Hi Commanders,
As many of you know, our current unit information screen really isn't adequate. You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy. Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing.
For the time being, I'm keeping this info to Core Units and Heroes at level 20 (and Sarkis, because he's cool), because to do it for all units at all levels in the game would take me until 2020.
Please let me know if there is other information you want and I'll do my best to provide it
when my time permits.Enjoy.

-WT
***** **** *** ** * MOST RECENT UPDATE: 7.1Replaced Marksmen terminology with Commando terminology. Changed "Splash Area" to "Splash Radius" to improve clarity. Added Splash Radius to a few more units, where needed. Also added Targeting Type, to clarify whether a unit can hit Air and/or Ground targets.
***** **** *** ** * STAT EXPLANATION- Targeting Type
- A/G refers to Air and Ground.
- Damage Per Round
- The amount of damage from every projectile the unit fires (e.g. bullet, rocket, missile, etc.).
- Clip Size
- How many shots are fired before the unit must reload.
- Fire Rate
- The speed at which shots from the same clip are fired.
- Only relevant if the clip size is greater than 1, since a clip size of 1 means the unit is constantly reloading.
- Reload
- The time it takes to load in a new clip, once the old clip is emptied.
***** **** *** ** * CORE UNITS: INFANTRYOPERATOR
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 949
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Can Target: A/G
LEAD OPERATOR
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 1898
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
HEAVY OPERATOR
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 720
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
LEAD HEAVY OPERATOR
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 1440
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds
PRESERVER
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 1350
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds
Flat Armor: 100
LEAD PRESERVER
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 1630
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds
Flat Armor: 100
INFILTRATOR
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 625
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
LEAD INFILTRATOR
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 796
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60
Uses Stealth.
COMMANDO
Damage Type: Burst
Targeting Type: A/G
Damage Per Round: 41836
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds
Splash Radius: 40
LEAD COMMANDODamage Type: Burst
Targeting Type: A/G
Damage Per Round: 45000
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds
Splash Radius: 40
GRENADIER
Damage Type: Area
Targeting Type: G
Damage Per Round: 3600
Clip Size: 4
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 100
Deals 2.5X Damage to all Buildings.
LEAD GRENADIER
Damage Type: Area
Targeting Type: G
Damage Per Round: 3960
Clip Size: 4
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 100
Deals 2.5X Damage to all Buildings.
***** **** *** ** * CORE UNITS: HEAVY VEHICLES
WARHORSE
Damage Type: Burst
Targeting Type: A/G
Damage Per Round: 33000
Clip Size: 1
Fire Rate: N/A
Reload: 1 Second
Splash Radius: 20
NIGHTMARE
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 3775
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
ULTRA TANKDamage Type: Burst
Targeting Type
: G
Damage Per Round: 34370
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
TEMPEST
Damage Type: Area
Targeting Type: A
Damage Per Round: 18000
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 150
***** **** *** ** * CORE UNITS: LIGHT VEHICLESHELLHOUND
Damage Type: Burst
Targeting Type: A/G
Damage Per Round: 23152
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds
Splash Radius: 50
Light Vehicles are immune to Shock.
JACKAL
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 2139
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
Light Vehicles are immune to Shock.
***** **** *** ** * CORE UNITS: AIRBORNECYCLONEDamage Type: Burst
Targeting Type: G
Damage Per Round: 32000
Clip Size: 2
Fire Rate: 2.667 / Second
Reload: 1.625 Seconds
Splash Radius: 45
Uses Stealth.
THUNDERSTORM
Damage Type: Sustain
Targeting Type: G
Damage Per Round: 30600
Clip Size: N/A
Fire Rate: 5.7 / Second
Reload: N/A
Splash Radius: 50
***** **** *** ** * HERO UNITS
SHEILA
Class: Infantry
Type: Operator
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 3337
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Infantry within a Moderate Radius of Sheila gain a 20% bonus to Damage and 14% bonus Movement Speed. Note that this buff does not apply to Infiltrators.
BROTHER JEREMIAH
Class: Infantry
Type: Preserver
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 4000
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Flat Armor: 100
Flat Armor Bonus to all Allied Sentinels within a Moderate Radius: 100
KARA
Class: Infantry
Type: ???
Damage Type: Sustain
Targeting Type: A/G
Damage Per Round: 25750
Clip Size: 3
Fire Rate: 4 / Second
Reload: 2 Seconds
Any time Kara or a Member of her SF Team kills any enemy unit, she gains a 10% bonus to Damage and a 5% increase to Reload Speed, up to a maximum of 200% bonus Damage (after 20 kills) and 50% increased Reload Speed (at 10 kills, thus reducing her reload time to 1 second when maxed).
Can hit ground targets only.
DORAN
Class: Heavy Vehicle
Type: Nightmare
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 13300
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80
Grants 100 Armor to nearby Allied Nightmares.
JERICHO
Class: Light Vehicle
Type: Hellhound
Damage Type: Burst
Targeting Type: A/G
Damage Per Round: 81032
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds
Splash Radius: 50
Grants 15% increased Reload Speed to nearby Allied Hellhounds. Light Vehicles are immune to Shock.
DANTEClass: Heavy Vehicle
Type: Ultra Tank
Damage Type: Burst
Targeting Type: G
Damage Per Round: 120295
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20
Grants 15% increased Damage to nearby Allied Ultra Tanks. Deals 2X Damage to all Buildings. Note that the two shells that are fired simultaneously are actually just one round.
***** **** *** ** * UNIQUES SARKIS
Damage Type: Area
Targeting Type: A/G
Damage Per Round: 47625
Clip Size: 1
Fire Rate: N/A
Reload: 2 Seconds
Splash Radius: 80
***** **** *** ** * UPDATE HISTORY
UPDATE #7.0
Added the Tempest, Doran, Jericho, and Dante. Terminology and classification updates. Major formatting and organization improvements.
UPDATE #6.0
Added the Ultra Tank and the Thunderstorm.
UPDATE #5.0
Added damage types to all units (i.e. sustain, burst, or area). Added Cyclone and Lead Marksman.
UPDATE #4.0
Jackal added. Light vehicles updated to include Shock Immunity. Warhorse splash area added.
UPDATE #3.1
Changed Damage Per Projectile to Damage Per Round, because everyone liked that more. Added information on Sheila's and Kara's hero effects. The 3.1 updated added further details to Kara's hero effects.
UPDATE #2
Changed Damage Per Shot to Damage Per Projectile, since it shared an abbreviation with Damage Per Second (which is what DPS stands for in-game). Hopefully this will be clearer.
UPDATE #1
Added Stat Explanation.
The damage filter meanings
Turret damage per shot
Unit buff meaning : What Bloodlust actually does / Elite Buff meaning / Others which are only described in stats
That will be also useful for players
Thanks
Edit: I want to have some more info about Bloodlust meaning.
What makes you doubt life comes when you feel you will never doubt your life again.
What makes you doubt life comes when you feel you will never doubt your life again.
Look in the TOS.
They can be changed at will by Kixeye.
I certainly agree that this would help clarify some of those numbers a lot better.
You are right about making the game more farming, but at least this topic is awesome. By providing such data (I'm really don't remember such a leaking topic before) you can plan you game and ask for more accurate things (for example - about preserver armor - as it was really dissapointing to have a miscorrelation between published data and data after 'bugs fixed').
WrongThinker, thank you more threading us new useful info!
As an idea - please complain unit special abilities and does it touch every unit (example - thread about preservers).
I am under the impression that
Each unit has a clip size, that being the number of shots it fires before the need to reload.
Fire rate/second is the speed at which the shots in the clip are fired at the target
Each of those shots then has a Damage per shot
Reload is the delay in between each clip being fired at the target.
Fire rate is how many rounds the unit would spit out if it had no need to reload and could fire non-stop.
Clip size is number of rounds fired before reload.
WAR COMMANDER MODERATOR
WC OFFICIAL DISCORD | WC WIKI | FORUM RULES | SUBMIT A TICKET | REPORT A PLAYER
Look forward to future updates that will help players greatly in making better strategic decisions ie similar information for Turrets & Defensive attributes for units where applicable.
I'm determined, mate.
Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo?
This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
What makes you doubt life comes when you feel you will never doubt your life again.
For example: Operators max DPS is 5694 DPS. As demonstrated above the Damage Per Shot is 949. Or six shots per second. So the unit fires three times, Reloads, and then gets off one more clip (3 shots) every second.
This DPS (Damage per Second) vs the DPS (Damage per Shot) has been one of the most frustrating aspects of the game forever. This is why DPS should always be Damage per Second and DPR (Damage per Round) should be used to describe Damage per Shot.
Having 2 different items described as DPS that DO NOT mean the same thing will otherwise always be confusing.
Kara:
Damage per Round 25,750
Damage per Second 28,091
Let's take a fire period plus reload period.
She gets off 3 rounds in .75 seconds. Doing 77,250 damage. Now it takes 2 seconds for her to reload. So 2.75 seconds have elapsed but she's only done 77,250 damage. 77250/2.75 = 28,091 Damage per second.
So, basically, we showed you the last part of the equation without the details. So, in the Marksman case, their Damage Per Second (DPS) is roughly 12.7k, but their damage per shot/projectile is much higher than that (as seen above).
Or is there another reason you chose this nomenclature?
Can we convert them into one simple number to use for each unit (before workshop)?
Please explain how best to use data to compare between two units, for example, Kara vs Sheila.
Should we convert the data into a damage per minute assuming both would fire for a minute? Thanks
Kara 25k per projectile and slow reload and fire rate.
Sheila 3337 per projectile but with a much faster rate of fire and a much quicker reload.
Kara does more DPS.
Sheila will benefit most by each round (projectile) doing more damage (Impact Ord) since her Reload is already quick. Take Aim will also impact her extremely well since it adds to damage and will slow her fire rate but since it's already High that should be ok.
Kara will benefit most by shortening her reload time (Compressed Magazine) since it will speed up the 2nd volley of projectiles doing 25k damage per projectile. She'll also respond well to Bandolier since is will speed up her rate of fire.
Converting to damage per minute gives you no additional information over Damage per second you just multiplied it by 60. It won't tell you anything more than what you already knew.
You have to take into acct Rate of Fire and Reload Time to determine how to shop units and to determine which units will do more damage to what units. Kara for example will ALWAYS have an advantage against Preservers since she does so much damage per projectile. -100 damage on 25k damage is nothing. -100 damage on 3337 is a much greater percentage decrease.
Now get to work on Enhanced Turbines. LMAO
100 10 due to layoffs, stoned monkeys have to get it figured out
eventually, RIGHT?
At least we have somewhat a direction to go for with our customizations.