Drilldown: UnitData

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UnitData

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game:
sight:
attackRange:
description:
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)
attack Balloon:
attack Aeronaut:
attack SkyRider:
attack Dragon:
attack Riverboat:
attack Kraken:
attack Warship:
attack Commander:
attack Guardian:
attack SparrowBomb:
attack Crystal:
attack Emblem:
attack ShadowSister:

Showing below up to 46 results in range #1 to #46.

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