Units
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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 (FC1βFC10).
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 |
|---|---|---|
| π‘ Infantry | π Lancer | π― Marksman |
| π Lancer | π― Marksman | π‘ Infantry |
| π― Marksman | π‘ Infantry | π 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 β 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 β 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 β FC3 | 30 |
| FC4 β FC6 | 32+ |
| FC7 β 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 β bulk Infantry to withstand raids
- Rally front line β tanks for the rest of your army
- Recommended PvP ratio β 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
- Resource gathering β highest Load of the three types
- Offensive rallies β pair with Marksman for maximum damage
- Recommended PvP ratio β 30β40%
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 β maximize enemy casualties in rallies
- Behind Infantry β never deploy alone against a mixed enemy
- Recommended PvP ratio β 40β50% 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 β useful for protecting your T11s.
- In SvS (State vs. State), coordinate troop types with allies to cover the full counter triangle.
See Also
- Buildings β Furnace, Barracks, Hospital
- Game Mechanics β Combat, Rally, SvS
- Resources β Training costs