Build Menu | |||||||||||||||||||
New Items |
• | Housing |
• | Military |
• | Industry |
• | Government |
• | Resources |
• | Power-Ups |
• | Decor | • | Expand |
Overview[]
- 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.
<tabber> 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 | Level 1 |
Explosive Ammo I |
Increases the damage done by a successful attack. |
+10 damage on a direct hit |
Lasts 5 Rounds | Level 1 |
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 | Level 1 |
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 | Level 6 |
Hunker Down I |
Friendly units take less damage from attacks. | Shields units from 5 damage | Lasts 5 Rounds | Level 7 |
Target Jammer I |
Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 8 Rounds | Level 8 |
Accuracy I |
Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 3 Rounds | Level 10 |
Evasion I |
Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 4 Rounds | Level 11 |
EMP I |
Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 5 Rounds | Level 6 |
Poison Gas I |
Unleashes poison gas on the enemy, damaging them over time. | 5 damage to all enemy units | Lasts 4 Rounds | Level 15 |
Field Repairs II |
Repairs friendly units in combat. |
+50 health to all friendly units |
Used Instantly | Level 16 |
Explosive Ammo II |
Increases the damage done by a successful attack. |
+20 damage on a direct hit |
Lasts 4 Rounds | Level 17 |
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 | Level 19 |
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 | Level 20 |
Hunker Down II |
Friendly units take less damage from attacks. | Shields units from 10 damage | Lasts 5 Rounds | Level 22 |
Target Jammer II |
Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 12 Rounds | Level 23 |
Accuracy II |
Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 7 Rounds | Level 25 |
Evasion II |
Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 6 Rounds | Level 26 |
EMP II |
Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 10 Rounds | Level 29 |
Poison Gas II |
Unleashes poison gas on the enemy, damaging them over time. | 10 damage to all enemy units | Lasts 6 Rounds | Level 30 |
Field Repairs III |
Repairs friendly units in combat. |
+100 health to all friendly units |
Used Instantly | Level 31 |
Explosive Ammo III |
Increases the damage done by a successful attack. |
+30 damage on a direct hit |
Lasts 4 Rounds | Level 32 |
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 | Level 35 |
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 | Level 36 |
Hunker Down III |
Friendly units take less damage from attacks. | Shields units from 15 damage | Lasts 5 Rounds | Level 37 |
Target Jammer III |
Disrupts enemy targeting systems, reducing their unit's accuracy. | Chance of enemy unit landing a hit is reduced | Lasts 16 Rounds | Level 38 |
Accuracy III |
Increases your unit's chance to hit the enemy. | Increases your chance to land a direct or critical hit | Lasts 11 Rounds | Level 40 |
Evasion III |
Decreases the likelihood of being hit by the enemy. | Chance of enemy landing a hit is reduced | Lasts 8 Rounds | Level 41 |
EMP III |
Prevents the targeted enemy from attacking. | Enemy unit can't attack | Lasts 15 Rounds | Level 44 |
Poison Gas III |
Unleashes poison gas on the enemy, damaging them over time. | 15 damage to all enemy units | Lasts 8 Rounds | Level 45 |
Tactical Nuke |
I am Death, the destroyer of worlds. | 1,000 damage to all enemy units | Used Instantly | Level 46 |
Tactical Nuke II |
I am Death, the destroyer of worlds. | 2,000 damage to all enemy units | Used Instantly | Level 46 |
Tactical Nuke III |
I am Death, the destroyer of worlds. | 3,000 damage to all enemy units | Used Instantly | Level 46 |
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 | Level 12 |
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 | Level 27 |
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 | Level 10 |
Double Shot |
Lets you fire two shots before the enemy retaliates. | Attack the enemy two times before the enemy attacks. | Last 2 rounds | Level 10 |
Shrapnel Blast I |
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | Level 10 | ||
Shrapnel Blast II |
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | Level 20 | ||
Shrapnel Blast III |
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. | Level 26 | ||
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 | Level 10 |
Blazing Ammo II |
Gives all your units the blazing ability to deal fiery damage in battle for three turns. | Last 3 rounds | Level 18 | |
Blazing Ammo III |
Gives all your units the blazing ability to deal fiery damage in battle for four turns. | Last 4 rounds | Level 25 |
|-| Experimental Power Ups=
- 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 | 2 Element Z |
Incendiary Rockets |
A fiery rocket, doing damage over multiple turns. | 20 damage to enemy unit | Lasts 5 Rounds | 3 Element Z |
Smoke Grenade |
Improves a unit's chances of evading attacks. | Chance of enemy landing a hit is reduced | Lasts 5 Rounds | 2 Element Z |
Suppression Fire |
Reduce an enemy's chance to hit friendly units. | Chance of enemy landing a hit is reduced | Lasts 5 Rounds | 2 Element Z |
Combat Repairs |
Repairs a single friendly unit in combat. |
+100 health to friendly unit |
Used Instantly | 1 Element Z |
Area Barrage |
Unleashes a projectile barrage on all enemy units. | 50 damage to all enemy units that are hit | Used Instantly | 5 Element Z |
Missile Barrage |
Unleashes a missile barrage on all enemy units. | 50 damage to all enemy units that are hit | Used Instantly | 5 Element Z |
|-| Strike Teams HQ Power Ups= 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 | Level 11 |
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 | Level 11 |
Total Ambush |
Remove all existing invasions and collect 4x the payout. | Repels all invasions and rewards 4 times the loot | Level 11 |