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=== Standard Tiers (T1 – T11) === | === Standard Tiers (T1 – T11) === | ||
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|+ Standard Tiers Unlock Requirements | |||
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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. | ||
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|+ Fire Crystal Tiers Unlock Requirements | |||
! FC Tier !! Furnace required | ! FC Tier !! Furnace required | ||
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Revision as of 20:47, 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.
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):
| 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.
See also
- Buildings — Infantry Camp, Lancer Camp, Marksman Camp
- Resources — Training costs breakdown
- Furnace — Tier unlock gating
- Game Mechanics — Combat and counter triangle details