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Units: Difference between revisions

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=== Usage ===
=== Usage ===
* '''Resource gathering''' — highest Load of the three types
* '''Offensive rallies''' — pair with Marksman for maximum damage
* '''Offensive rallies''' — pair with Marksman for maximum damage
* '''Recommended PvP ratio''' — 30–40%
* '''Recommended PvP ratio''' — 20–40%


== Marksman ==
== Marksman ==

Revision as of 18:24, 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.)
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)

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
FC1 – FC3 30
FC4 – FC6 32+
FC7 – FC10 35+

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.

Special Skills

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

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 — 45-60% 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
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

Strengths Weaknesses
Balanced ATK/DEF No strong specialization
Built-in anti-Marksman skills Loses to Infantry

Usage

  • Offensive rallies — pair with Marksman for maximum damage
  • Recommended PvP ratio — 20–40%

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 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

  • 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.
  • In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.

See Also