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Units all share the same characteristics:

Element: Which of the five elements, or Void element, unit belongs to.

Bought From: Where to find the unit.

Cost: How much it costs to purchase the unit.

Type: Either Melee, Magic, or Ranged. Currently damage is not distinguished by type, only by element.


HP - Unit health. A unit may continue fighting until it has 0 HP, at which time it dies.

Atk - Unit's attack power. Each time a unit hits another unit, it deals its Atk power in damage.

Def - Unit's defensive ability. Each time a unit is hit by another unit, it reduces the damage by its Def.

Move Speed - How fast the unit moves.

Attack Speed - How much time, in game-seconds, between attacks.

Range - Range falls into four categories: Melee, Short, Medium, and Long.


Population - How many individuals appear when summoning a squad of these units.

Cost to Summon - How many blocks it takes from the hero's blue "summoning" bar to summon a squad. {C}Aptitude - How much of a player's base stats are applied to its HP, Atk and Def. Every time a player gains a level, their units also gain in each stat equal to their aptitude divided by 100.

Special - Any special abilities, such as stunning attacks.


Attack Status: What status is caused when the unit attacks, if any, and on which attack.

Status Immunity: If the unit is attacked by a unit with an Attack Status that it is immune to, then the Attacker's damage is divided by 5, and the unit's Guard against that Status type is doubled.

Status Weakness: If the unit is attacked by a unit with an Attack Status that it is immune to, then the Attacker's damage is doubled, and the unit's Guard against that Status type is divided by 5.

Guard: How likely a unit is to be affected by a status effect. 1.0 or higher means effectively never, 0 means always. It's effectively a % chance, so 0.9 means a 10% chance of receiving the status.

Status types:

Leech: Unit gains a % of damage dealt as Healing.

Stun: Knockback.

Fly: Launching.

Fatality: Instant Death Attacks,

Burn: Damage Over Time Status

Freeze: Immobilise (Turns Blue)

Shock: Immobilise (Turns Green)

Poison: Damage Over Time Status


Knockback and Launching are a function of unit size, the larger the unit, the less they are knocked back or launched.

Subcategories

This category has the following 13 subcategories, out of 13 total.

+

E

  • Earth(1 C, 16 P)

F

  • [×] Fire(21 P)

H

M

M cont.

R

S

T

V

  • [×] Void(19 P)

W

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