Drilldown: UnitData
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UnitData
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Aeronaut (1) ·
Air Trooper (1) ·
Amphibian (1) ·
Archer (1) ·
Ballista (1) ·
Barge (1) ·
Cavalry (1) ·
Commander (1) ·
Dog (1) ·
Dragon (1) ·
Frog (1) ·
Giant (1) ·
Harpoon Ship (1) ·
Kraken (1) ·
Mage (1) ·
Rifleman (1) ·
Riverboat (1) ·
Sky Rider (1) ·
Soldier (1) ·
Spearman (1) ·
Thief (1) ·
Trebuchet (1) ·
Turtle (1) ·
Wagon (1) ·
Warship (1)
None (1) ·
A long-range ground unit. Can't target enemies in forests. Critical hit when down to its last shot. (1) ·
A long-range ground unit. Can't target enemies in forests. Critical hit when target is in centre of the Rifleman's sights. (1) ·
A powerful unit built to combat air threats. Critical hit when defence is 3 or above. Able to heal allied targets by 20%. (1) ·
A quick unit. Critical hit when another dog unit is adjacent to the target. (1) ·
A vulnerable unit that cannot attack, but is able to steal 300 gold from any enemy building - and 1000 when ransacking a Stronghold! (1) ·
Air-to-air unit. Critical hit when target is not adjacent to its own allied sky rider. Hex deals 10% damage to all unit types. (1) ·
Amphibious infantry unit that can capture structures. Critical hit when in rivers, sea, reef, or deep sea. (1) ·
An immensely powerful long range unit. Critical hit when on beach. (1) ·
An immensely powerful unit. Critical hit when at or below 40% health. (1) ·
Basic infantry, useful for capturing structures. Critical hit when adjacent to its commander. (1) ·
Boats able to transport all ground units across water. (1) ·
Capable of quickly transporting units that would otherwise travel by foot. (1) ·
Cost-effective for neutralizing structures. Crit when target is adjacent to a structure. (1) ·
Crits when target is on Beach or River. Ability: Pull a unit one tile closer. (Range: 3) (1) ·
Flies over units, but must land on solid ground. Crit when second Air Trooper is opposite to target. (1) ·
Immensely mobile units, useful for crossing enemy lines. Critical hit when above a mountain. (1) ·
Incredibly powerful air-to-ground unit. Critical hit when target is standing on a road. (1) ·
Powerful long range unit, unable to move and attack in the same turn. Critical hit at max range. (1) ·
Powerful naval unit, built to conquer the water. Critical hit when in deep sea. (1) ·
Powerful naval unit, built to conquer the water. Critical hit when in Deep Sea. terrain (1) ·
Powerful, mobile ground unit. Critical hit when it attacks from a location six spaces away from where it starts. (1) ·
Ranged ground to air unit, unable to move and attack in the same turn. Critical hit at min range. (1) ·
Ranged ground units able to move and attack in the same turn. Critical hit when stationary. (1) ·
Ranged water unit, able to attack air and sea. Critical hit when in reef. (1) ·
Slower, more powerful infantry. Critical hit when adjacent to another spearman. (1) ·
Tentacle ability immobilizes a unit for one turn. (Range: 3) Critical Hit when enemy has no adjacent allies. (1)
None (1) ·
Capture (1) ·
Capture, Heal (1) ·
Deposit (1) ·
Groove (1) ·
Heist (1) ·
Hex (1) ·
Pull (1) ·
Ransack (1) ·
Reload (1) ·
Tentacle (1) ·
Transport (1)
Showing below up to 46 results in range #1 to #46.