Perks
Last updated
Last updated
Perks are special passive abilities that unlock randomly as your Units rank up to Epic, Legendary, and Mystic ranks. Perks provide tactical depth to those higher rarities.
Each rank starting Epic unlocks one extra Perk.
All Perks are rank-based, where the effectiveness of perks is determined by their rank. Higher rank Perks are more effective.
Perks are randomly generated after a rank-up to ranks higher than Epic with the following drop chances:
⚪ Grey (Common) - 60%
🟢 Green (Uncommon) - 30%
🔵 Blue (Rare) - 10%
A higher rank will provide more powerful bonuses. We may further expand the Perk rank in future updates.
When ranking-up Epic Units the first Perk for the created Legendary Unit is randomly picked from the 4 Epic Unit Perks used for the rank-up, while the second perk is always random. The same applies to the first and second Perks of Mystic Units.
In future updates, players will be able to re-roll their Perks. We anticipate adding varied reroll options down the line for greater customization and strategy. Note: All % and Perks' bonuses are subject to changes. Please check our recent updates on Discord.
Critical Damage
Has a 8-22% chance to deal 2x damage.
Giant Killer
Deals an additional 2-8% damage to the target's maximum health. Doesn't work against buildings.
Dodge
Has a 8-22% chance to dodge enemy attacks (avoiding 100% damage).
Thunder God
Increases the number of additional targets for lightning bounce from 2 to 3 (hits a total of 4 targets), and increases the search radius for a new target (37-109%).
Explosive Cure
Explosion not only deals damage to enemies, but also heals all allies within the same radius for 9-27% of the damage.
Ice Arrows
The Unit's attacks slow the target by 6-12%. The effect stacks 5 times.
Explosive Shells
The Unit's projectile now flies to the point where the target was and explodes on impact, dealing 6-14% damage to everyone around it.
Dual Strike
The bullet strikes 1 additional target (37-109%).
Flame Power
Burning Ground radius increases by 26-50%.
Poison Dart
Attacks infect the target with a poison that deals 2-4% damage of the target's maximum health per second, for 3 seconds. Doesn't work against buildings.
Jack-in-the-Box
Explodes upon death, dealing damage equal to to 37-109% attack damage of all nearby enemies.
Splash
The Unit attacks the Units closest to the target (6,9-14,9%).
Repair Kit
If the Unit does not take damage for 4 seconds, it regenerates Armor by 8-20% per second.
Vampirism
Restores health 7-17% of the damage dealt.
Armor Destroyer
Simultaneously deals Armor and HP damage (28-60%). If the target has no Armor, it deals its normal damage.
Reaper
Deals 13-25% more damage to unarmored targets.
Piercing Damage
Gives the Unit piercing damage that ignores Armor (28-60%).
Artillery Shell
Increases the speed of the projectile by 2 times and increases the splash radius by 28-60%.
Big Shield
Blocks 19-37% of damage from ranged attacks.
Poison Blast
Explosion poisons enemies with a poison that deals 1-2% of the target's maximum health per second for 5 seconds.
Super Blast
Increases the blast radius by 39-75%.
Fire Blast
Explosion leaves behind a burning ground that deals damage to enemies (2-6%).
Gambling Rage
Each attack on the same target increases not only damage 13-25%, but also attack speed (starts hitting more often).
Shot Charge
Stuns enemies within a small radius of the target (6-12%). Can stun a group of enemies at once.
Massive Healing
Heals all allies near the target (12-22%). The farthest they are from the target, the weaker the effect.
Armored
Gains Armor equal to 27-37% of maximum health.
Vitality
Increases health by 22-30%.
Aggression
Increases damage by 12-20%.
Fortified
Increases Armor by 57-85%.
Great Blessing
Paladin's healing from attacks now applies to Paladin himself (13-25%).
Skilled Healer
The cure rate increases by 33-45%.
Great Sword
Increases the attack area radius by 55-75%.
Fire Range
The Unit's attack range is increased by 27-37%.
Siege
Deals 55-75% more damage to buildings.