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Units: Difference between revisions

From WOS Forge Wiki
Fix Units page: correct Tiers table (T1-T11 only, FC tiers separate), fix counter triangle, add export CSV
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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''' (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 ==
== 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 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:60%;"
! style="background:rgba(255,122,24,.15)" | Type
! Type !! Beats !! Loses to
! 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 ===
=== 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.
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.


== Stats ==
== Stats ==
Every troop has seven statistics:
Every troop has seven statistics:


{| class="wikitable" style="width:80%"
{| class="wikitable" style="width:100%;"
! Stat !! Description
! Stat !! Description
|-
|-
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| '''Lethality''' || Bypasses a portion of enemy Defense
| '''Lethality''' || Bypasses a portion of enemy Defense
|-
|-
| '''Speed''' || Movement speed on the map (always '''11''' for every tier and type)
| '''Speed''' || Movement speed on the map (always 11 for every tier and type)
|-
|-
| '''Load''' || Resource carrying capacity during gathering marches
| '''Load''' || Resource carrying capacity during gathering marches
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== Tiers ==
== Tiers ==
Troops unlock in tiers gated by [[Furnace]] level and military research.
Troops unlock in tiers gated by [[Furnace]] level and military research.


=== Standard Tiers (T1 – T12) ===
=== Standard Tiers (T1 – T11) ===
 
{| class="wikitable sortable" style="text-align:center;"
{| class="wikitable" style="text-align:center"
! Tier !! Furnace required (approx.)
! Tier !! Furnace required (approx.)  
|-
|-
| T1 || 1  
| T1 || 1
|-
|-
| T2 || 4  
| T2 || 4
|-
|-
| T3 || 6  
| T3 || 6
|-
|-
| T4 || 8
| T4 || 8
|-
|-
| T5 || 10  
| T5 || 10
|-
|-
| T6 || 12  
| T6 || 12
|-
|-
| T7 || 15  
| T7 || 15
|-
|-
| T8 || 18
| T8 || 18
|-
|-
| T9 || 22  
| T9 || 22
|-
|-
| T10 || 30
| T10 || 30
|-
|-
| T11 || FC5
| T11 || FC5 (Fire Crystal required)
|-
| T12 || FC10
|}
|}


=== Fire Crystal Tiers (FC1 – 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.
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;"
! FC Tier !! Furnace required
! FC Tier !! Furnace required
|-
|-
| FC1 – FC3 || 30  
| FC1 – FC3 || 30
|-
|-
| FC4 – FC6 || 32+  
| FC4 – FC6 || 32+
|-
|-
| FC7 – FC10 || 35+
| FC7 – FC10 || 35+
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=== Special Skills ===
=== Special Skills ===
{| class="wikitable" style="width:75%"
{| class="wikitable" style="width:100%;"
! Skill !! Unlocked !! Effect
! Skill !! Unlocked !! Effect
|-
|-
| '''Master Brawler''' || Level 1 || +10% damage against Lancers
| Master Brawler || Level 1 || +10% damage against Lancers
|-
|-
| '''Bands of steel''' || Level 7 || 20% Increased defense 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 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 reduce an extra 10% when Crystal Shield is active
|-
| Body of Light || Level FC10 || Increase defense by 6% and reduce an extra 15% when Crystal Shield is active
|}
 
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:100%;"
! Strengths !! Weaknesses
|-
|-
| '''Crystal Shield''' || Level FC5 || 37,5% Chance of offsetting 36 damage
| Highest Defense & HP || Lowest ATK of the three types
|-
|-
| '''Body of Light''' || Level FC8 || Increase defense by 4% and reducing an extra 10% when Crystal shield is active
| Sustain in prolonged fights || Low Load (poor for gathering)
|-
|-
| '''Body of Light''' || Level FC10 || Increase defense by 6% and reducing an extra 15% when Crystal shield is active
| Best city defense || Loses to Marksman
|}
|}


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=== Overview ===
=== 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.
[[Lancer]] is the '''versatile''' troop type. Offering a balance between Attack and Defense, Lancers excel in mobility and have the highest Load stat, making them ideal for resource gathering.


=== Special Skills ===
=== Special Skills ===
{| class="wikitable" style="width:75%"
{| class="wikitable" style="width:100%;"
! Skill !! Unlocked !! Effect
! Skill !! Unlocked !! Effect
|-
|-
| '''Charge''' || Level 1 || +10% damage against Marksman
| Charge || Level 1 || +10% damage against Marksman
|-
|-
| '''Ambusher''' || Level 7 || 20% chance to strike Marksman hidden behind Infantry
| Ambusher || Level 7 || 20% chance to strike Marksman hidden behind Infantry
|-
|}
| '''Crystal Lance''' || Level FC3 || 10% Chance of dealing double damage
 
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:100%;"
! Strengths !! Weaknesses
|-
|-
| '''Crystal Lance''' || Level FC5 || 15% Chance of dealing double damage
| Balanced ATK/DEF || No strong specialization
|-
|-
| '''Incandescant Field''' || Level FC8 || 10% chance of taking half the damage when under attack
| Best Load (gathering) || Loses to Infantry
|-
|-
| '''Incandescant Field''' || Level FC10 || 15% chance of taking half the damage when under attack
| Built-in anti-Marksman skills || High training cost at T11+
|}
|}


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


=== Special Skills ===
=== Strengths & Weaknesses ===
{| class="wikitable" style="width:75%"
{| class="wikitable" style="width:100%;"
! Skill !! Unlocked !! Effect
! Strengths !! Weaknesses
|-
|-
| '''Ranged Strike''' || Level 1 || +10% damage against infantry
| Highest Attack || Lowest Defense & HP
|-
|-
| '''Volley''' || Level 7 || 20% chance to strike Marksman hidden behind Infantry
| Long-range damage || Needs protection
|-
|-
| '''Crystal Gunpowder''' || Level FC3 || 20% Chance of dealing 50% more damage
| Beats Infantry (+10% ATK) || Loses to Lancer
|-
| '''Crystal Gunpowder''' || Level FC5 || 30% Chance of dealing 50% more damage
|-
| '''Flame Charge''' || Level FC8 || Increase marksman attack by 4%. Marksman can deal an extra 25% damage when [Crystal Gunpowder] is active.
|-
| '''Flame Charge''' || Level FC10 || Increase marksman attack by 6%. Marksman can deal an extra 37,5% damage when [Crystal Gunpowder] is active.
|}
|}


== Training Costs ==
== Training Costs ==
Costs scale with tier. Reference values for Infantry (per troop):


Costs scale exponentially with tier. Reference values for Infantry:
{| class="wikitable sortable" style="width:100%; text-align:center;"
 
|+ Infantry Training Cost Reference
{| class="wikitable" style="text-align:center"
! Tier !! Meat !! Wood !! Coal !! Iron !! Base Time
! Tier !! Meat !! Wood !! Coal !! Iron !! Base time
|-
|-
| T1 || 36 || 27 || 7 || 2 || 12 s
| T1 || ~12 || || || || 12 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
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|}
|}


''Lancer and Marksman costs are similar. Cost-reduction research and training speed-ups lower these values significantly.''
Lancer and Marksman costs are similar. Cost-reduction research and training speed-ups lower these values.
 
== Export ==
<pre>
Tier,Furnace Required
T1,1
T2,4
T3,6
T4,8
T5,10
T6,12
T7,15
T8,18
T9,22
T10,30
T11,FC5
FC1-FC3,30
FC4-FC6,32+
FC7-FC10,35+
</pre>


== See Also ==
== See also ==
* [[Buildings]] — Furnace, Barracks, Hospital
* [[Buildings]] — Infantry Camp, Lancer Camp, Marksman Camp
* [[Game_Mechanics|Game Mechanics]] — Combat, Rally, SvS
* [[Resources]] — Training costs breakdown
* [[Resources]] — Training costs
* [[Furnace]] — Tier unlock gating
* [[Game Mechanics]] — Combat and counter triangle details


[[Category:Gameplay]][[Category:Troops]]
[[Category:Units]]
[[Category:Gameplay]]

Revision as of 20:36, 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.

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 (Fire Crystal required)

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 reduce an extra 10% when Crystal Shield is active
Body of Light Level FC10 Increase defense by 6% and reduce 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

Lancer

Overview

Lancer is the versatile troop type. Offering a balance between Attack and Defense, Lancers excel in mobility and have the highest Load stat, making them ideal for resource gathering.

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+

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

Training Costs

Costs scale with tier. Reference values for Infantry (per troop):

Infantry Training Cost Reference
Tier Meat Wood Coal Iron Base Time
T1 ~12 12 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.

Export

Tier,Furnace Required
T1,1
T2,4
T3,6
T4,8
T5,10
T6,12
T7,15
T8,18
T9,22
T10,30
T11,FC5
FC1-FC3,30
FC4-FC6,32+
FC7-FC10,35+

See also