Weapon | Description | Lasts |
Super Shield | Adds a shield to all your units. Lasts until all units are hit twice | 2 hits |
Health Downgrade | Makes a enemy unit lose 300 of it's max full health (for example, if a enemy unit's max health is 500, it's max health will become 200, if a unit's max health is 300 or less, it would be destroyed) | 1 turn |
Super Hunker Down | Works better than regular Hunker Down Power-ups. | 5 turns |
Mortar | Fires a Mortar at all enemy units, causing a different amount of damage to each | 1 turn |
Super Ammo | Makes a unit a Super Unit. If the Unit is already a Super Unit, it gets quadruple XP | 4 Turns |
Lightning Ammo | Makes a unit a Lightning Unit. If the Unit is already a Lightning Unit, it gets double the Energy. | 4 turns |
Cloak | Makes a unit invisible, making it immune to attacks. | 3 turns |
Disguise | Makes a unit's class another class (ex. If a unit is a tank, it can become a artillery or infantry). When a unit attacks the disguised unit, the disguised unit loses it's "fake class" | 1 hit |
Flamethrower | Makes a unit fire a flamethrower at a enemy unit, causing the unit to lose health after time (similar to Poison Gas Power-Ups) | 5 turns |
Missile Strike Cluster | Similar to Missile Attack Power-Ups, except it is used on all enemy units. | 1 turn |
Air Strike Cluster | Similar to Air Strike power-ups, except it is used on all enemy units. | 1 turn |
Damage Calculator | Shows how much damage a unit would take before attacking | 4 turns |
Hit calculator | Shows if the attack will be a glancing blow, a critical hit, or a critical kill for a unit. | 3 turns |
Super Support | If a support unit is used in a battle, instead of it using it's ability on one unit, it uses it on all the units. | Depends on the ability |
Clone | Clones a unit that is ranged from a tier 1 to tier 6. Lasts until the unit is hit 4 times | 4 hits |
Tier upgrade | Makes a unit go up a tier level (ex. If a unit is a tier 4, it becomes a tier 5). Only used once in a battle. Can't be used again until another battle is selected. If playing Survival Mode, it can only be used once. Unit will return to it's normal tier level after power-up is used for 5 turns. If unit is a tier 9 unit, it will stay a tier 9 unit. | 5 turns |
Tier downgrade | Makes a enemy unit lose a tier level. If enemy unit is a tier 1 unit, it is destroyed. Enemy unit will return to it's normal tier level after 4 turns. | 4 turns |
Super Accuracy | When used on a enemy unit, the unit that deals the least damage to it will deal greater damage (for example, if a tank unit attacks a artillery unit while using the Super Target Jammer, it will cause direct hits, critical hits or critical kills to the unit instead of glancing blows | 4 turns |
Super EMP | Makes all enemy units unavailable to attack. | 4 turns |
Super Lunar Strike | A Upgrade of the Lunar Strike power-up. It causes more damage to enemy units, including the units nearby the chosen enemy unit | 1 turn |
Firestorm | Calls in a Blazing Unit to attack a certain enemy unit (similar to Shrapnel Blast) | 1 turn |
Automatic Firing | Instead of attacking one enemy unit, a unit can attack the units that have the same class (for example, if a bomber attacks a Infantry enemy unit, it attacks all Infantry enemy units in the battle instead of one) | 1 turn |
Acid Rain | Causes Acid Rain to fall on all enemy units, causing it to lose damage over time and decreases accuracy (like poison gas and target jammer combined) | 4 turns |
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