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Units: Difference between revisions

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'''Units''' (also called troops) are the backbone of the military system in ''Whiteout Survival''. They come in three types arranged in a counter triangle, trainable from Tier 1 to Tier 11 and then through Fire Crystal tiers (FC1–FC10).
Units are the soldiers that make up your army in Whiteout Survival. There are three types of units — '''Infantry''', '''Lancer''', and '''Marksman''' — each with unique strengths and weaknesses forming the game's combat triangle.


== Counter Triangle ==
== The Counter Triangle ==


The three troop types counter each other in a rock-paper-scissors fashion. Each type deals '''+10% ATK''' against the type it counters.
The three troop types form a rock-paper-scissors counter system:


{| class="wikitable" style="text-align:center; width:70%"
{| class="wikitable" style="width:60%;"
! style="background:rgba(255,122,24,.15)" | Type
! Troop Type !! Strong Against !! Weak Against
! style="background:rgba(255,122,24,.15)" | Beats
! style="background:rgba(255,122,24,.15)" | Loses to
|-
|-
| [[Infantry|🗡 Infantry]] || [[Lancer|🏇 Lancer]] || [[Marksman|🎯 Marksman]]
| [[Infantry]] || [[Lancer]] || [[Marksman]]
|-
|-
| [[Lancer|🏇 Lancer]] || [[Marksman|🎯 Marksman]] || [[Infantry|🗡 Infantry]]
| [[Lancer]] || [[Marksman]] || [[Infantry]]
|-
|-
| [[Marksman|🎯 Marksman]] || [[Infantry|🗡 Infantry]] || [[Lancer|🏇 Lancer]]
| [[Marksman]] || [[Infantry]] || [[Lancer]]
|}
|}


=== How it works ===
Understanding the counter triangle is critical for both offensive and defensive battles. Sending the right troop type against an enemy gives a significant combat advantage.
The +10% bonus applies to the ATK of the countering troops. The disadvantaged type does not receive a direct penalty, but the power differential can be significant in mixed combat. Advanced PvP players mix all three types to cover every matchup.


== Stats ==
== Troop Tiers ==


Every troop has seven statistics:
All three troop types are available from Tier 1 (T1) through Fire Crystal 10 (FC10), representing the quality and power of your troops:


{| class="wikitable" style="width:80%"
* '''T1 – T10''' — Standard tiers, progressively stronger. Unlocked by upgrading military camps.
! Stat !! Description
* '''T11''' — Advanced tier requiring specialized research (T11 Infantry, T11 Marksman, T11 Lancer research trees)
|-
* '''T12''' — High-tier troops requiring T12-specific research trees
| '''Power''' || Overall combat score (composite indicator)
* '''FC1 – FC10''' — Fire Crystal troops: the most powerful tiers, requiring Fire Crystals and advanced research
|-
| '''Defense''' || Reduces incoming damage in combat
|-
| '''Attack''' || Determines damage dealt
|-
| '''Health''' || Total damage the troop can absorb before being killed or hospitalized
|-
| '''Lethality''' || Bypasses a portion of enemy Defense
|-
| '''Speed''' || Movement speed on the map (always '''11''' for every tier and type)
|-
| '''Load''' || Resource carrying capacity during gathering marches
|}
 
== Tiers ==
 
Troops unlock in tiers gated by [[Furnace]] level and military research.
 
=== Standard Tiers (T1 – T11) ===
 
{| class="wikitable" style="text-align:center"
! Tier !! Furnace required (approx.)
|-
| T1 || 1
|-
| T2 || 4
|-
| T3 || 6
|-
| T4 || 8
|-
| T5 || 10
|-
| T6 || 12
|-
| T7 || 15
|-
| T8 || 18
|-
| T9 || 22
|-
| T10 || 30
|-
| T11 || FC5
|-
| T12 || FC10
|}


=== Fire Crystal Tiers (FC1 – FC10) ===
Higher tiers have significantly better attack, defense, and HP stats, making them the priority for competitive play.
 
Unlocked at Furnace level 30, Fire Crystal tiers extend progression beyond T11. Each FC tier requires an increasing amount of Fire Crystals obtained through special events and advanced PvP battles.
 
{| class="wikitable" style="text-align:center"
! FC Tier !! Furnace required
|-
| FC1 – FC3 || 30
|-
| FC4 – FC6 || 32+
|-
| FC7 – FC10 || 35+
|}


== Infantry ==
== Infantry ==


=== Overview ===
Infantry are heavy melee troops. They form the backbone of most armies due to their high HP and solid defense.
[[Infantry]] is the army's '''shield'''. With the highest Defense and Health of the three types, Infantry absorbs damage on the front line and protects more fragile troops positioned behind.
 
=== Special Skills ===
{| class="wikitable" style="width:75%"
! Skill !! Unlocked !! Effect
|-
| '''Master Brawler''' || Level 1 || +10% damage against Lancers
|-
| '''Bands of steel''' || Level 7 || 20% Increased defense against lancers
|-
| '''Crystal Shield''' || Level FC3 || 25% Chance of offsetting 36 damage
|-
| '''Crystal Shield''' || Level FC5 || 37,5% Chance of offsetting 36 damage
|-
| '''Body of Light''' || Level FC8 || Increase defense by 4% and reducing an extra 10% when Crystal shield is active
|-
| '''Body of Light''' || Level FC10 || Increase defense by 6% and reducing an extra 15% when Crystal shield is active
|}


=== Strengths & Weaknesses ===
* '''Trained at:''' [[Infantry Camp]]
{| class="wikitable" style="width:70%"
* '''Counter:''' Strong against Lancers, weak against Marksmen
! Strengths !! Weaknesses
* '''Role:''' Front-line tanks; absorb damage and protect other troop types
|-
* '''Key Research:''' Shield Upgrade, Defensive Formation, Bulwark Formations, Close Combat
| Highest Defense & HP || Lowest ATK of the three types
|-
| Sustain in prolonged fights || Low Load (poor for gathering)
|-
| Best city defense || Loses to Marksman
|}


=== Usage ===
=== Infantry Stats (General) ===
* '''City defense''' — bulk Infantry to withstand raids
Infantry have the highest base HP of the three troop types, making them excellent for holding defensive positions.
* '''Rally front line''' — tanks for the rest of your army
* '''Recommended PvP ratio''' — 45-60% of total army


== Lancer ==
== Lancer ==


=== Overview ===
Lancers are cavalry troops that deal high burst damage. They are fast and effective at breaking through Marksman lines.
[[Lancer]] is the '''versatile''' troop type. Offering a balance between Attack and Defense, Lancers excel in mobility and form the backbone of gathering marches and offensive rallies.
 
* '''Trained at:''' [[Lancer Camp]]
* '''Counter:''' Strong against Marksmen, weak against Infantry
* '''Role:''' Offensive cavalry; excellent for raiding and breaking enemy formations
* '''Key Research:''' Lancer Armor, Lancer Upgrade, Skirmishing, Reprisal Tactics


=== Special Skills ===
=== Lancer Stats (General) ===
{| class="wikitable" style="width:75%"
Lancers have the highest attack damage output among the three troop types but lower HP than Infantry.
! Skill !! Unlocked !! Effect
|-
| '''Charge''' || Level 1 || +10% damage against Marksman
|-
| '''Ambusher''' || Level 7 || 20% chance to strike Marksman hidden behind Infantry
|-
| '''Crystal Lance''' || Level FC3 || 10% Chance of dealing double damage
|-
| '''Crystal Lance''' || Level FC5 || 15% Chance of dealing double damage
|-
| '''Incandescant Field''' || Level FC8 || 10% chance of taking half the damage when under attack
|-
| '''Incandescant Field''' || Level FC10 || 15% chance of taking half the damage when under attack
|}


=== Strengths & Weaknesses ===
== Marksman ==
{| class="wikitable" style="width:70%"
! Strengths !! Weaknesses
|-
| Balanced ATK/DEF || No strong specialization
|-
| Built-in anti-Marksman skills || Loses to Infantry
|}


=== Usage ===
Marksmen are ranged troops that deal consistent damage from a distance. They are effective against Infantry.
* '''Offensive rallies''' — pair with Marksman for maximum damage
* '''Recommended PvP ratio''' — 20–40%


== Marksman ==
* '''Trained at:''' [[Marksman Camp]]
* '''Counter:''' Strong against Infantry, weak against Lancers
* '''Role:''' Ranged DPS; effective at sieging and long-range engagements
* '''Key Research:''' Marksman Armor, Targeted Sniping, Picket Lines, Precision Targeting


=== Overview ===
=== Marksman Stats (General) ===
[[Marksman]] deals the '''highest damage''' in the game. Fragile and low on stamina, they must be shielded by Infantry to reach their full potential.
Marksmen deal high sustained damage but are vulnerable to Lancers in close combat.


=== Special Skills ===
== Training Troops ==
{| class="wikitable" style="width:75%"
! Skill !! Unlocked !! Effect
|-
| '''Charge''' || Level 1 || +10% damage against Marksman
|-
| '''Ambusher''' || Level 7 || 20% chance to strike Marksman hidden behind Infantry
|-
| '''Crystal Lance''' || Level FC3 || 10% Chance of dealing double damage
|-
| '''Crystal Lance''' || Level FC5 || 15% Chance of dealing double damage
|-
| '''Incandescant Field''' || Level FC8 || 10% chance of taking half the damage when under attack
|-
| '''Incandescant Field''' || Level FC10 || 15% chance of taking half the damage when under attack
|}


=== Strengths & Weaknesses ===
Troops are trained at their respective camps:
{| class="wikitable" style="width:70%"
! Strengths !! Weaknesses
|-
| Highest Attack || Lowest Defense & HP
|-
| Long-range damage || Needs protection
|-
| Beats Infantry (+10% ATK) || Loses to Lancer
|}


=== Usage ===
# Upgrade the relevant military camp to unlock higher tiers
* '''Pure DPS''' maximize enemy casualties in rallies
# Queue troops for training higher camp levels increase queue size
* '''Behind Infantry''' — never deploy alone against a mixed enemy
# Troops require [[Resources]] (Meat, Wood, Coal, Iron) to train
* '''Recommended PvP ratio''' — 40–50% in DPS-heavy compositions
# Training time decreases with [[Research]] upgrades and hero skills


== Training Costs ==
== Troop Capacity ==


Costs scale exponentially with tier. Reference values for Infantry:
Your total troop capacity is determined by:
* [[Command Center]] level — increases march capacity (troops per attack)
* Military camp levels — increases total troop count
* Research bonuses — further increases troop limits


{| class="wikitable" style="text-align:center"
== Healing Wounded Troops ==
! Tier !! Meat !! Wood !! Coal !! Iron !! Base time
|-
| T1 || 36 || 27 || 7 || 2 || 12 s
|-
| T5 || ~1,200 || ~900 || ~210 || ~44 || ~60 s
|-
| T10 || ~3,800 || ~2,850 || ~665 || ~138 || ~2 min
|-
| T11 || 6,970 || 5,228 || 1,220 || 253 || 3 min
|}


''Lancer and Marksman costs are similar. Cost-reduction research and training speed-ups lower these values significantly.''
When troops lose a battle, they become '''wounded''' rather than permanently lost (as long as your [[Infirmary]] has capacity):


== PvP Strategies ==
* Wounded troops recover in the Infirmary over time
* Troops exceeding Infirmary capacity are '''permanently lost'''
* Keep your Infirmary upgraded to minimize permanent losses


=== Common Compositions ===
== Tips ==
{| class="wikitable" style="text-align:center; width:75%"
! Composition !! Inf. !! Lanc. !! Mark. !! Context
|-
| Balanced || 50% || 20% || 30% || General defense or attack
|-
| DPS-heavy || 50% || 0% || 50% || Coordinated offensive rallies
|-
| Tank-heavy || 60% || 40% || 0% || City or building defense
|}


=== General Tips ===
* Build a balanced army of all three troop types to handle any combat scenario.
* Always '''heal hospitalized troops''' before marching again to avoid permanent losses.
* Use the counter triangle strategically — scout enemy armies before attacking to send the right troop type.
* Lower-tier troops sent as alliance reinforcements die first — useful for protecting your T11s.
* Focus on upgrading troops to higher tiers (T11, T12, FC) as soon as possible for competitive advantage.
* In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.
* Upgrade your Infirmary to ensure wounded troops from big battles can recover.
* Use hero skills and research bonuses to reduce training time and costs.


== See Also ==
== See Also ==
* [[Buildings]] — Furnace, Barracks, Hospital
* [[Game_Mechanics|Game Mechanics]] — Combat, Rally, SvS
* [[Resources]] — Training costs


[[Category:Gameplay]][[Category:Troops]]
* [[Infantry]] — Infantry troop details
* [[Lancer]] — Lancer troop details
* [[Marksman]] — Marksman troop details
* [[Buildings]] — Military camps where troops are trained
* [[Research]] — Technologies that improve troop stats
* [[Combat]] — Battle mechanics and combat formulas
* [[Heroes]] — Heroes that boost specific troop types

Latest revision as of 14:55, 19 May 2026

Units are the soldiers that make up your army in Whiteout Survival. There are three types of units — Infantry, Lancer, and Marksman — each with unique strengths and weaknesses forming the game's combat triangle.

The Counter Triangle

The three troop types form a rock-paper-scissors counter system:

Troop Type Strong Against Weak Against
Infantry Lancer Marksman
Lancer Marksman Infantry
Marksman Infantry Lancer

Understanding the counter triangle is critical for both offensive and defensive battles. Sending the right troop type against an enemy gives a significant combat advantage.

Troop Tiers

All three troop types are available from Tier 1 (T1) through Fire Crystal 10 (FC10), representing the quality and power of your troops:

  • T1 – T10 — Standard tiers, progressively stronger. Unlocked by upgrading military camps.
  • T11 — Advanced tier requiring specialized research (T11 Infantry, T11 Marksman, T11 Lancer research trees)
  • T12 — High-tier troops requiring T12-specific research trees
  • FC1 – FC10 — Fire Crystal troops: the most powerful tiers, requiring Fire Crystals and advanced research

Higher tiers have significantly better attack, defense, and HP stats, making them the priority for competitive play.

Infantry

Infantry are heavy melee troops. They form the backbone of most armies due to their high HP and solid defense.

  • Trained at: Infantry Camp
  • Counter: Strong against Lancers, weak against Marksmen
  • Role: Front-line tanks; absorb damage and protect other troop types
  • Key Research: Shield Upgrade, Defensive Formation, Bulwark Formations, Close Combat

Infantry Stats (General)

Infantry have the highest base HP of the three troop types, making them excellent for holding defensive positions.

Lancer

Lancers are cavalry troops that deal high burst damage. They are fast and effective at breaking through Marksman lines.

  • Trained at: Lancer Camp
  • Counter: Strong against Marksmen, weak against Infantry
  • Role: Offensive cavalry; excellent for raiding and breaking enemy formations
  • Key Research: Lancer Armor, Lancer Upgrade, Skirmishing, Reprisal Tactics

Lancer Stats (General)

Lancers have the highest attack damage output among the three troop types but lower HP than Infantry.

Marksman

Marksmen are ranged troops that deal consistent damage from a distance. They are effective against Infantry.

  • Trained at: Marksman Camp
  • Counter: Strong against Infantry, weak against Lancers
  • Role: Ranged DPS; effective at sieging and long-range engagements
  • Key Research: Marksman Armor, Targeted Sniping, Picket Lines, Precision Targeting

Marksman Stats (General)

Marksmen deal high sustained damage but are vulnerable to Lancers in close combat.

Training Troops

Troops are trained at their respective camps:

  1. Upgrade the relevant military camp to unlock higher tiers
  2. Queue troops for training — higher camp levels increase queue size
  3. Troops require Resources (Meat, Wood, Coal, Iron) to train
  4. Training time decreases with Research upgrades and hero skills

Troop Capacity

Your total troop capacity is determined by:

  • Command Center level — increases march capacity (troops per attack)
  • Military camp levels — increases total troop count
  • Research bonuses — further increases troop limits

Healing Wounded Troops

When troops lose a battle, they become wounded rather than permanently lost (as long as your Infirmary has capacity):

  • Wounded troops recover in the Infirmary over time
  • Troops exceeding Infirmary capacity are permanently lost
  • Keep your Infirmary upgraded to minimize permanent losses

Tips

  • Build a balanced army of all three troop types to handle any combat scenario.
  • Use the counter triangle strategically — scout enemy armies before attacking to send the right troop type.
  • Focus on upgrading troops to higher tiers (T11, T12, FC) as soon as possible for competitive advantage.
  • Upgrade your Infirmary to ensure wounded troops from big battles can recover.
  • Use hero skills and research bonuses to reduce training time and costs.

See Also

  • Infantry — Infantry troop details
  • Lancer — Lancer troop details
  • Marksman — Marksman troop details
  • Buildings — Military camps where troops are trained
  • Research — Technologies that improve troop stats
  • Combat — Battle mechanics and combat formulas
  • Heroes — Heroes that boost specific troop types