Power-Ups
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Overview
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- A player can purchase power-ups from the Build Menu or in combat by clicking the green button.
- To use a power-up in a fight, a player must click the green button first, then choose and click the power-up the player wants to use, then click the target(s) of the power-up.
- A power-up takes one turn.
- A power-up takes effect immediatelly.
- A player can also win power-ups by increasing the level of their Honor (helping neighbors) or Infamy (attacking neighbors) Level.
- A player can obtain 1x power-up per level increase of Honor or Infamy.
- A player can produce power-ups through the Power-Up Factory by collecting parts.
- A player also may be required to be at a higher level to produce or buy power-ups.
- A player can use free power-ups from an ally on Campaign or on a certain mission.
- A player can obtain power-up for hitting a crate on Bombing Run (Mini-Game).
- A player can produce some power-ups through the Black Market by collecting parts to trade for the power-ups.
The table below lists all the current available power-ups in the game.
| Name | Description | Effect | Duration | Requirement |
|---|---|---|---|---|
Field Repairs I | Repairs friendly units in combat. |
+25 health to all friendly units | Used Instantly | |
Explosive Ammo I | Increases the damage done by a successful attack. |
+10 damage on a direct hit | Lasts 5 Rounds | |
Air Strike I | Call in 3 low level bombers to bomb 1 target. Bonus versus Army Units. | 30 damage to sea or air unit 60 damage to land unit | Used Instantly | |
Missile Attack I | Launches a missile at the targeted enemy unit. Bonus versus Naval Units. | 30 damage to land or air unit 60 damage to sea unit | Used Instantly | |
Hunker Down I | Friendly units take less damage from attacks. | Shields units from 5 damage | Lasts 5 Rounds | |
Target Jammer I | Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 8 Rounds | |
Accuracy I | Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 3 Rounds | |
Evasion I | Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 4 Rounds | |
EMP I | Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 5 Rounds | |
Poison Gas I | Unleashes poison gas on the enemy, damaging them over time. | 5 damage to all enemy units | Lasts 4 Rounds | |
Field Repairs II | Repairs friendly units in combat. |
+50 health to all friendly units | Used Instantly | |
Explosive Ammo II | Increases the damage done by a successful attack. |
+20 damage on a direct hit | Lasts 4 Rounds | |
Air Strike II | Call in 6 medium level bombers to bomb one target. Bonus versus Army Units. | 200 damage to land units 100 damage to naval or air units | Used Instantly | |
Missile Attack II | Launches 2 missiles at the targeted enemy. Bonus versus Naval Units. | 200 damage to naval units 100 damage to land or air units | Used Instantly | |
Hunker Down II | Friendly units take less damage from attacks. | Shields units from 10 damage | Lasts 5 Rounds | |
Target Jammer II | Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 12 Rounds | |
Accuracy II | Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 7 Rounds | |
Evasion II | Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 6 Rounds | |
EMP II | Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 10 Rounds | |
Poison Gas II | Unleashes poison gas on the enemy, damaging them over time. | 10 damage to all enemy units | Lasts 6 Rounds | |
Field Repairs III | Repairs friendly units in combat. |
+100 health to all friendly units | Used Instantly | |
Explosive Ammo III | Increases the damage done by a successful attack. |
+30 damage on a direct hit | Lasts 4 Rounds | |
Air Strike III | Call in 9 high level bombers to bomb 1 target. Bonus versus Army Units. | 300 damage to land units 150 damage to naval or air units | Used Instantly | |
Missile Attack III | Launches 3 missiles at the targeted enemy unit. Bonus versus Naval Units. | 300 damage to naval units 150 damage to land or air units | Used Instantly | |
Hunker Down III | Friendly units take less damage from attacks. | Shields units from 15 damage | Lasts 5 Rounds | |
Target Jammer III | Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 16 Rounds | |
Accuracy III | Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 11 Rounds | |
Evasion III | Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 8 Rounds | |
EMP III | Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 15 Rounds | |
Poison Gas III | Unleashes poison gas on the enemy, damaging them over time. | 15 damage to all enemy units | Lasts 8 Rounds | |
Tactical Nuke | I am Death, the destroyer of worlds. | 1,000 damage to all enemy units | Used Instantly | |
Tactical Nuke II | I am Death, the destroyer of worlds. | 2,000 damage to all enemy units | Used Instantly | |
Tactical Nuke III | I am Death, the destroyer of worlds. | 3,000 damage to all enemy units | Used Instantly | |
Acid Blast | Unleashes acid blast on the enemy, damaging them over time. | 150 damage direct hit to all units + 75 damage to all units per round | Lasts 7 rounds | |
Lunar Strike | Shoots a laser from a satellite to deal direct damage to a targeted unit and additional shrapnel damage to adjacent units. | Deals 500 damage to the targeted unit and additional shrapnel damage to adjacent units. | Used Instantly | |
Defense Shield | Gives all your units a protective shield during a battle. | Deflects one hit in a battle. | Lasts until the unit gets a hit from the enemy | |
Double Shot | Lets you fire two shots before the enemy retaliates. | Attack the enemy two times before the enemy attacks. | Last 2 rounds | |
Shrapnel Blast I | Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | |||
Shrapnel Blast II | Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | |||
Shrapnel Blast III | Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | |||
Blazing Ammo I | Gives all your units the blazing ability to deal fiery damage in battle for two turns. | Units equipped with this Power-Up will gain extra damage when attacking an enemy. | Lasts 2 rounds | |
Blazing Ammo II | Gives all your units the blazing ability to deal fiery damage in battle for three turns. | Last 3 rounds | ||
Blazing Ammo III | Gives all your units the blazing ability to deal fiery damage in battle for four turns. | Last 4 rounds |
- Note: Evasion power-ups do not reduce the chance of these attacks being successful, unlike normal attacks. Also, these Power-Ups are not for sale. They can not be created in the Power-Up Factory. They do not appear in inventory. Instead, they must be used by using one of the Experimental units and Element Z.
| Name | Description | Effect | Duration | Requirement |
|---|---|---|---|---|
EMP Burst | Disables a single enemy target for several turns. | Enemy unit can't attack | Lasts 5 Rounds | |
Incendiary Rockets | A fiery rocket, doing damage over multiple turns. | 20 damage to enemy unit | Lasts 5 Rounds | |
Smoke Grenade | Improves a unit's chances of evading attacks. | Chance of enemy landing a hit is reduced | Lasts 5 Rounds | |
Suppression Fire | Reduce an enemy's chance to hit friendly units. | Chance of enemy landing a hit is reduced | Lasts 5 Rounds | |
Combat Repairs | Repairs a single friendly unit in combat. |
+100 health to friendly unit | Used Instantly | |
Area Barrage | Unleashes a projectile barrage on all enemy units. | 50 damage to all enemy units that are hit | Used Instantly | |
Missile Barrage | Unleashes a missile barrage on all enemy units. | 50 damage to all enemy units that are hit | Used Instantly |
These Power-Ups are used to repel invaders. They can be built at the Strike Teams HQ.
| Name | Description | Effect | Requirement |
|---|---|---|---|
Ambush | Remove an invasion and collect 3x the payout. | Repels invasion and rewards 3 times the loot | |
Mind Control | Sends the invaders back to attack their own island and collect 3x the payout. Also collect rewards from your counter-invasion. | Repels invasion, rewards 3 times the loot plus loot from counter-invasion | |
Total Ambush | Remove all existing invasions and collect 4x the payout. | Repels all invasions and rewards 4 times the loot |








