 movement this turn. | Slow/Slow | |
Raise Dead | Spawn a swordsman that acts immediately. (Cast: 1) | Spawn two swordsmen that act immediately. All allied swordsmen deal 2x damage this turn.(Cast: 1) | Fast/Medium | |
Shield Jump | Jump to a tile within range 3. Deal 50% groove damage to adjacent enemies and knock them back by 1 tile. | Jump to a tile within range 6. Deal 100% groove damage to adjacent enemies and knock them baxk by 2 tiles. | Slow/Medium | |
Vampiric Touch | Instantly kill an adjacent unit and Sigrid gais health equal to that unit's starting health. | Instantly kill an adjacent unit and Sigrid gais health equal to that unit's starting health. Sigrid becomes invunerable for 1 turn. | Slow/Fast | |
Wild Growth | Place 5 vines within a 5 tile radius. | Place 5 vines within an 8 tile radius. Vines deal 25% groove damage to adjacent enemies when placed or moved. | Slow/Medium | |
Teleport Beam | Place a unit adjacent to Nuru by paying its cost. | Pay no cost for the unit. Recruit structures get a 25% discount this turn. | Very Slow/Very Slow | |
Sadistic Rush | Deal 25% to an adjacent enemy. If it dies, Sedge can move again and does not lose any groove. | Deal 35% to an enemy within 3 range. If it dies, Sedge can move again and does not lose any groove. | Lethargic/Very Slow |
Groove Charge Rates[edit]
Charge Speed | Per Turn | When Counter-Attacking | When Attacking | When Enemy Killed While Counter-Attacking |
When Enemy Killed While Attacking |
Max per Turn |
---|---|---|---|---|---|---|
Very Fast | 20% | 20% | 40% | 80% | 100% | 100% |
Fast | 10% | 10% | 20% | 40% | 50% | 60% |
Medium | 7% | 7% | 13% | 27% | 33% | 40% |
Slow | 5% | 5% | 10% | 20% | 25% | 30% |
Very Slow † | 4% | 4% | 8% | 16% | 20% | 24% |
† As of Version 2.0, Very Slow charge speed is no longer used by any commander.
Wargroove 2 Groove Charge Rates(TBA)[edit]
In Wargroove 2, groove charge rule has changed, commanders will charge their groove from capturing, attacking and killing by units and themselves. The charge percentage have decimals, but it only display rounded percentages in gameplay. Therefore, groove charge percentage sometime may has 1% less as expected in gameplay.
Charge Speed | When Capture by Commander | When Attacking by Commander | When Enemy Killed by Commander While Attacking |
When Counter-Attacking by Commander | When Enemy Killed by Commander While Counter-Attacking |
When Capture by Units | When Attacking by Units | When Enemy Killed by Units While Attacking |
When Counter-Attacking by Units | When Enemy Killed by Units While Counter-Attacking |
---|---|---|---|---|---|---|---|---|---|---|
Fast | 13.33% | 10.67% | 26.67% | 8% | 24% | 5.33% | 4% | 12% | 2.67% | 10.67% |
Medium | 10% | 8% | 20% | 6% | 18% | 4% | 3% | 9% | 2% | 8% |
Slow | 6.67% | 5.33% | 13.33% | 4% | 12% | 2.67% | 2% | 6% | 1.33% | 5.33% |
Very Slow | 5% | 4% | 10% | 3% | 9% | 2% | 1.5% | 4.5% | 1% | 4% |
† The current Wargroove 2 version doesn't have any commanders have very fast charge speed.
Reinforcement[edit]
Commanders cannot be bought, but they can be reinforced with the equivalent unit value of 500 Gold.
Damage Matrix Wargroove[edit]
- See also: Damage Matrix
Ground Units | Air Units | Water Units | Special | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Villager | Soldier | Spearman | Dog | Mage | Archer | Giant | Cavalry | Wagon | Ballista | Trebuchet | Balloon | Aeronaut | Sky Rider | Dragon | Barge | Turtle | Harpoon | Warship | Amphibian | Commander | Building | Stronghold | |
Attacks | 100 | 120 | 80 | 120 | 85 | 135 | 45 | 60 | 75 | 65 | 60 | -- | -- | -- | -- | -- | -- | -- | -- | 100 | 45 | 75 | 40 |
Defends | -- | 15 23 |
20 30 |
20 30 |
25 38 |
10 14 |
40 40 |
30 45 |
-- | 15 23 |
30 45 |
-- | 20 25 |
-- | 40 80 |
-- | -- | -- | 30 45 |
15 30 |
45 | ? | ? |
References[edit]
- ↑ https://twitter.com/WargrooveGame/status/953342155094929409
- ↑ 2.0 2.1 ChuckleFishLive, Wargroove Scenario Editor, Twitch (video), published 11 October 2017, retrieved 25 January 2018.