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