Skills and Golden cards
Last updated
Last updated
Abilities are a robot's special skills that allow it to diversify its battle tactics. There are two types of Ability cards - regular and unique. A robot can be equipped with several abilities at the same time.
Golden Ability cards grant the same abilities as regular Ability cards and have the same rarity levels. You can increase their rarity and level. Being equipped with these cards gives players bonus shards and GCell, which they collect at the end of the battle. The bonus depends on the number of Golden cards in the Combat Deck slots:
1 card: 20% extra shards and GCell.
2 cards: 50% extra shards and GCell.
3 cards: 100% extra shards and GCell.
Common | Increases fire radius |
Uncommon | 10% chance of stunning the enemy for 0.5 secs |
Rare | 10% chance of stunning the enemy for 1 sec |
Epic | 15% chance of stunning the enemy for 2 secs |
Legendary | Shots become fiery. Fire shots set the enemy on fire and deal damage over time. |
Common | Increases Warp Ambush radius |
Uncommon | Warp Ambush attacks are x3 times stronger |
Rare | Warp Ambush attacks are x4 times stronger |
Epic | Warp Ambush attacks are x5 times stronger |
Legendary | 5% chance of destroying an enemy in 1 hit |
Common | Increases tower attack speed |
Uncommon | Tower attacks 2 targets at the same time |
Rare | Tower attacks 3 targets at the same time |
Epic | Tower attacks 4 targets at the same time |
Legendary | 20% chance of dealing double damage |
Common | Increases road movement speed |
Uncommon | Increases field movement speed |
Rare | Increases forest movement speed |
Epic | Increases mountain movement speed |
Legendary | Increases water movement speed |
Common | Generation ceiling = 20 |
Uncommon | Generation ceiling = 25 |
Rare | Generation ceiling = 30 |
Epic | Generation ceiling = 35 |
Legendary | If your cohort is destroyed in a Warp Ambush, the tower remains under your control and continues to generate troops. |
Common | Generation ceiling = 20 |
Uncommon | Generation ceiling = 25 |
Rare | Generation ceiling = 30 |
Epic | Generation ceiling = 35 |
Legendary | If you lose control over the Power Station, the gain remains |
Common | Increases defense in the tower |
Uncommon | Increases defense on the march |
Rare | Increases speed in a sandstorm |
Epic | Increases attack in a sandstorm |
Legendary | Canceles tower conservation |
Common | Guard drone attack = 80 Attack radius = 10 Only hits inside the tower radius |
Uncommon | Guard drone attack = 100 |
Rare | Guard drone attack = 120 |
Epic | Guard drone attack = 180 |
Legendary | Attack radius = 15 Guard drone attacks outside Power Station radius |
Common | 1 robot is created per period |
Uncommon | 2 robots are created per period |
Rare | Robot takes reduced damage |
Epic | 3 robots are created per period |
Legendary | 10% chance of creating 10 robots at once |
Common | Number of guard ball lighting = 1 Chance of stunning = 10% |
Uncommon | Number of guard ball lighting = 2 Chance of stunning = 15% |
Rare | Number of guard ball lighting = 3 Chance of stunning = 20% |
Epic | Number of guard ball lighting = 4 ÐĄhance of stunning = 30% |
Legendary | Number of guard ball lighting = 5 Chance of stunning = 40% Ball lighting deals 170 damage |
Common | Napalm appears every 5 cells. Troop burning time is 3 secs. |
Uncommon | Napalm spawns every 4 cells. Troop burning time is 4 secs. |
Rare | Napalm spawns every 3 cells. Troop burning time is 5 secs. |
Epic | Napalm spawns every 2 cells. Troop burning time is 6 secs. |
Legendary | Napalm remains in every cell. Burning enemies spread napalm. |
Common | Cannot poach more than your cohort size |
Uncommon | Works on robots attacking from a Warp Ambush |
Rare | The number of robots poached can be 2 times the size of your cohort |
Epic | Hack works during a Warp Ambush |
Legendary | 10% chance of picking up 2 times more troops |
Common | Number of bombs = 1 |
Uncommon | 50% chance of dropping an additional bomb |
Rare | Number of bombs = 2 |
Epic | 50% chance of dropping an additional bomb |
Legendary | 10% chance of dealing x2 damage |
Common | Number of traps = 4 |
Uncommon | Number of traps = 6 Traps slow the enemy down by 30% when triggered |
Rare | Number of traps = 8 Traps destroy 20% of the cohort |
Epic | Number of traps = 10 Traps destroy 30% of the cohort 3% chance of killing the entire cohort |
Legendary | Traps destroy 40% of the cohort Traps are invisible to enemies |
Common | 3% chance of placing a mine |
Uncommon | 6% chance of placing a mine |
Rare | 9% chance of placing a mine |
Epic | 12% chance of placing a mine 25% chance of setting enemy on fire |
Legendary | 15% chance of placing a mine Mines are invisible to enemies |
Common | Explosion radius =2 |
Uncommon | Explosion radius = 3 |
Rare | Explosion radius = 4 |
Epic | Explosion radius = 5 |
Legendary | Explosion radius = 8 30% chance of dealing x3 times more damage |
Common | 1 nearby tower gets replenished |
Uncommon | 2 nearby towers get replenished |
Rare | 3 nearby towers get replenished |
Epic | 4 nearby towers get replenished |
Legendary | 10% chance of replenishing all towers |
Common | 30% chance of deflecting an attack |
Uncommon | 60% chance of deflecting an attack |
Rare | 100% chance of deflecting an attack |
Epic | After the ability is triggered, you see the Warp Ambush radius until the owner changes |
Legendary | 3% chance of dealing x2 damage After the ability is triggered, you see the Warp Ambush radius and number of troops inside until the owner changes |
Common | Opponent gets a 30% debuff on their speed |
Uncommon | Opponent gets 30% more damage on the march |
Rare | Opponent gets a 30% debuff to their attack on the march |
Epic | The overall debuff is 40% |
Legendary | After being defeated, the X.H.R. HADES cohort gets a chance to hack the enemy cohort. The hacked cohort changes direction and moves to where the X.H.R. HADES cohort was directed before its defeat. The chance of a hack trigger depends on the unit ratio between the X.H.R. HADES cohort and the opponent cohort: Chance = Number of X.H.R. HADES units / Number of opponent units |
Common | Max = 25% of the lost cohort |
Uncommon | Max = 50% of the lost cohort |
Rare | Max = 75% of the lost cohort |
Epic | Max = 100% of the lost cohort |
Legendary | 10% chance of adding extra units from the opponentâs cohort |