You have 3 ability points to use on an opponent during battle. There are four default abilities : Re-spin, Air Strike, Photon Strike, and Targeting. As you advance in ranking, more abilities become usable.
The ability point will carry over to next round if you put the points to the Ability. Any point that not use will dissapear in the next round and the next 3 Points will be available again.
Basic
Abilities | Energy Cost | Tier | Description | Receive On Rankings | Remark |
---|---|---|---|---|---|
1 | 0 | Re-spin one of your units | Tutorial | Upgrade to Re-spin All with same cost | |
1 | 0 | Focus all friendly attacks on one enemy unit | Tutorial |
Upgrade to Targeting II (Cost 2 Energy) Can be counter with Jammer or Draw Fire or Jammer II or Draw Fire II | |
2 | 0 | Deal 7 to 9 damage to a single enemy unit | Tutorial |
Upgrade to Photon Strike II with same cost or Orbital Strike (Cost 3 Energy) Sometimes Jammer or Jammer II can change the target | |
4 | 1 | Deal 5 to 7 damage to each enemy unit | Recruit 1 |
Upgrade to Air Strike II with same cost Bots can evade multi target attack if have Evade bonus | |
2 | 2 | Apply 4 armor and draw all enemy attacks to one of your units | Recruit 2 |
Upgrade to Draw Fire II with same cost The additional +4 Armor will stay even if Jammer II override it. But as all Buff the additinal Armor will disappear in the end of the Round | |
2 | 2 | Deal 7 damage to an enemy unit and prevents it from changing | Recruit 2 |
Upgrade to Immobilizer II with same cost The unit will not be able to Transform for one Round only Sometimes Jammer or Jammer II can change the target | |
1 | 3 | Re-spin all of your characters | Recruit 3 | A more improve than Re-Spin | |
2 | 4 | Replace a unit with a drone to deal 8 to 10 damage to each enemy | Recruit 4 | One of your unit will be lost after the usage and this Ability will be cancel if the unit is destroy. | |
3 | 5 | Deal 10 to 13 damage to a single enemy unit | Recruit 5 |
Upgrade to Orbital Strike II with same cost Sometimes Jammer or Jammer II can change the target | |
1 | 6 | All your unit are immune to basic enemy targeting | Rookie 1 |
Upgrade to Jammer II (Cost 2 Energy) Can be counter with Draw Fire or Draw Fire II | |
2 | 7 | Deal 7 damage to an enemy unit and prevents it from re-spinning | Rookie 2 |
Upgrade to Nucleon Strike II with same cost The unit will not be able to Re-spin for one Round only Sometimes Jammer or Jammer II can change the target Similar effect with Special Attack Short Circuit | |
3 | 8 | Provide 5 armor to each of your units for one round | Rookie 3 |
Upgrade to Shield All II with same cost. The additional Armor will disappear in the end of the Round | |
3 | 9 | Deal 5 damage to all enemies and 2 additional damage every round | Rookie 4 |
Upgrade to Plasma Bomb II with same cost Similar effect with Special Attack Napalm Bots can evade multi target attack if have Evade bonus |
Advance
Abilities | Energy Cost | Tier | Description | Receive On Rankings | Remark |
---|---|---|---|---|---|
2 | 10 | Targeting which can't be removed by enemy jammer plus 1 additional damage per hit | Rookie 5 | Can be counter with Jammer II or Draw Fire II | |
2 | 11 | Deal 9 damage to an enemy unit and prevents it from changing | Guard 1 |
The unit will not be able to Transform for one Round only Sometimes Jammer II can change the target | |
4 | 12 | Deal 7 to 9 damage to each enemy unit | Guard 2 | Bots can evade multi target attack if have Evade bonus | |
2 | 13 | Deal 9 to 12 damage to a single enemy unit | Guard 3 |
Upgrade to Orbital Strike II (Cost 3 Energy) with more improve damage Sometimes Jammer II can change the target | |
2 | 14 | Apply 9 armor and draw all enemy attacks to one of your units | Guard 4 | The additional +9 Armor will stay even if Jammer II override. But as all Buff, the additional Armor will disappear in the end of the Round | |
3 | 15 | Deal 13 to 17 damage to a single enemy unit | Guard 5 | Sometimes Jammer II can change the target | |
2 | 16 | Deal 9 damage to an enemy unit and prevents it from re-spinning | Warrior 1 |
The unit will not be able to Re-spin for one Round only Sometimes Jammer II can change the target Similar effect with Special Attack Short Circuit | |
3 | 17 | Provide 7 armor to each of your units | Warrior 2 | The additional Armor will disappear in the end of the Round | |
2 | 18 | Remove all targeting effects from any opponent ability | Warrior 3 | ||
3 | 19 | Deal 7 damage to all enemies and 3 additional damage every round | Warrior 4 |
Similar effect with Special Attack Napalm Bots can evade multi target attack if have Evade bonus |
Targeting and Jammer and Draw Fire
This ability can cancel each other and especially Jammer II can overide Draw Fire II and Targeting II at the same time.
In summary : Jammer II > Draw Fire II > Targeting II > Jammer > Draw Fire > Targeting
In detail:
Jammer II | override | Draw Fire II |
Draw Fire II | override | Targeting II |
Targeting II | override | Jammer |
Jammer | override | Draw Fire |
Draw Fire | override | Targeting |
Jammer and other Targeting ability
- Jammer will sometimes move the :
- Photon Strike,
- Immobilizer,
- Orbital Strike,
- Nucleon Strike to other unit
- Jammer II will sometimes move the :
- Photon Strike II,
- Immobilizer II,
- Orbital Strike II,
- Nucleon Strike II,
- and the lower version of targeting to other unit
Notes
- Decoy Boosted team in Grimlock's Escape (Stronghold Extra Hard map) use Decoy ability and have 25 Damage fix.