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Official Commander List (JSRulz Final)

JakeSamiRulz edited this page Jun 5, 2023 · 17 revisions

Custom Wars Tactics

CWT Commanders


CWT Ruleset

  • D2D: +10% offensive luck (all units)

  • COZ: Default Range [0~2]

  • COP: Default Boost (+10/+10) [+1 CO Zone when reached]

  • SCOP: Default Boost (+10/+10) [+2 CO Zone when reached]

  • Synergy: Only active if both Commanders are loaded into Units. Allows activation of Tag (and Merge) Powers.

  • Synergy CO Zone: If COs are both on the field at once, each +/- 10% multiplies to the siege abilities

  • CO Swap: Switches the active CO with the secondary CO.

  • Merge Power: Activates both normal CO Powers at the same time. When turn ends, performs a CO Swap

  • Tag Power: Activates active super CO power first, then swaps COs and activates secondary COs super power

  • Leader Unit (Rank I): Cost 1.5x base unit; Pocket CO Zone under unit; Can be upgraded or built only when CO Unit is on battlefield

  • CO Unit: Cost 0.5x unit cost to load CO Unit, must load on allied property. If CO Unit is killed, morale bar is set to 0.

  • Sphere of Influence (Rank II): Owning a Temporary Building causes all allied buildings to emit a Pocket CO Zone of 0 range

  • Sphere of Influence Improvement: Each extra Temporary building owned adds +1 Pocket CO Zone to all allied buildings

  • CO Leader Unit Bonus: Putting a CO in a Leader Unit gives +2 to all Siege Abilities (+2 attack, +2 defense, and +2 luck) and makes HQ count as a temporary building

  • CO Leader Unit Rank Bonus: +1 all Siege Abilities for each CO Leader Unit Rank (+1 attack, +1 defense, and +1 luck)

  • Veteran Rank (Rank V): Gives access to Veteran Rank abilities

  • Rank Up: Owned units rank up +1 by destroying enemy unit. Units can't rank up past owned CO Unit Rank.

  • Pocket Zone: Has abilities of all allied CO Units on the battlefield. If no CO Units are out, this zone does nothing.

  • Flash Token: When CO Unit kills enemy at maximum rank, it creates a Flash Token. Flash Token is destroyed if CO Unit isn't on battlefield

  • Flash Power: At start of turn consumes 1 Flash Token to spread CO Zone over whole map for 1 day unless CO Unit isn't on battlefield

  • Siege Flash Power: If more than 1 Flash Token activates in one day, it gives +5 to all Siege Abilities per extra token on all owned units for one day unless CO Unit isn't on battlefield

  • Uneven Battle: If a single CO faces Dual COs, the single CO activates a Flash token every power activation

  • Siege Abilities: 50% siege global + 50% siege in CO zone for boosting attack, defense, and luck. Each +1 siege = +1% item boost.

  • Defensive Siege: +1 defense per unit with Base 5 vision {owned units}

  • Luck Siege: +1 positive luck per unit with 5+ vision {owned units}

  • Offensive Siege: +1 attack per naval unit {owned units}

  • Seaplane Materials: A player can build 4 Strikers per allied Aircraft Carrier on the battlefield

  • Temporary Building Materials: A player can build one temp building per the combined total of allied APC and Gunboat units on the battlefield

  • Leader Unit Materials: A player can upgrade or build one leader unit per the combined total of CO Unit Ranks and Labs on the battlefield

  • Communication Towers: Gives +2 to all Siege Abilities (+2 attack, +2 defense, and +2 luck), counts as temporary building

  • Radars: Base 5 vision, gives +1 vision to all owned units and all owned properties on battlefield, counts as temporary building

  • Labs: +1 CO Leader Unit build slot, counts as temporary building

  • Empty Silos: Can be upgraded to Labs from APC

Keywords

  • Direct: (1~1 range) Can move and fire in same turn
  • Indirect: (1~1+ range) Can only move or fire in a turn, not both
  • Ballistic: (1~1+ range) Can move and fire in same turn
  • Hidden: Enemy must be adjacent to see or attack this unit
  • Immunity: Causes that weather type to have +7% more chance to happen in random weather
  • Penalty: Stacks these weather effects onto the D2D

Ranking (Normal)

  • Guard (I): (+5/+5)
  • Elite (II): (+10/+10)
  • Veteran (V): (+20/+20)
  • Ace (A): (+40/+40) Pocket CO Zone {Boss Commanders Only}

Ranking (Alternate)

  • Guard (I): (+5/+5)
  • Elite (II): (+10/+10)
  • Veteran (V): (+15/+15)
  • Ace (A): (+20/+20)

Orange Star


Nell

Statistics

  • [Hit] Willful Students
  • [Miss] Downtime

Daily Abilities (D2D)

  • [Veteran Rank] Enemy CO Zones also act as your Pocket Zone
  • +10% positive luck {owned units}

Commander Zone (COZ) [0~3 Range]

  • [Cheat Death 25%] Units greater than .1HP has 25% chance of remaining at .1HP, ignoring destruction

Lucky Star (COP) [3*]

  • +40% positive luck {owned units}

Lady Luck (SCOP) [6*]

  • +80% positive luck {owned units}

Leader Unit - Jinx Tank (from Tank)

  • [Jinx] Adds negative luck to enemy equal to this units positive luck when in combat

Synergy

  • [Rachel] Windfall [3*]

Andy

Statistics

  • [Hit] Mechanics
  • [Miss] Waking up Early

Daily Abilities (D2D)

  • [Veteran Rank] Repairs give additional +1 Heal {owned units}
  • Free Repairs {owned units}

Commander Zone (COZ) [0~2 Range]

  • +1 HP Heal {owned units}

Hyper Repair (COP) [2*]

  • +2 HP Heal {owned units}

Hyper Upgrade (SCOP) [6*]

  • +5 HP Heal {owned units}
  • (+20/+0) {owned units}
  • +1 move {owned units}

Leader Unit - Repair Tank (from APC/Rig)

  • +1 HP Repair Heal {owned units adjacent to this unit}

Synergy

  • [Max] Power Wrench [1*]
  • [Eagle] Air Lift [2*]
  • [Hawke] Shaky Alliance [1*]

Max

Statistics

  • [Hit] Weight Training
  • [Miss] Studying

Daily Abilities (D2D)

  • [Veteran Rank] (+30/+0) {owned non-soldier direct units}
  • [Veteran Rank] (-10/+0) {owned indirect units}
  • (+20/+0) {owned non-soldier direct}
  • -1 range {owned indirect units}

Commander Zone (COZ) [0~3 Range]

  • Disables Enemy Terrain Stars

Max Force (COP) [3*]

  • (+30/+0) {owned non-soldier direct}
  • +1 move {owned non-soldier direct}

Max Blast (SCOP) [6*]

  • (+60/+0) {owned non-soldier direct}
  • +2 move {owned non-soldier direct}

Leader Unit - Victory Copter (from Battle Copter)

  • 5 move [Mid-Air Copter]
  • [FGTR] Defense
  • Can fire at dived subs

Synergy

  • [Andy] Power Wrench [1*]
  • [Grit] Big Country [2*]

Sami

Statistics

  • [Hit] Chocolate
  • [Miss] Cowards

Daily Abilities (D2D)

  • [Veteran Rank] Owned soldier loaded transport units can capture
  • +50% capture rate {owned soldier units}
  • (+20/+0) {soldier units}
  • (-10/-0) {non-soldier direct units}
  • +1 move {transport units}

Commander Zone (COZ) [0~1 Range]

  • Perfect Movement {soldier units}
  • Capture Points don't reset {non-allied buildings}

Double Time (COP) [3*]

  • (+20/+0) {soldier units}
  • +1 move {owned foot-soldier units}
  • +50% capture rate {owned soldier units}

Victory March (SCOP) [8*]

  • (+50/+0) {soldier units}
  • +2 move {owned foot-soldier units}
  • 2000% Capture Rate {soldier units}

Leader Unit - Commando (from Mech)

  • 4 move

Synergy

  • [Sonja] Girl Power [1*]
  • [Eagle] Earth and Sky [3*]

Hachi

Statistics

  • [Hit] Tea
  • [Miss] Medicine

Daily Abilities (D2D)

  • [Veteran Rank] -20% deployment costs {owned units}
  • [Veteran Rank] Ground unit city deployment during powers {owned units}
  • -10% deployment costs {owned units}

Commander Zone (COZ) [0~2 Range]

  • Can resupply and repair from any property

Barter (COP) [3*]

  • -20% deployment costs {owned units}

Merchant Union (SCOP) [5*]

  • -20% deployment costs {owned units}
  • Enemy properties disabled

Leader Unit - Smuggler (from Recon)

  • Can capture buildings

Synergy

  • [Sensei] Grizzled Vets [2*]

Rachel

Statistics

  • Fires Missiles from HQ or Lab
  • [Hit] Hard Work
  • [Miss] Excuses

Daily Abilities (D2D)

  • [Veteran Rank] Targeted Non-Lethal Projectile Range +1 [Ex: 0~2 -> 0~3]
  • +1 repair rate {owned units}

Commander Zone (COZ) [0~3 Range]

  • Enemy Targeted Non-Lethal Projectiles can't strike inside her zone
  • Takes no luck damage from enemy units {owned units}

Lucky Strike (COP) [3*]

  • +20 positive luck {owned units}
  • 1 [0~2] range 3 HP damage missile (highest combined HP, highest unit value, or highest capturing soldier & soldier concentration)

Covering Fire (SCOP) [6*]

  • 1 [0~2] range 3 HP damage missile (highest combined HP)
  • 1 [0~2] range 3 HP damage missile (highest unit value)
  • 1 [0~2] range 3 HP damage missile (highest capturing soldier & soldier concentration)

Leader Unit - Medic Tank (from Flame Tank)

  • [RECN] Secondary
  • Medic Strike does [0~2] +2 HP Heal {owned units}
  • Medic Tank loses Flame abilities

Synergy

  • [Jake] Orange Crush [2*]
  • [Nell] Windfall [3*]

Jake

Statistics

  • [Hit] Clubbin'
  • [Miss] Easy Listening

Daily Abilities (D2D)

  • [Veteran Rank] Upon enemy power activation, cripples enemy units on plains or wastelands
  • (+10/+0) {owned units on plain or wasteland tiles}
  • Perfect Movement on plain or wasteland times {owned units}

Commander Zone (COZ) [0~3 Range]

  • +1 indirect range {owned vehicle units}
  • Doubles Terrain Stars on Plain or Wastelands {owned units}

Beat Down (COP) [3*]

  • (+10/+0) {owned units on plain or wasteland tiles}
  • +1 move {owned vehicle units}

Block Rock (SCOP) [6*]

  • (+30/+0) {owned units on plain or wasteland tiles}
  • +2 move {owned vehicle units}
  • +1 terrain cost in plains and wastelands {enemy units}

Leader Unit - Hawkeye (from Missiles)

  • [1~6] range
  • [DUST] Ground damage
  • Unit can counterattack directly and indirectly

Synergy

  • [Rachel] Orange Crush [2*]
  • [Jess] Heavy Metal [1*]

Blue Moon


Olaf

Statistics

  • [Hit] Warm Boots
  • [Miss] Rain Clouds

Daily Abilities (D2D)

  • [Veteran Rank] Weather during allied powers last 1 extra day​​
  • Snow Immunity
  • Snow Penalty​​​​​​ {in rainy weather}

Commander Zone (COZ) [0~2 Range]

  • +1 CO Zone Range in snowy weather {affects owned CO Unit and Leader Units}
  • (+20/+0) snowy weather {owned units}

Blizzard (COP) [3*]

  • Snow Weather (1 day)

Winter Fury (SCOP) [7*]

  • Snow Weather (1 day)
  • -2 HP damage {enemy units}

Leader Unit - Tundra Tank (from Heavy Tank)

  • Hidden in Snow {this unit}

Synergy

  • [Grit] Snow Patrol [1*]

Grit

Statistics

  • [Hit] Cats
  • [Miss] Rats

Daily Abilities (D2D)

  • [Veteran Rank] +1 range {owned indirect units}
  • +1 range {owned indirect units that moved last turn}
  • (+20/+0) {owned indirect units}
  • (-20/+0) {owned non-soldier direct units}

Commander Zone (COZ) [0~2 Range]

  • -1 blind spot range (minimum 1) {owned indirect units}

Snipe Attack (COP) [3*]

  • +1 range {owned indirect units}
  • (+30/+0) {owned indirect units}

Super Snipe (SCOP) [6*]

  • +2 range {owned indirect units}
  • (+30/+0) {owned indirect units}

Leader Unit - Siege Cannon (from Artillery)

  • 4 move [tread]
  • 3 ammo
  • [3~7] indirect range

Synergy

  • [Max] Big Country [2*]
  • [Olaf] Snow Patrol [1*]

Colin

Statistics

  • [Hit] Olaf and Grit
  • [Miss] Black Hole

Daily Abilities (D2D)

  • [Veteran Rank] Increases deployment funds by 50% during powers
  • -20% deployment costs {owned units}
  • (-10/-5) {owned units}

Commander Zone (COZ) [0~2 Range]

  • Disables Negative D2D Effects

Gold Rush (COP) [2*]

  • Gains 20% funds per owned property

Power of Money (SCOP) [6*]

  • (+1/+0) per 300G deployment funds

Leader Unit - Partisan (from Infantry)

  • Incendiary Rounds
  • +5% enemy deployment cost (per Partisan unit on field)

Synergy

  • [Sasha] Trust Fund [3*]

Sasha

Statistics

  • [Hit] Truffles
  • [Miss] Pork Rinds

Daily Abilities (D2D)

  • [Veteran Rank] Enemy players can't use CO powers while powers are active
  • +10% income {owned properties}

Commander Zone (COZ) [0~2 Range]

  • -50% morale bar charge rate {enemy units}
  • +50% Conversion of Damage to Funds

Market Crash (COP) [2*]

  • Morale Bar Drained [(Current Funds / 50000G) * 100] {enemy players}
  • Gains (+5/+0) for each remaining star in your morale bar after activation {owned units}

War Bonds (SCOP) [6*]

  • +50% Conversion of Damage to Funds
  • (+5/+0) for each star in enemy morale bar {owned units}
  • +5% Conversion of Damage to Funds for each star in enemy morale bar
  • Sets enemy morale bar to 0 at beginning of next turn {enemy players}

Leader Unit - Snapper (from Anti-Tank)

  • Attacks from this unit negatively affects morale bar instead {enemy player}
  • (+10/+0) per filled star in her morale bar

Synergy

  • [Colin] Trust Fund [3*]

Green Earth


Eagle

Statistics

  • [Hit] Lucky Goggles
  • [Miss] Swimming

Daily Abilities (D2D)

  • [Veteran Rank] Enemy can't counterattack {owned air units}
  • (+20/+20) {owned air units}
  • -2 Daily Fuel {owned air units}
  • (-20/+0) {owned sea units}

Commander Zone (COZ) [0~2 Range]

  • Daily Fuel Drain Disabled {owned units}

Lightning Drive (COP) [3*]

  • 1/2 firepower {owned units}
  • Reanimates {owned non-infantry units}

Lightning Strike (SCOP) [9*]

  • (+10/+20) {owned air units}
  • Reanimates {owned non-infantry units}

Leader Unit - Spirit (from Stealth)

  • [Shadow] Able to phase through enemy units {this unit when hidden}
  • [1~2] ballistic range

Synergy

  • [Andy] Airlift [2*]
  • [Sami] Earth and Sky [3*]
  • [Drake] Stormwatch [2*]

Drake

Statistics

  • [Hit] The Sea
  • [Miss] Heights

Daily Abilities (D2D)

  • [Veteran Rank] When an enemy power is activated, causes rain at end of turn
  • Rain Immunity {owned units}
  • (+20/+20) {owned sea units}
  • (-10/+0) {owned air units}
  • +1 Move {owned sea units}

Commander Zone (COZ) [0~2 Range]

  • Deals double direct HP damage {enemy units}
  • 2x fuel cost {enemy units}
  • +2 Terrain Stars {owned units on water tiles and during rain}

Tsunami (COP) [4*]

  • Rainy Weather (1 day)
  • -1 HP Damage {enemy units}
  • -50% remaining fuel drain {enemy units}

Typhoon (SCOP) [7*]

  • Rainy Weather (1 day)
  • -2 HP Damage {enemy units}
  • -50% remaining fuel drain {enemy units}
  • +1 terrain movement {enemy units}

Leader Unit - Frigate (from Gunboat)

  • [1~3] Ballistic Range
  • 3 Ammo
  • [ARTY] (Ground and Sea Damage)

Synergy

  • [Eagle] Stormwatch [2*]

Javier

Statistics

  • [Hit] Honor
  • [Miss] Retreating

Daily Abilities (D2D)

  • [Veteran Rank] Owned cities count as temporary buildings
  • Owned temporary buildings act like communication towers
  • His HQ counts as a temporary building
  • (+0%/+20%) vs. indirect attacks {owned units}

Commander Zone (COZ) [0~2 Range]

  • Assist can't target in zone {owned units}
  • (+0%/+20%) {owned non-moved units}

Iron Shield (COP) [3*]

  • Communication Tower effects doubled {owned units}
  • (+0%/+20%) vs. indirect attacks {owned units}

Royal Charge (SCOP) [6*]

  • Communication Tower effects tripled {owned units}
  • (+0%/+40%) vs. indirect attacks {owned units}
  • (+5%/+0%) per movement used {owned units}

Leader Unit - Chaperon (from Anti-Air)

  • 50% chance of indirect fire immunity during combat
  • Can always use Assist

Synergy

  • [Kanbei] Code of Honor [1*]
  • [Jess] Green Flash [1*]

Jess

Statistics

  • [Hit] Dandelions
  • [Miss] Unfit Commanders

Daily Abilities (D2D)

  • [Veteran Rank] +1 movement {owned vehicle units during powers}
  • (+20%/+0%) {owned vehicle units}
  • (-10%/+0%) {owned air and sea units}

Commander Zone (COZ) [0~3 Range]

  • Perfect Movement {owned vehicle units}
  • (-10%/+0%) {owned soldier units}

Turbo Charge (COP) [3*]

  • +1 move {owned vehicle units}
  • (+20%/+0%) {owned vehicle units)
  • Full Resupply {owned units}

Overdrive (SCOP) [6*]

  • +2 move {owned vehicle units}
  • (+40%/+0%) {owned vehicle units}
  • Full Resupply {owned units}

Leader Unit - Tank Hunter (from Tank)

  • [ATNK] (Low-Air and Ground damage)
  • Attacks reduce enemy fuel by 1/2

Synergy

  • [Jake] Heavy Metal [1*]
  • [Javier] Green Flash [1*]

Yellow Comet


Kanbei

Statistics

  • [Hit] Sonja
  • [Miss] Computers

Daily Abilities (D2D)

  • [Veteran Rank] Weather Immunity {owned units}
  • +20% deployment costs {owned units}
  • (+20/+20) {owned units}

Commander Zone (COZ) [0~1 Range]

  • (+10/+10) {owned units}
  • +50% counterattacks {owned units}

Morale Boost (COP) [4*]

  • (+20/+0) {owned units}

Samurai Spirit (SCOP) [7*]

  • (+20/+20) {owned units}
  • +50% counterattacks {owned units}

Leader Unit - Royal Guard (from Md Tank)

  • Steals enemy Defense Stars during combat

Synergy

  • [Sonja] Battle Standard [3*]
  • [Javier] Code of Honor [1*]

Sonja

Statistics

  • [Hit] Computers
  • [Miss] Bugs

Daily Abilities (D2D)

  • [Veteran Rank] Luck is disabled {all units}
  • HP Hidden {owned units}
  • -1 Terrain Star {enemy units}
  • +50% counterattacks {owned units}
  • -5% negative luck {owned units}

Commander Zone (COZ) [0~1 Range]

  • +1 vision {owned units}
  • First-strike counterattacks {owned units}

Enhanced Intelligence (COP) [2*]

  • +1 piercing vision {owned units}
  • -1 Terrain Star {enemy units}

Counter Break (SCOP) [5*]

  • +2 piercing vision {owned units}
  • -2 Terrain Stars {enemy units}
  • +50% counterattacks {owned units}

Leader Unit - Spyplane (from Bomber)

  • Loses weapons
  • Hides owned units in vision range from enemy

Synergy

  • [Kanbei] Battle Standard [3*]
  • [Sami] Girl Power [1*]
  • [Lash] Brainstorm [1*]

Sensei

Statistics

  • [Hit] Lazy, Rainy Days
  • [Miss] Busy Malls

Daily Abilities (D2D)

  • [Veteran Rank] +2 HP {owned spawned units}
  • [Veteran Rank] Disables Negative D2D Effects
  • Enemy units have double morale charge in combat
  • (+50/+0) {owned copter units}
  • (+40/+0) {owned soldier units}
  • (-10/-0) {owned sea units}

Commander Zone (COZ) [0~3 Range]

  • Loaded units drop cargo if on legal tile (1 unit only)
  • Spawned units are ready to move {owned units}
  • +1 move {owned transport units}

Copter Command (COP) [2*]

  • Spawns inactive 7HP Infantry on all owned cities
  • (+30/+0) {owned copter units}

Airborne Assault (SCOP) [6*]

  • Spawns inactive 7HP Mechs on all owned cities
  • (+30/+0) {owned copter units}
  • All Loaded Transport Units receive the Launch Command

Leader Unit - Chinook (from T-Copter)

  • [Mid-Air Copter]
  • [DUST] Primary (Ground, Low-Air, and Mid-Air damage)
  • Can load/unload one ground unit
  • Non-foot soldier units can only be loaded/unloaded on Airports and Temp Airports

Synergy

  • [Hachi] Grizzled Vets [2*]

Grimm

Statistics

  • [Hit] Doughnuts
  • [Miss] Planning

Daily Abilities (D2D)

  • [Veteran Rank] (+0/+20) {owned units}
  • [Veteran Rank] -50% counterattacks {owned units}
  • (+30/-20) {owned units}

Commander Zone (COZ) [0~3 Range]

  • Enemy can't counterattack

Knuckleduster (COP) [3*]

  • (+30/+0) {owned units}

Haymaker (SCOP) [6*]

  • (+60/+0) {owned units}

Leader Unit - AT Cycle (from Bike)

  • [MECH] Primary (5 shots)

Synergy

  • [Sensei] Rolling Thunder [1*]

Black Hole


Hawke

Statistics

  • [Hit] Black Coffee
  • [Miss] Incompetence

Daily Abilities (D2D)

  • [Veteran Rank] Disables Terrain Stars {enemy units}
  • (+10/+0) {owned units}

Commander Zone (COZ) [0~2 Range]

  • HP Reduction doesn't affect damage output {owned units}

Black Wave (COP) [5*]

  • +1 HP Heal {owned units}
  • -1 HP Damage {enemy units}

Black Storm (SCOP) [9*]

  • +2 HP Heal {owned units}
  • -2 HP Damage {enemy units}

Leader Unit - Zeppelin (from Rockets)

  • [T-Copter] Defense
  • [Mid-Air] 4 move 
  • [2~4] indirect range

Synergy

  • [Andy] Shaky Alliance [1*]
  • [Lash] Rebel Yell [1*]

Kindle [Approval]

Statistics

  • [Hit] Anything chic
  • [Miss] Anything passe

Daily Abilities (D2D)

  • [Veteran Rank] Enemy Properties are 15 max capture points
  • [Veteran Rank] Enemy units can't capture when enemy powers are active
  • (+40/+0) on properties {owned units}

Commander Zone (COZ) [0~3 Range]

 

  • Owned properties are 25 max capture points
  • Enemy units can't capture when allied powers are active

Urban Blight (COP) [3*]

  • (+40/+0) on properties {owned units}
  • -3 HP damage {enemy units on properties}

High Society (SCOP) [6*]

  • (+80/+0) on properties {owned units}
  • (+3/+0) for every owned property {owned units}

Leader Unit - Oynx Copter (from Battle Copter)

  • 5 move [Mid-Air Copter]
  • [PRNR] (Ground, Sea, Mid-Air, and Low-Air Damage)
  • Can also resupplies on Cities
  • Damage ignores terrain stars

Synergy

  • [Koal] Flash Point [1*]
  • [Jugger] Fireworks [1*]

Koal [Approval]

Statistics

  • [Hit] Proverbs, Ramen
  • [Miss] Fondue

Daily Abilities (D2D)

  • [Veteran Rank] (+30/+0) {vs. enemy units with no defense stars}
  • (+20/+0) {owned units on roads}

Commander Zone (COZ) [0~3 Range]

  • First-strike counterattacks {owned units on roads}
  • Defense matches offense {owned units on roads}

Forced March (COP) [3*]

  • +1 move {owned units}
  • (+20/+0) {owned units on roads}

Trail of Woe (SCOP) [5*]

  • +2 move {owned units}
  • (+40/+0) {owned units on roads}

Leader Unit - Hot Tank (from Recon)

  • [AAIR] (Non-soldier ground damage)
  • Attacking doesn't cause this unit to wait

Synergy

  • [Jugger] Power Surge [2*]
  • [Kindle] Flash Point [1*]
  • [Adder] Creepy Crawly [1*]

Jugger [Approval]

Statistics

  • [Hit] Energy
  • [Miss] Static Electricity

Daily Abilities (D2D)

  • [Veteran Rank] All negative luck becomes positive luck
  • [Veteran Rank] HP Hidden {owned units}
  • +20% positive luck
  • -15% negative luck

Commander Zone (COZ) [0~1 Range]

  • Luck is also applied to defense

Overclock (COP) [3*]

  • +25% positive luck
  • -10% negative luck

System Crash (SCOP) [7*]

  • +65% positive luck
  • -30% negative luck

Leader Unit - Autotank (from Tank)

  • First-strike counterattacks
  • +1 HP Heal on itself each day

Synergy

  • [Koal] Power Surge [2*]
  • [Kindle] Fireworks [1*]

Von Bolt [Approval]

Statistics

  • [Hit] Long Life
  • [Miss] Young 'Uns

Daily Abilities (D2D)

  • [Veteran Rank] -1 move {enemy units during any power}
  • (+20/+20) {owned units}

Commander Zone (COZ) [0~2 Range]

  • +1 terrain movement {enemy units}

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Ex Machina (SCOP) [10*]

  • 1 [0~3] range 5 HP damage crippling bolt (highest combined HP or highest funds value)

Leader Unit - Prism Tank (from Md Tank)

  • Loses Secondary Weapon
  • Absorbs HP damage this unit deals to the enemy

Synergy

  • None

Adder

Statistics

  • [Hit] His Own Face
  • [Miss] Dirty Things

Daily Abilities (D2D)

  • [Veteran Rank] Perfect movement {owned units}
  • [Veteran Rank] Movement doubled during powers {owned units}

Commander Zone (COZ) [0~3 Range]

  • -1 terrain movement (minimum 1) {owned units}
  • Reanimation {owned joined units}

Sideslip (COP) [2*]

  • +1 move {owned units}

Sidewinder (SCOP) [5*]

  • +2 move {owned units}
  • First-strike counterattacks {owned units}

Leader Unit - Viper (from Tank)

  • Damage rounds down to nearest .1 HP after combat {enemy units}​​​​​​​​​​​​​

Synergy

  • [Koal] Creepy Crawly [1*]

Lash

Statistics

  • [Hit] Getting her way
  • [Miss] Not getting it

Daily Abilities (D2D) ​​​​​​​

  • [Veteran Rank] Gains additional (+10%/+0%) per defending enemy unit defense star
  • (+10%/+0%) per Defense Star {owned units}

Commander Zone (COZ) [0~3 Range] ​​​​​​​

  • Terrain Stars can't be reduced {owned units}
  • +1 Terrain Star {owned units}

Terrain Tactics (COP) [2*] ​​​​​​​

  • Perfect Move {owned units}
  • +1 Terrain Star {owned units}

Prime Tactics (SCOP) [6*] ​​​​​​​

  • Perfect Move {owned units}
  • Double Defense Stars {owned units}

Leader Unit - Spider-tank (from Recon)

  • [TANK] [Ground and Sea damage]
  • 6 Primary ammo
  • 5 move [Infantry Movement]

Synergy

  • [Flak] Bruise Cruise [1*]
  • [Hawke] Rebel Yell [1*]
  • [Sonja] Brainstorm [1*]

Flak

Statistics

  • [Hit] Meat
  • [Miss] Veggies

Daily Abilities (D2D)

  • [Veteran Rank] Negative Luck is turned into firepower bonuses
  • +15% positive luck
  • -10% negative luck

Commander Zone (COZ) [0~3 Range]

  • His luck values are inversely applied to enemy units

Brute Force (COP) [3*]

  • +25% positive luck
  • -10% negative luck

Barbaric Blow (SCOP) [6*]

  • +65% positive luck
  • -20% negative luck

Leader Unit - Spitfire (from Striker)

  • [SEAP] (Ground and Sea damage)
  • [1~2] ballistic range

Synergy

  • [Lash] Bruise Cruise [1*]

Sturm

Statistics

  • [Hit] Invasions
  • [Miss] Peace
  • AW1, strikes regardless of FOG
  • AW2, strikes only units in vision range

Daily Abilities (D2D)

  • [Veteran Rank] Defense matches offense {owned units}​​​​​​​
  • Perfect Movement in non-snow weather {owned units}
  • (+20/-20) {owned units}

Commander Zone (COZ) [0~0 Range]

  • Sets all CO Zone Range to 0

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Meteor Strike (SCOP) [10*]

  • 1 [0~3] range 8 HP damage meteor (highest combined HP, highest unit value, or 2x indirect value)
  • (+20/+0) {owned units}

Leader Unit - NukeTank (from NeoTank)

  • When this unit dies, it creates a 1 [0~2] range 4 HP explosion on itself that damages all units

Synergy

  • None

12th Battalion


Brenner

Statistics

  • [Hit] Life
  • [Miss] Dishonor

Daily Abilities (D2D)

  • [Veteran Rank] During powers, immune to non-combat damage {owned units}
  • (+0/+20) {owned units}
  • Owned temp properties repair and resupply {owned units}
  • Resupplies {owned units inside loaded units}

Commander Zone (COZ) [0~3 Range]

  • Free Repairs {owned units}
  • Units offense matches their defense {owned units}
  • +50% capture {owned non-foot soldier units}

First Aid (COP) [3*]

  • (+0/+20) {owned units}
  • 1 HP Heal {owned units and owned units inside loaded units}
  • +1 move {owned loaded units}

Lifeline (SCOP) [7*]

  • (+0/+40) {owned units}
  • 3 HP Heal {owned units and owned units inside loaded units}
  • +2 move {owned loaded units}
  • [Cheat Death] Units greater than .1HP remain at .1HP, ignoring destruction 

Leader Unit - IFV (from Recon)

  • [APC] Defenses
  • Can Load one foot-infantry unit

Synergy

  • [Lin] Heartbreak [1*]
  • [Will] Reinforce [1*]

Lin [Approval]

Statistics

  • [Hit] Teasing
  • [Miss] Flying

Daily Abilities (D2D)

  • [Veteran Rank] 5 base vision {owned units}
  • (+10/+10) {owned ground units}
  • (+5/+0) per vision {owned units}

Commander Zone (COZ) [0~1 Range]

  • Piercing vision {owned ground units}
  • (+0/-20) vs. owned ground units {enemy units}

Scout (COP) [4*]

  • +1 vision {owned ground units}
  • (+10/+10) {owned ground units}

Night Vision (SCOP) [7*]

  • +2 vision {owned ground units}
  • (+10/+10) {owned ground units}
  • (+5/+0) per vision {owned units}

Leader Unit - Buggy (from Recon)

  • [ARTY] Primary (Ground Damage)
  • 1 Primary Ammo
  • 2x vision range

Synergy

[Brenner] Heartbreak [3*]


Will

Statistics

  • [Hit] Hope
  • [Miss] Giving Up

Daily Abilities (D2D)

  • [Veteran Rank] Secondary Weapons have priority {enemy units}
  • (+20/+0) {owned direct ground units}
  • -50% primary weapon damage {enemy ranked units}

Commander Zone (COZ) [0~2 Range]

  • Upgrading doesn't cause units to wait {owned units}
  • -50% capture rate {enemy units on owned properties}
  • First-strike counterattacks vs. enemy CO and Leader Units {owned units}

Rally Cry (COP) [3*]

  • (+20/+0) {owned non-wait units}
  • +1 move (owned direct ground units}
  • Cripples {enemy CO Unit and Leader Units}

Last Stand (SCOP) [7*]

  • (+20/+20) {owned non-wait units}
  • +2 move {owned direct ground units}
  • +30% deployment costs {enemy units}
  • Cripples {enemy ranked units}

Leader Unit - Scavenger (from Bike)

  • +50% capture rate {neutral properties}
  • Resupply {ruins and all properties}
  • [DUST] {Low-Air and Mid-Air}

Synergy

  • [Brenner] Reinforce [1*]
  • [Isabella] Rally Cry [2*]
  • [Tasha] New Era [2*]

Isabella

Statistics

  • [Hit] Knowledge
  • [Miss] Stupidity

Daily Abilities (D2D)

  • [Veteran Rank] (+20/+20) {owned units}
  • Loss of HP doesn't affect her capture rate {owned units}
  • -1 Terrain Star (minimum 0*) {owned units}

Commander Zone (COZ) [0~2 Range]

  • Disables Enemy Commander Zone Abilities
  • -1 Terrain Star {enemy units}

Deep Strike (COP) [5*]

  • +1 move {owned units}
  • +1 indirect range {owned units}
  • Reduces Terrain Stars by half {enemy units}

Overlord (SCOP) [9*]

  • +2 direct move {owned units}
  • +2 indirect range {owned units}
  • Reduces Terrain Stars to 0 {enemy units}

Leader Unit - Sniper (from Infantry)

  • [1~2] indirect range
  • 2 Infantry Movement
  • [AAIR] (Ground and Low-Air Damage)
  • First-strike counterattacks vs. soldiers

Synergy

  • [Will] Morning Bloom [2*]

NRA (New Rubinelle Army)


Greyfield

Statistics

  • [Hit] Power
  • [Miss] Insubordinates

Daily Abilities (D2D) ​​​​​​​

  • [Veteran Rank] Repair Heal Disabled {enemy units}
  • (+0%/+20%) {owned units that cost more than 10000G}
  • 1/2 primary ammo (rounded up) {owned units}

Commander Zone (COZ) [0~3 Range] ​​​​​​​

  • Resupply Full {owned units}

Supply Chain (COP) [2*] ​​​​​​​

  • (+10%/+20%) {owned transport, sea and air units}
  • +1 move {owned transport units}
  • Enemy units ammo reduced to 1

High Command (SCOP) [6*] ​​​​​​​

  • (+20%/+40%) {owned sea and air units}
  • +2 move {owned transport units}
  • Killing an enemy unit reduces all enemies primary ammo by 1

Leader Unit - Dreadnaught (from Battleship)

  • [2~10] base range
  • MTNK (Ground Damage and Defense)
  • AAIR (Mid-Air and Low-Air Damage)

Synergy

  • [Waylon] Wingmen [1*]

Waylon

Statistics

  • [Hit] Living it up
  • [Miss] Responsibility
  • Powers work similar to Eagle

Daily Abilities (D2D)

  • [Veteran Rank] Morale Bar Charges during powers
  • (+0/+20) {owned air units}
  • Morale Bar doesn't reset on CO Unit Death

Commander Zone (COZ) [0~2 Range]

  • (+0/+20) vs. enemy units of different type {owned units} 
  • Air units have access to Ground Terrain Stars

Tactical Retreat (COP) [3*]

  • (+10/+30) {owned air units}
  • Wait Units Reanimate, but can only move and wait {owned units}

Bad Company (SCOP) [8*]

  • (+20/+60) {owned air units}
  • +2 move {owned units}
  • Wait Units Reanimate, but can't attack or assist {owned units}

Leader Unit - Gremlin (from Stealth)

  • First-strike counterattacks

Synergy

  • [Greyfield] Wingmen [1*]

Lazurian Army


Forsythe

Statistics

  • [Hit] Rules of War
  • [Miss] Tyrants

Daily Abilities (D2D)

  • [Veteran Rank] Owned units can rank up outside CO Zone
  • (+10/+0) vs. more expensive enemy units {owned units}

Commander Zone (COZ) [0~3 Range]

  • (+10/+10) {owned units}
  • (+10/+10) vs. more expensive enemy units {owned units}

Braveheart (COP) [2*]

  • (+10/+0) vs. more expensive enemy units {owned units}
  • -1 rank {enemy units}

Field Promotion (SCOP) [5*]  

  • +1 rank {owned units}
  • -10% deployment costs {owned units}
  • First-strike counterattacks vs. more expensive enemy units {owned units}

Leader Unit - Juggernaut (from Mech)

  • Minigun - [AAIR] (Ground, Low-Air, and Mid-Air Damage)
  • Loss of HP doesn't affect firepower

Synergy

  • [Gage] Stronghold [1*]

Gage [Approval]

Statistics

  • [Hit] Results
  • [Miss] Mistakes

Daily Abilities (D2D)

  • [Veteran Rank] Hidden on properties {owned units}
  • [Veteran Rank] Enemy hidden units are always visible
  • (+20/+10) {owned sea or indirect units}
  • Vision can't be reduced {owned units}

Commander Zone (COZ) [0~3 Range]

  • Hidden in Forests, Ruins and Reefs {owned indirect units}
  • Indirect units can counterattack {owned units}

Long Shot (COP) [3*]

  • (+20/+0) {owned sea or indirect units}
  • +1 range {owned indirect units}
  • +1 move {owned sea units}

Dead to Rights (SCOP) [7*]

  • (+20/+20) {owned sea or indirect units}
  • +2 range {owned indirect units}
  • +2 move {owned sea units}
  • Reanimation {owned indirect units}

Leader Unit - Missile Sub (from Submarine)

  • [3~6] ballistic range
  • Unit is forced to surface when it attacks if dived
  • [SUBM] (Sea and undersea damage)
  • [MDTK] (Ground Damage)

Synergy

  • [Forsythe] Stronghold [1*]
  • [Tasha] Old Soldiers [1*]

Tasha

Statistics

  • [Hit] Revenge
  • [Miss] Sympathy

Daily Abilities (D2D)

  • [Veteran Rank] (+10/+0) for each enemy unit killed this turn {owned units}
  • (+20/+0) vs. non-retaliating enemy units {owned units}
  • (+20/+0) {owned air units}

Commander Zone (COZ) [0~1 Range]

  • (+20/+20) {owned air units}
  • +10% counterattack for each owned destroyed unit this turn {owned units}

Fox One (COP) [3*]

  • +1 move {owned air units}
  • -50% counterattack {enemy units}
  • (+20/+0) vs. non-retaliating enemy units {owned units}

Sonic Boom (SCOP) [7*]

  • +2 move {owned air units}
  • Enemy can't counterattack {enemy units}
  • (+20/+0) vs. non-retaliating enemy units {owned units}
  • [Shadow] Able to phase through enemy units {air units}

Leader Unit - Albatross (from Bomber)

  • First-strike counterattacks

Synergy

  • [Will] Air Support [2*]
  • [Gage] Old Soldiers [1*]

IDS


Tabitha

Statistics

  • [Hit] Breakfast in Bed
  • [Miss] Weak People
  • While she is active CO on any army, fire shows up as blue

Daily Abilities (D2D)

  • [Veteran Rank] +2 HP Incendiary Damage Added to Targeted Non-Lethal Projectiles
  • Immune to Fire
  • (+10/+10) per rank {owned units}

Commander Zone (COZ) [0~0 Range]

  • (+20/+20) {owned units}
  • Incendiary Rounds {owned units}

Firestorm (COP) [5*]

  • 1 [0~2] range 3 HP damage missile (highest combined HP, gunboat mult 0.5x)

Apocalypse (SCOP) [9*]

  • 1 [0~3] range 6 HP damage bomb (highest combined HP, gunboat mult 0.5x)
  • Enemy unit tiles are set on fire

Leader Unit - Armageddon (from Destroyer)

  • [BSHP] (Sea and Ground Damage)
  • 6 ammo

Synergy

  • [Penny] Weathervane [2*]

Penny

Statistics

  • [Hit] Mr. Bear
  • [Miss] Broken Toys

Daily Abilities (D2D)

  • [Veteran Rank] When any power activates, ​​​​​​​1 HP Damage {enemy units}
  • Immune to Weather
  • (+10/+10) {owned units}

Commander Zone (COZ) [0~3 Range]

  • Immune to non-combat damage {owned units}
  • (+10/+10) {owned units during non-clear weather}

Stormfront (COP) [4*]

  • Random Weather for 3 days

Enigma (SCOP) [8*]

  • Random Weather for 3 days
  • Killing enemy units creates a 1 [0~2] 2 damage explosion {enemy units}

Leader Unit - Missile Battery (from Rockets)

  • [RCKT] (Ground and Sea Damage)
  • [MISS] (Air damage)
  • Hidden during Weather

Synergy

  • [Tabitha] Weathervane [2*]

Caulder [Approval]

Statistics

  • [Hit] Experiments
  • [Miss] Ethics
  • Has Green Mist for the super power

Daily Abilities (D2D)

  • [Veteran Rank] +2 HP Repair Heal {owned units in any Pocket CO Zone}
  • (+20/+20) {owned units}
  • +1 HP Repair Heal {owned units}

Commander Zone (COZ) [0~2 Range]

  • +2 HP Repair Heal {owned units}

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Fallout (SCOP) [10*]

  • +3 HP Repair Heal {owned units}
  • -3 HP Damage {enemy units}

Leader Unit - Creeper (from Duster)

  • When this unit gets deleted or dies, it creates a 1 [0~2] range 5 HP explosion on itself that heals allied units
  • This unit has free repairs

Synergy

  • None
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