Hidden Unit Stats: Revealed!

  • WrongThinker
    WrongThinker
    BP Game Team
    Joined Mar 2013 Posts: 1,706
    edited 8 Apr 2016, 9:55PM
    To not confuse newer players maybe change marksmen to commando. This only thread i bookmark on forum and again thanks for it.
    Excellent catch!  Done and done!
    MX36 said:
    WT, Can you please add the splash radius for the Commandos, Jericho & the Hellhounds?
    thanks
    Added!
    IronCorps said:

    WrongThinker,

    Can you clarify what the damage per second is for the Thunderstorm? I am assuming it is the damage per round (30,600) * number of rounds per second (5.7) equalling 174,420 damage per second.

    Seems right to me, thought certain units also have Reload Times which would be factored in to DPS.

    Also, WT you posted in Sept of 2015 that you were hoping to get the stats up for defensive structures and Turrets.  Is that still gonna happen?  I'm sure we would all like to know the specifics on all the turrets.  Especially the Avalanche for example which is a total mystery beyond base DPS and clearly a sustained fire rate.
    Especially with the release of our new Heavy Turrets, this should definitely happen.  I'll see if I can find time within the next week or so to at least put up the stats for our four Heavies.
    Design Director
    KIXEYE
  • General_Bandito
    General_Bandito
    Strike-force Captain
    Joined Sep 2015 Posts: 750
    Do ya think you could get us Deena's stats in advance WT?
    It'd be cool to get a couple of details on her ahead of time.
  • TroyW
    TroyW
    Unicorn Overlord
    Joined Jan 2013 Posts: 3,760

    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.

    I don't think the "Can hit ground targets only" is supposed to be there.

    WAR COMMANDER WIKIA

     Lead Administrator

  • General_Bandito
    General_Bandito
    Strike-force Captain
    Joined Sep 2015 Posts: 750
    edited 1 May 2016, 12:04PM
    Question WrongThinker.
    Why doesn't KIXEYE do the smart thing and just overhaul the game. So instead of putting up with this stupid and idiotic "Damage Per Second" system that barely anyone really understands, they do away with all that so the game shows us the stats for Damage per Round for the units and so on instead.

    Sure it would probably take a bit of time to switch around, but in the long haul, things would be easier for everyone.
    You don't have to keep to explaining this stuff, and we finally know what the hell all of this stuff actually means. Win-Win for everyone right?
  • Phanstern
    Phanstern
    Skilled Warrior
    Joined Sep 2014 Posts: 507
    WT, can you add the Elite Legion, Baldur, & Punisher tank to the list?
  • bigron422
    bigron422
    Potential Threat
    Joined Nov 2012 Posts: 64
    2 things as far as upgrades go that really halt all progress .....paint on all vehicles ...and infernos last 3 lvl's 50-70 million thor ...to upgrade thor storage from 40 -70 mill....halts all base progress ...I think there should be options as far as time vs thor & reso needed ..just my little piece of food for thought 
  • General_Bandito
    General_Bandito
    Strike-force Captain
    Joined Sep 2015 Posts: 750
    Can we have stats for Deena, Baldur, and the new Punisher Tanks please.
  • Axel L
    Axel L
    Unicorn Overlord
    Joined Mar 2013 Posts: 11,060
    When will Deena, Baulder and the Punisher be added.
     <|=  0330 1323 1103 1211 0312 1201 1302 1203 0230 1220 0200  =|> 
     <|=  0302 0320 1310 1220 1211 0200 1313 1233 1302 1210 0230  =|> 
     <|=  0200 1211 0310 1303 0321 1301 1311 1221 1312 0312 1201  =|> 
     <|=  1230 1221 1211 0230 0320 0301 1232 1203 1211 0200 1221  =|> 
     <|=  1232 0200 1201 0302 0200 1210 0320 1221 1203 0232 1310  =|> 
     <|=  0232 1221 1233 1232 1201 1302 1321 0232 0232 0332 1331  =|> 
  • dagored
    dagored
    Greenhorn
    Joined Apr 2016 Posts: 10
  • serge.bigboi
    serge.bigboi
    Unicorn Overlord
    Joined May 2013 Posts: 7,273
    Axel L said:
    When will Deena, Baulder and the Punisher be added.
    Also, new Helicopter units are coming this event with a Hero unit.

    -.-
  • Phanstern
    Phanstern
    Skilled Warrior
    Joined Sep 2014 Posts: 507
    That spreadsheet has not been updated in a while.


  • lomolife1174
    lomolife1174
    Unicorn Overlord
    Joined Sep 2014 Posts: 9,120
    Yo WrongThinker, don't forget to add in the Grenadier and Lead Grenadier Stats.
  • WrongThinker
    WrongThinker
    BP Game Team
    Joined Mar 2013 Posts: 1,706
    Yo WrongThinker, don't forget to add in the Grenadier and Lead Grenadier Stats.
    Done and done!
    Design Director
    KIXEYE
  • MX36
    MX36
    Unicorn Overlord
    Joined May 2012 Posts: 3,261
    Done and done!
    Can you please correct their UI stats ? according to your post, it's 60

    P Sherman, 42 Wallaby Way, Sydney.
  • DOBBA PHOENIX
    DOBBA PHOENIX
    WC Mod
    Joined Oct 2012 Posts: 1,619
    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: 7.1

    Replaced 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: INFANTRY

    OPERATOR

    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 COMMANDO

    Damage 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 TANK

    Damage 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 VEHICLES

    HELLHOUND

    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: AIRBORNE

    CYCLONE

    Damage 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.

    DANTE

    Class: 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.
    can we get the stats for the punishers, hailstorms, and cyclones along with heros?

    WAR COMMANDER MODERATOR


    WC OFFICIAL DISCORD | WC WIKI  | FORUM RULES |  SUBMIT A TICKET | REPORT A PLAYER

  • JamesHowlett
    JamesHowlett
    Unicorn Overlord
    Joined Feb 2013 Posts: 5,005
    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: 7.1

    Replaced 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: INFANTRY

    OPERATOR

    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 COMMANDO

    Damage 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 TANK

    Damage 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 VEHICLES

    HELLHOUND

    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: AIRBORNE

    CYCLONE

    Damage 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.

    DANTE

    Class: 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.
    can we get the stats for the punishers, hailstorms, and cyclones along with heros?
    Nimbus? All Turrets? Liberators? Apollos?  We seriously need some updates to these stats so we can shop appropriately and understand the 'numbers'.  
    Daisy's!  I'm pushing up Daisy's!  Cause everyone loves Daisy's!  Everything is perfect in this game and I love Daisy's
  • TomBrooklyn
    TomBrooklyn
    Unicorn Overlord
    Joined Oct 2012 Posts: 2,772
    Thanks for this critical info, WT.

    I'll keep a notification for this thread.    

    Hopefully, these stats can be incorporated right into the information box on the units in the game, especially in Platoons and in the Workshop.
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