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Units: Difference between revisions

From WOS Forge Wiki
Contenu complet : triangle de contres, stats, tiers T1-FC10, Infantry/Lancer/Marksman, strategies PvP
Translate to English: counter triangle, stats, tiers T1-FC10, Infantry/Lancer/Marksman, PvP strategies
Line 1: Line 1:
{{DISPLAYTITLE:Unités — WOS Forge Wiki}}
'''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).
Les '''unités''' (ou troupes) sont le cœur du système militaire de ''Whiteout Survival''. Elles se répartissent en trois types organisés selon un triangle de contres, entraînable du Tier 1 au Tier 11 puis en tiers Cristaux de Feu (FC1–FC10).


== Triangle de contres ==
== Counter Triangle ==


Les trois types de troupes se contrent mutuellement à la façon « pierre-feuille-ciseaux ». Chaque type inflige '''+10 % d'ATK''' contre le type qu'il contre.
The three troop types counter each other in a rock-paper-scissors fashion. Each type deals '''+10% ATK''' against the type it counters.


{| class="wikitable" style="text-align:center; width:70%"
{| class="wikitable" style="text-align:center; width:70%"
! style="background:rgba(255,122,24,.15)" | Type
! style="background:rgba(255,122,24,.15)" | Type
! style="background:rgba(255,122,24,.15)" | Bat
! style="background:rgba(255,122,24,.15)" | Beats
! style="background:rgba(255,122,24,.15)" | Perd contre
! style="background:rgba(255,122,24,.15)" | Loses to
|-
|-
| [[Infantry|🗡 Infanterie]] || [[Lancer|🏇 Lanciers]] || [[Marksman|🎯 Tireurs d'élite]]
| [[Infantry|🗡 Infantry]] || [[Lancer|🏇 Lancer]] || [[Marksman|🎯 Marksman]]
|-
|-
| [[Lancer|🏇 Lanciers]] || [[Marksman|🎯 Tireurs d'élite]] || [[Infantry|🗡 Infanterie]]
| [[Lancer|🏇 Lancer]] || [[Marksman|🎯 Marksman]] || [[Infantry|🗡 Infantry]]
|-
|-
| [[Marksman|🎯 Tireurs d'élite]] || [[Infantry|🗡 Infanterie]] || [[Lancer|🏇 Lanciers]]
| [[Marksman|🎯 Marksman]] || [[Infantry|🗡 Infantry]] || [[Lancer|🏇 Lancer]]
|}
|}


=== Mécanisme ===
=== How it works ===
Le bonus de +10 % s'applique à l'ATK des troupes qui counter. En pratique, les joueurs PvP avancés mixent les types pour couvrir toutes les situations.
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.


== Statistiques ==
== Stats ==


Chaque troupe possède sept statistiques :
Every troop has seven statistics:


{| class="wikitable" style="width:80%"
{| class="wikitable" style="width:80%"
! Statistique !! Description
! Stat !! Description
|-
|-
| '''Puissance''' || Score global de combat (indicateur synthétique)
| '''Power''' || Overall combat score (composite indicator)
|-
|-
| '''Défense''' || Réduit les dégâts reçus en combat
| '''Defense''' || Reduces incoming damage in combat
|-
|-
| '''Attaque''' || Détermine les dégâts infligés
| '''Attack''' || Determines damage dealt
|-
|-
| '''Points de vie''' || Quantité de dégâts que la troupe peut encaisser avant d'être détruite/hospitalisée
| '''Health''' || Total damage the troop can absorb before being killed or hospitalized
|-
|-
| '''Létalité''' || Contourne une partie de la Défense ennemie
| '''Lethality''' || Bypasses a portion of enemy Defense
|-
|-
| '''Vitesse''' || Vitesse de déplacement sur la carte (toujours '''11''' pour tous les tiers et types)
| '''Speed''' || Movement speed on the map (always '''11''' for every tier and type)
|-
|-
| '''Charge''' || Capacité de transport de ressources lors des sorties de collecte
| '''Load''' || Resource carrying capacity during gathering marches
|}
|}


== Tiers ==
== Tiers ==


Les troupes se débloquent par paliers liés au niveau du [[Furnace|Brasier]] et des recherches militaires.
Troops unlock in tiers gated by [[Furnace]] level and military research.


=== Tiers standards (T1 – T11) ===
=== Standard Tiers (T1 – T11) ===


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
! Tier !! Brasier requis (approx.) !! Remarques
! Tier !! Furnace required (approx.) !! Notes
|-
|-
| T1 || 1 || Troupes de démarrage
| T1 || 1 || Starting troops
|-
|-
| T2 || 4 || Formation accélérée disponible
| T2 || 4 || Fast training available
|-
|-
| T3 || 6 || Première amélioration notable
| T3 || 6 || First notable stat jump
|-
|-
| T4 || 8 || —
| T4 || 8 || —
|-
|-
| T5 || 10 || Seuil PvP minimal pour débuter
| T5 || 10 || Minimum PvP-viable tier
|-
|-
| T6 || 12 || —
| T6 || 12 || —
Line 66: Line 65:
| T7 || 15 || —
| T7 || 15 || —
|-
|-
| T8 || 18 || Troupes compétitives en milieu de jeu
| T8 || 18 || Competitive mid-game
|-
|-
| T9 || 22 || —
| T9 || 22 || —
|-
|-
| T10 || 25 || Haut niveau PvP
| T10 || 25 || High-level PvP
|-
|-
| T11 || 28 || Troupes standard maximales
| T11 || 28 || Max standard tier
|}
|}


=== Tiers Cristaux de Feu (FC1 – FC10) ===
=== Fire Crystal Tiers (FC1 – FC10) ===


Débloqués à partir du Brasier niveau 30, les Cristaux de Feu (''Fire Crystals'') constituent une progression supplémentaire au-delà du T11. Chaque tier FC exige des cristaux obtenus via des événements spéciaux et des batailles PvP avancées.
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"
{| class="wikitable" style="text-align:center"
! Tier FC !! Brasier requis !! Notes
! FC Tier !! Furnace required !! Notes
|-
|-
| FC1 – FC3 || 30 || Débutants Cristaux de Feu
| FC1 – FC3 || 30 || Entry-level Fire Crystal troops
|-
|-
| FC4 – FC6 || 32+ || Niveau intermédiaire
| FC4 – FC6 || 32+ || Intermediate
|-
|-
| FC7 – FC10 || 35+ || Élite mondiale, très rares
| FC7 – FC10 || 35+ || World elite, extremely rare
|}
|}


== Infanterie ==
== Infantry ==


=== Présentation ===
=== Overview ===
L'[[Infantry|Infanterie]] forme le '''bouclier''' de l'armée. Avec la défense et les points de vie les plus élevés des trois types, elle absorbe les dégâts en première ligne et protège les troupes plus fragiles.
[[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.


=== Points forts / faibles ===
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:70%"
{| class="wikitable" style="width:70%"
! Points forts !! Points faibles
! Strengths !! Weaknesses
|-
|-
| Meilleure défense & PV || ATK la plus faible des trois
| Highest Defense & HP || Lowest ATK of the three types
|-
|-
| Résistance en combat prolongé || Faible capacité de charge (collecte)
| Sustain in prolonged fights || Low Load (poor for gathering)
|-
|-
| Idéale pour défendre la ville || Perd contre les Tireurs d'élite
| Best city defense || Loses to Marksman
|}
|}


=== Utilisation ===
=== Usage ===
* '''Défense de ville''' : masse d'infanterie pour résister aux raids
* '''City defense''' — bulk Infantry to withstand raids
* '''Première ligne de ralliement''' : tank pour le reste de l'armée
* '''Rally front line''' — tanks for the rest of your army
* '''Ratio PvP conseillé''' : 30–40 % de l'armée totale
* '''Recommended PvP ratio''' 30–40% of total army


== Lanciers ==
== Lancer ==


=== Présentation ===
=== Overview ===
Les [[Lancer|Lanciers]] sont la troupe '''polyvalente'''. Offrant un équilibre entre attaque et défense, ils excellent en mobilité et constituent l'épine dorsale des armées de collecte et des rallyes offensifs.
[[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.


=== Compétences spéciales ===
=== Special Skills ===
{| class="wikitable" style="width:75%"
{| class="wikitable" style="width:75%"
! Compétence !! Débloquée !! Effet
! Skill !! Unlocked !! Effect
|-
|-
| '''Charge''' || Niveau 1 || +10 % de dégâts contre les Tireurs d'élite
| '''Charge''' || Level 1 || +10% damage against Marksman
|-
|-
| '''Embuscade''' || Niveau 7 || 20 % de chances de frapper les Tireurs d'élite derrière l'Infanterie
| '''Ambusher''' || Level 7 || 20% chance to strike Marksman hidden behind Infantry
|}
|}


=== Points forts / faibles ===
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:70%"
{| class="wikitable" style="width:70%"
! Points forts !! Points faibles
! Strengths !! Weaknesses
|-
|-
| Polyvalence attaque/défense || Pas de spécialisation marquée
| Balanced ATK/DEF || No strong specialization
|-
|-
| Bonne capacité de charge || Perd contre l'Infanterie
| Best Load (gathering) || Loses to Infantry
|-
|-
| Compétences anti-Tireurs intégrées || Coûts de formation élevés en T11+
| Built-in anti-Marksman skills || High training cost at T11+
|}
|}


=== Utilisation ===
=== Usage ===
* '''Collecte de ressources''' : meilleure charge parmi les trois types
* '''Resource gathering''' — highest Load of the three types
* '''Ralliements offensifs''' : combinés à des Tireurs pour maximiser les dégâts
* '''Offensive rallies''' — pair with Marksman for maximum damage
* '''Ratio PvP conseillé''' : 30–40 %
* '''Recommended PvP ratio''' 30–40%


== Tireurs d'élite ==
== Marksman ==


=== Présentation ===
=== Overview ===
Les [[Marksman|Tireurs d'élite]] infligent les '''plus gros dégâts''' du jeu. Fragiles et de courte endurance, ils doivent être protégés par l'Infanterie pour être pleinement efficaces.
[[Marksman]] deals the '''highest damage''' in the game. Fragile and low on stamina, they must be shielded by Infantry to reach their full potential.


=== Points forts / faibles ===
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:70%"
{| class="wikitable" style="width:70%"
! Points forts !! Points faibles
! Strengths !! Weaknesses
|-
|-
| Attaque la plus élevée || Défense & PV les plus faibles
| Highest Attack || Lowest Defense & HP
|-
|-
| Portée longue distance || Nécessite une protection
| Long-range damage || Needs protection
|-
|-
| Bat l'Infanterie (+10 % ATK) || Perd contre les Lanciers
| Beats Infantry (+10% ATK) || Loses to Lancer
|}
|}


=== Utilisation ===
=== Usage ===
* '''DPS pur''' : maximiser les pertes ennemies dans les ralliements
* '''Pure DPS''' — maximize enemy casualties in rallies
* '''Derrière l'Infanterie''' : ne pas déployer seul contre un ennemi mixte
* '''Behind Infantry''' — never deploy alone against a mixed enemy
* '''Ratio PvP conseillé''' : 40–50 % dans les compositions DPS-lourdes
* '''Recommended PvP ratio''' 40–50% in DPS-heavy compositions


== Coûts de formation ==
== Training Costs ==


Les coûts augmentent exponentiellement avec les tiers. Valeurs de référence pour l'Infanterie :
Costs scale exponentially with tier. Reference values for Infantry:


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


''Les coûts des Lanciers et Tireurs d'élite sont similaires. Les recherches de réduction de coût et les accélérateurs de formation diminuent ces valeurs.''
''Lancer and Marksman costs are similar. Cost-reduction research and training speed-ups lower these values significantly.''


== Stratégies PvP ==
== PvP Strategies ==


=== Compositions classiques ===
=== Common Compositions ===
{| class="wikitable" style="text-align:center; width:75%"
{| class="wikitable" style="text-align:center; width:75%"
! Composition !! Inf. !! Lanc. !! Tireurs !! Contexte
! Composition !! Inf. !! Lanc. !! Mark. !! Context
|-
|-
| Équilibrée || 33 % || 33 % || 33 % || Défense générale ou événements mixtes
| Balanced || 33% || 33% || 33% || General defense or mixed events
|-
|-
| DPS-lourde || 20 % || 30 % || 50 % || Ralliements offensifs coordonnés
| DPS-heavy || 20% || 30% || 50% || Coordinated offensive rallies
|-
|-
| Tank-lourde || 50 % || 30 % || 20 % || Défense de ville ou bear hunt
| Tank-heavy || 50% || 30% || 20% || City defense or Bear Hunt
|-
|-
| Alliance 30-30-40 || 30 % || 30 % || 40 % || Standard Alliance PvP
| Alliance 30-30-40 || 30% || 30% || 40% || Standard Alliance PvP meta
|}
|}


=== Conseils généraux ===
=== General Tips ===
* Toujours '''soigner les troupes hospitalisées''' avant de repartir en combat pour éviter les pertes définitives.
* Always '''heal hospitalized troops''' before marching again to avoid permanent losses.
* Les troupes de '''tier inférieur''' envoyées en renfort d'alliance meurent en premier utile pour protéger vos T11.
* Lower-tier troops sent as alliance reinforcements die first useful for protecting your T11s.
* La '''capacité hospitalière''' (niveaux d'Hôpital) est le facteur limitant principal à bas Brasier.
* '''Hospital capacity''' (Hospital levels) is the main bottleneck at low Furnace levels.
* En SvS (État contre État), coordonnez les types avec vos alliés pour couvrir le triangle de contres.
* In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.


== Voir aussi ==
== See Also ==
* [[Buildings|Bâtiments]] — Brasier, Caserne, Hôpital
* [[Buildings]] — Furnace, Barracks, Hospital
* [[Game_Mechanics|Mécaniques de jeu]] — Combat, Ralliement, SvS
* [[Game_Mechanics|Game Mechanics]] — Combat, Rally, SvS
* [[Resources|Ressources]] — Coûts de formation
* [[Resources]] — Training costs


[[Category:Gameplay]][[Category:Troupes]]
[[Category:Gameplay]][[Category:Troops]]

Revision as of 17:47, 17 May 2026

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).

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.

Type Beats Loses to
🗡 Infantry 🏇 Lancer 🎯 Marksman
🏇 Lancer 🎯 Marksman 🗡 Infantry
🎯 Marksman 🗡 Infantry 🏇 Lancer

How it works

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

Every troop has seven statistics:

Stat Description
Power Overall combat score (composite indicator)
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)

Tier Furnace required (approx.) Notes
T1 1 Starting troops
T2 4 Fast training available
T3 6 First notable stat jump
T4 8
T5 10 Minimum PvP-viable tier
T6 12
T7 15
T8 18 Competitive mid-game
T9 22
T10 25 High-level PvP
T11 28 Max standard tier

Fire Crystal Tiers (FC1 – FC10)

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.

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

Overview

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.

Strengths & Weaknesses

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

  • 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

Overview

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.

Special Skills

Skill Unlocked Effect
Charge Level 1 +10% damage against Marksman
Ambusher Level 7 20% chance to strike Marksman hidden behind Infantry

Strengths & Weaknesses

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

  • Resource gathering — highest Load of the three types
  • Offensive rallies — pair with Marksman for maximum damage
  • Recommended PvP ratio — 30–40%

Marksman

Overview

Marksman deals the highest damage in the game. Fragile and low on stamina, they must be shielded by Infantry to reach their full potential.

Strengths & Weaknesses

Strengths Weaknesses
Highest Attack Lowest Defense & HP
Long-range damage Needs protection
Beats Infantry (+10% ATK) Loses to Lancer

Usage

  • 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

Costs scale exponentially with tier. Reference values for Infantry:

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

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

  • Always heal hospitalized troops before marching again to avoid permanent losses.
  • Lower-tier troops sent as alliance reinforcements die first — useful for protecting your T11s.
  • Hospital capacity (Hospital levels) is the main bottleneck at low Furnace levels.
  • In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.

See Also