Units
More actions
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.
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
- Buildings — Furnace, Barracks, Hospital
- Game Mechanics — Combat, Rally, SvS
- Resources — Training costs