FORGE CREATURES
ONLY AVAILABLE VIA THE DISCORD SERVER
ONLY AVAILABLE VIA THE DISCORD SERVER
Forge creatures are more expensive than other creatures in their Level due to their power. The general rule of thumb for Forge units is that their power scales to that of a creature a Level above them; the only exceptions are the Level 1 Grunts and Foot Soldiers (who are Level 1.5 units) and the Level 6 Tanks and Heavy Tanks (who are Level 6.5 units).
Provides a 20% damage boost to all shooters in the army.
Attack 0
Defense 10
Shots -
Damage 0
Health 150
Speed 0
Move N/A
Size 1
Growth 1
AI Val. 500
Fight Val. 500
Cost 1250
The Munitions Cart provides a fantastic buff for shooters that have 5+ Damage (minimum or maximum), due to how rounding works. Sheikleen's specialty increases this 20% Damage buff to a 40% buff, meaning this buffs kicks in for creatures with 4+ Damage and is far more effective at boosting the Damage of powerful creatures.
Attack 4
Defense 2
Shots 12
Damage 1–2
Health 8
Speed 5
Move Ground
Size 1
Growth 10 (+5)
AI Val. 80
Fight Val. 70
Cost 75
Attack 5
Defense 4
Shots 24
Damage 2–3
Health 10
Speed 7
Move Ground
Size 1
Growth 10 (+5)
AI Val. 125
Fight Val. 105
Cost 100
The Grunt and Foot Soldier's laser guns make them efficient at all ranges in combat. Foot Soldiers are still rather squishy units, but their combat expertise allows them to shoot in close-quarters, meaning that they only suffer offensively when dealing retaliation damage.
Jousting bonus (3%).
Attack 6
Defense 5
Shots -
Damage 4–7
Health 20
Speed 4
Move Ground
Size 1
Growth 8
AI Val. 245
Fight Val. 225
Cost 190
Attack 7
Defense 7
Shots -
Damage 4–7
Health 25
Speed 6
Move Ground
Size 1
Growth 8
AI Val. 385
Fight Val. 335
Cost 280
Cyber Dead and Cyber Zombies are most effective when given buffs to their Speed to increase their damage dealt by Jousting. Cyber Zombies will always attack twice if they manage to slay an enemy, giving into their hatred of all life but their own miserable existence.
Attack 10
Defense 8
Shots -
Damage 5–10
Health 25
Speed 6
Move Ground
Size 1
Growth 6
AI Val. 350
Fight Val. 260
Cost 275
Attack 12
Defense 9
Shots -
Damage 6–12
Health 35
Speed 8
Move Ground
Size 1
Growth 6
AI Val. 580
Fight Val. 505
Cost 400
Pyros and Pyromaniacs are incredibly useful at crowd control. With 8 Speed, Pyromaniacs will be able to outrun most opponents around their Level, making them stand out in early- and mid-game combat and able to take most creature banks with ease.
Shoots.
Attack 12
Defense 10
Shots 12
Damage 10–14
Health 45
Speed 5
Move Ground
Size 1
Growth 3
AI Val. 825
Fight Val. 615
Cost 575
Shoots.
Incendiary Shell: Can fire an incendiary shell at enemies thrice per combat (gains Expert Fireball (50%) after shooting on the turn it is activated).
Attack 14
Defense 10
Shots 24
Damage 12–16
Health 60
Speed 7
Move Ground
Size 1
Growth 3
AI Val. 1235
Fight Val. 960
Cost 725
Stingers are a fairy average mid-tier shooter, but Bruisers are exceptionally powerful for their level. Their Incendiary Shell ability allows them to easily double their damage in early-game fights and gives them a strong crowd control function that only the Gog and Lich line have innately. Note that any incendiary shells will not detonate if the rocket kills their target, so aim wisely!
Flies.
+1 Morale.
Attack 16
Defense 12
Shots -
Damage 14–22
Health 65
Speed 8
Move Flying
Size 1
Growth 2
AI Val. 1625
Fight Val. 1240
Cost 800
Attack 19
Defense 14
Shots -
Damage 16–24
Health 80
Speed 12
Move Flying
Size 1
Growth 2
AI Val. 1985
Fight Val. 1640
Cost 1000
If flying Minotaurs weren't already a terrifying concept, giving them armour and arm blades should do the trick. Jump Troopers are simply enhanced Minotaurs, but Jump Soldiers use their new gadgets to great effect, both for offense and defence. While any troop can become a powerstack, Jump Soldiers are an incredible choice if enough dwellings on the Adventure Map can be captured.
Attack 16
Defense 16
Shots -
Damage 30
Health 120
Speed 9
Move Ground
Size 2
Growth 1
AI Val. 3050
Fight Val. 3050
Cost 1600
Attack 20
Defense 18
Shots -
Damage 35
Health 150
Speed 11
Move Ground
Size 2
Growth 1
AI Val. 3750
Fight Val. 3750
Cost 2200 + 1S
Graft half of a Naga onto the body of a tank and imbue them with immense electrical charge; nothing could go wrong there! Tanks are solid bruisers that encroach on Level 7 unit territory, but Heavy Tanks can easily brawl with established Level 7 units, and can contend with upgraded Level 7s if given some support. Their Lightning Strike ability can easily whittle down enemy stacks, given that its damage is static and unaffected by any damage reduction abilities.
Spellcaster after attack (Basic): Disrupting Ray.
Attack 30
Defense 30
Shots -
Damage 45–65
Health 300
Speed 11
Move Ground
Size 2
Growth 1 (-1)
AI Val. 7550
Fight Val. 6100
Cost 5000 + 1M
Spellcaster after attack (Expert): Disrupting Ray.
Attack 40
Defense 35
Shots -
Damage 45–65
Health 375
Speed 13
Move Ground
Size 2
Growth 1 (-1)
AI Val. 10000
Fight Val. 8000
Cost 6500 + 3M
Juggernauts and Dreadnoughts do not benefit from +1 Growth from the Castle; this has been done via implementing a Horde dwelling with -1 Growth that automatically builds alongside the Castle. This is due to their absolute domination above all other standard Level 7 units – their stats and abilities are essentially those of Level 8 units! They are the apex of bulk and brawn, and can be repaired with Reconstruction if enemies manage to take down even one of these hulking behemoths.
Shoots.
No melee penalty.
No barrier penalty.
No range penalty.
Spellcaster after attack (Expert): Disrupting Ray.
Faction Forge
Attack 60
Defense 60
Shots 24
Damage 80–100
Health 1500
Speed 20
Move Ground
Size 2
Growth 1
AI Val. 90000
Fight Val. 75000
Cost 40000 + 15M + 15S
Dragon Mechs can usually only be obtained via Heavenly Forges on the Adventure Map. However, if the Grail is constructed in a Forge town, it can be upgraded to a Dragon Mech dwelling for a hefty cost. They are the ultimate obtainable power in the game, mightier than Azure Dragons and more fearsome than any one faction's units combined.