Skills and Golden cards

Ability Cards

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

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.

Regular Abilities

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

Unique Abilities - X.L.R. GOTH

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

Сhance 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.

Unique Abilities - X.M.R. ADAM

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

Unique Abilities - X.H.R. ARES

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

Unique Abilities - X.H.R. HADES

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 opponent’s cohort

Upcoming Abilities

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