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


Troops unlock in tiers gated by [[Furnace]] level and military research.
== Infantry ==


=== Standard Tiers (T1 – T11) ===
Infantry are heavy melee troops. They form the backbone of most armies due to their high HP and solid defense.


{| class="wikitable" style="text-align:center"
* '''Trained at:''' [[Infantry Camp]]
! Tier !! Furnace required (approx.)
* '''Counter:''' Strong against Lancers, weak against Marksmen
|-
* '''Role:''' Front-line tanks; absorb damage and protect other troop types
| T1 || 1
* '''Key Research:''' Shield Upgrade, Defensive Formation, Bulwark Formations, Close Combat
|-
| T2 || 4
|-
| T3 || 6
|-
| T4 || 8
|-
| T5 || 10
|-
| T6 || 12
|-
| T7 || 15
|-
| T8 || 18
|-
| T9 || 22
|-
| T10 || 25
|-
| T11 || 28
|}


=== Fire Crystal Tiers (FC1 – FC10) ===
=== Infantry Stats (General) ===
Infantry have the highest base HP of the three troop types, making them excellent for holding defensive positions.


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.
== Lancer ==


{| class="wikitable" style="text-align:center"
Lancers are cavalry troops that deal high burst damage. They are fast and effective at breaking through Marksman lines.
! FC Tier !! Furnace required !! Notes
|-
| FC1 – FC3 || 30 || Entry-level Fire Crystal troops
|-
| FC4 – FC6 || 32+ || Intermediate
|-
| FC7 – FC10 || 35+ || World elite, extremely rare
|}


== Infantry ==
* '''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


=== Overview ===
=== Lancer Stats (General) ===
[[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.
Lancers have the highest attack damage output among the three troop types but lower HP than Infantry.


=== Strengths & Weaknesses ===
== Marksman ==
{| class="wikitable" style="width:70%"
! Strengths !! Weaknesses
|-
| 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 ===
Marksmen are ranged troops that deal consistent damage from a distance. They are effective against Infantry.
* '''City defense''' — bulk Infantry to withstand raids
* '''Rally front line''' — tanks for the rest of your army
* '''Recommended PvP ratio''' — 30–40% of total army


== Lancer ==
* '''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) ===
[[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.
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
|}


=== Strengths & Weaknesses ===
Troops are trained at their respective camps:
{| class="wikitable" style="width:70%"
! Strengths !! Weaknesses
|-
| Balanced ATK/DEF || No strong specialization
|-
| Best Load (gathering) || Loses to Infantry
|-
| Built-in anti-Marksman skills || High training cost at T11+
|}


=== Usage ===
# Upgrade the relevant military camp to unlock higher tiers
* '''Resource gathering''' highest Load of the three types
# Queue troops for training higher camp levels increase queue size
* '''Offensive rallies''' — pair with Marksman for maximum damage
# Troops require [[Resources]] (Meat, Wood, Coal, Iron) to train
* '''Recommended PvP ratio''' — 30–40%
# Training time decreases with [[Research]] upgrades and hero skills


== Marksman ==
== Troop Capacity ==


=== Overview ===
Your total troop capacity is determined by:
[[Marksman]] deals the '''highest damage''' in the game. Fragile and low on stamina, they must be shielded by Infantry to reach their full potential.
* [[Command Center]] level — increases march capacity (troops per attack)
* Military camp levels — increases total troop count
* Research bonuses — further increases troop limits


=== Strengths & Weaknesses ===
== Healing Wounded Troops ==
{| 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 ===
When troops lose a battle, they become '''wounded''' rather than permanently lost (as long as your [[Infirmary]] has capacity):
* '''Pure DPS''' — maximize enemy casualties in rallies
* '''Behind Infantry''' — never deploy alone against a mixed enemy
* '''Recommended PvP ratio''' — 40–50% in DPS-heavy compositions


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


Costs scale exponentially with tier. Reference values for Infantry:
== Tips ==
 
{| class="wikitable" style="text-align:center"
! 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.''
 
== PvP Strategies ==
 
=== Common Compositions ===
{| class="wikitable" style="text-align:center; width:75%"
! Composition !! Inf. !! Lanc. !! Mark. !! Context
|-
| Balanced || 33% || 33% || 33% || General defense or mixed events
|-
| DPS-heavy || 20% || 30% || 50% || Coordinated offensive rallies
|-
| Tank-heavy || 50% || 30% || 20% || City defense or Bear Hunt
|-
| Alliance 30-30-40 || 30% || 30% || 40% || Standard Alliance PvP meta
|}


=== 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.
* '''Hospital capacity''' (Hospital levels) is the main bottleneck at low Furnace levels.
* Upgrade your Infirmary to ensure wounded troops from big battles can recover.
* In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.
* 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