MISSIONS GUIDE
(Introduction to the Missions Section)

By Blackblade

 

Click here to go to the Mission Section



1. What are the MISSIONS in War Metal?
When starting the game, the main source of experience that promote your force and improve your troops and capabilities, will be conducting missions.

The missions are structured in Locations or Areas (called also Tiers), each one with five main missions in a progressive sequence that with each new mission will require a number of higher energy.

The starting location is "The Red Sands"

2. What STATISTICS shall I raise first? Attack, Defense, Health, Energy or Stamina?

To attemp the missions, you need only Energy, while Stamina is used for Combat (against other players: PvP /Player versus Player/ or against Bosses: PvB or against Epic Bosses: PvE /Players versus Epics/)

So, it is best to initially invest in energy, energy and energy again.



Once you have energy enough to attemp 3 or 4 times the current highest mission you can do, switch to spare some points among stamina, attack and defense. I suggest around 450 energy before raise the others stats.
Then, once you get a balanced profile, aim to get as many energy as you could regen after 24 hours.

3. How can I battle or do Missions?

When you start playing War Metal, you will get by default the Standard Formation, that allows to use a force with 1 Commander and 2 Assault units (1/2). With your progression you will get stronger formations.

With the Standard Formation, you get aswell a starter Commander: Elena
and a basic Assault unit: Infantry. Note that you can equip an extra Assault because your starting formation has two slots for Assault units.

Initially you cannot use Structures, but you will be allowed in a close future, once you get new upgraded Formations.




4. How can I upgrade my Combat Force then?

Whenever
you get new formations and units (Commanders, Assault and Structures), it is recommended that you upgrade your fighting force, replacing the old formations with the new you will get and and filling the empty slots with the Commanders, Assault and Structures available in your backup (Look into your FORCES section, in the left side).
In the walking through the Missions, we will give you Advices: about what of the following rewards are useful or including tips for each location. Many others not adviced are just worthless and better if you don't bother getting them in your progression.


5. Anything else I should know about missions?

There are 20 different locations, each one with 5 missions: 4 main missions and a final special mission (which is unlocked by completing 100% domination of previous missions) and a variable number of mini missions that are unlocked by mastering all missions location.

It is sufficient to complete three missions to 100% of domination to move towards the next location. And indeed, this is the best approach to move faster and thus accelerate the rise to power.

There's always time to return to complete all the missions you left along the way.

There are rewards that can drop from certain missions:


Formations: While you advance across the missions, better Formations will show. Own them to upgrade your power, being allowed to equip more units into your force.

Commanders: Special units that lead your force.

Assault units: The standard units that build your little army. Are placed after your Commanders.

Structures: Support units with diferent abilities. At the start you cannot use any, but you will be allowed to equip them with better formations. Are placed at bottom in your force setup.

Upgrades: In advanced missions there can be found upgrades to get faster your stamina and energy regeneration.

Tokens: You can get "medaills" and "emblems" that will allow you to get in the Armory better and special units and features.

Components & Beacons: You will need them to start Epic Bosses events to battle in amazing fights opened for many players.

PVP GUIDE

By Blackblade


I hope this guide will be of help to better understand the functioning of PVP and thus you could make better  combat forces.
Regards

               INDEX:               1. Player vs. Player (PVP)
                                         2. PVP Stats.
                                         3. Alliance.
                                         4. Daily Training.
                                         5. Boosts.
                                         6. Formation.
                                         7. Units.
                                         8. Unit's Abilities.
                                         9. Combat Phases.



1. PLAYER VERSUS PLAYER
(PVP)

WM is focused on PvP battle. Among the various options of the application, which directly concern the PVP are:
 Combat (Standard Battle)
 Arena
 Factions

2. PVP STATS

For the reason above mentioned, unless you're only interested in the aspects of Collectibles units, Epic Bosses Hunt (Player versus Epic: PvE) or missions, it is important to invest a significant amount of your skill points in the following statistics:

 Attack
 Defense
 Stamina

ADVICE
 Remember that if you don't want to stay behind in getting the new Epic collection units or Missions' units, more and more expensive in terms of energy with each new Mission Location, it is desirable that you keep a balance between your skills: Try always to keep as many Energy and Stamina as you could regen after 24 hours. 


3. ALLIANCE

How big is your guild will have a big impact on your expectations in serious PVP for two reasons:

1. Your passive attack and defense strengh, rely heavily on the number of allies you own (with a maximum of 500), according to the following formula:

    0.9 (Your Attack / Defense skill x Alliance Size) + 0.1 (Your Units Attack / Defense)


2. Since the size of the Alliance does matter and because it is shown to your potential opponents, if you have less than 500 Alliance, you become an easy target to beat, and therefore you will be more frequently attacked.

ADVICE
 Be aware that for every 5 friendly players joining your Alliance, you will get another Assault Unit into battle, but this will modify your total Attack or Defense as stated in the formula above. No matter what kind of units you bring reinforced by your Alliance.

 Those Alliance Reinforcements won't proc nor use any of their abilities, active or  pasive.

 There are Facebook Groups focused to increase your Alliance, so if you have not 500 allies, join those Groups and start completing your Alliance as soon as posible.



4. DAILY TRAINING


In the armory you have the option to get a skill point every day through training.

If you want to get a strong PVP profile is appropriate for daily use that point to increase your attack or defense.

Although one point may seem insignificant, persistent and patient players eventually will obtain a significant amount through this training points.
Consider that after a year you will have gained additional 365 points, which is the equivalent of having 61 additional levels.



5. BOOSTS

                                                        15healing.jpg  2structures.jpg
There are some that allow you to boost temporarily increase your attributes and combat skills.

>>> Equip the appropriate boost gives a considerable advantage in PvP can mean the difference between winning or being defeated.

In the barracks, some boosts are available that can be purchased and fitted through Character section.

You can equip three boosts in the empty slots you will find there.

Those boosts have a duration of 24 hours

One of each of the following types:
 Attribute
 Combat
 Support

ADVICE
 Always make sure you have active your Boosts when you enter to play.

 Although there are powerful boosts that can be acquired by war chips in the armory, I suggest that you use the most economical while helpful in the barracks. 
                         
                   Specifically Medic Rush and Fortify are the best options for PVP.

 Many players have experienced that the duration of those boosts is lesser than 24 hours, so I suggest that you renew at least every twelve hours. Or the first time you connect and the last before go to rest.

 When you go into the Barracks to acquire boosts, try always to purchase as many as possible so you don’t need to visit the Barracks so often. Stack at least 50 of each desired type (Attribute, Combat and Support)


  
6. FORMATION:

The Formation is the plantiff where you place your Units (Commanders, Assault, Structures and Vindicator)

The first one acquired by default when you start the game is the Standard Formation, that allows to equip 1 Commander and 2 Assault units.

Best Formations (to equal tier) are the Vindicator.

It is very important try to get the best possible Formation first, before attemp to get better units.
This is because you will thereby accelerate after obtaining your own units, to have more powerful formations for PVE.

Also, if you take care first to get the units and leave the Formation to the last one, not only will cost more (in terms of stamina) but also you will get less space to locate those units.


ADVICE
 Always update your forces with the best posible formation.

 Since we have now 16 formation slots, use the #1 and #2 to build an ofensive and a defensive Forces.

 To better identify your Forces, rename all them (PVP Attack, PVP Defense, PVE pure Damage, PVE Heal, Typhon, Mortifex, Mortifex Enraged...etc)

 Always check your current formation before leave the Game. Make sure you setted up your Defensive Force.



7. UNITS:

There are the following categories of units:
  Commanders
  Assault
  Structures
  Vindicators

Each one has its place within the more advanced formations, while the most basic formations are usually limited to a few commanders and assault slots.

Also, there are different classes of units, based on their faction, "race" or topological type:

 Flying
 Infantry
 Naval
 Righteous
 Robotic
 Xeno

Mixed Classes
There are certain units sharing two or more classes, like:

• Armored-Righteous (Rumbler, Praetor…)
• Bloodthirsty-Righteous (Fallen Seraphs)
• Bloodthirsty-Robotic (Vampire)
• Bloodthirsty-Naval (Bloom)
• Xeno-Robotic (Disposer)
• Xeno-Flying (Dreadship, Daemon, Xeno Mothership, Xanadu…)
• Armored-Flying (Rifter…)
• Righteous-Flying (Seraphs)
etc.

Those units benefit and harm of effects that alter any of the classes shared.


7.1. COMMANDERS



While at start, in the lower levels, commanders are not very relevant, as they progress through WM commanders become key pieces to significantly increase the power of your strength.


Some have skills comparable to those of your assault units (causing damage, jamming, reinforcing ...)

But others globally affect your strength.

By increasing your attack power or defense, or by synergistic skills with your strength (healing based on the number of units of a particular type, increased damage ...) These units are usually capital with the appropriate settings.

Some examples are:

Ryoko and Kaszatah in utiices forces in which many air units.

Opak increases 25% damage Righteous forces
and generates a great healing Gaia

Boris and infantry forces Barracus in

Octane and Aiko generate great healing power in robotic units.

ADVICE
 Equip in the first slots your commanders with jam prevention and jam skills. If they are removed from combat by enemy jaming or control, their skills (jam and anti-jam) work equally (although they can not cause damage later in the Damage Step because they were after removed from combat)

 First Equip your weakest commanders, placing them under the most powerful, so the enemy jamming withdraw combat the weak, leaving your free heavyweights use their skills.

 Outfit your key commanders, to bring reinforcements and increase attack power or defense in the last slots.

 No matter if you are or not a War Chip user, through the Missions you can get good enough Commanders to keep a fine PVP Commander Staff into your Force. Keep getting and using:
- Patriarch; Opak (Keep bringing him reinforced to avoid jams or controls); The Empress; Attalia (good as reinforced Righteous); Field Marshall Riggs; Stavros; Raid Liteunant Halcyon; Kazsatah (Better used in Forces with strong Flying units); Brood Mother (Use her if you have not enough good Commanders).

  From Epic Collections and Arena, the following are a must:
- Cassandra; Zander; Old hammer; Coraline; Maion; Gaia; Daedalus; Gustmich; Svetlana; Vile


7.2. ASSAULT UNITS

The Assault units are the standard battle force into your Formation, and will do the heaviest work to beat your enemies. You will have to locate your Assault units following certain order to get the maximun profit of them. So the weaker units could protect the stronger and still being useful.

7.2.1. SHIELDING YOUR FORCE:

Place first the weaker units and leave the more powerful at the end.

Those placed above should serve as a shield to absorb the enemy jamming and at the same time, they must have the ability to remove from battle the enemy units.

Consider the power of jamming concentrate on one or a couple of specific types, because that way, you'll exceed the enemy jam-prevention, through their shields and reaching some of its most powerful units.

As sample, 10 Enforcer Mechs will remove the enemy Xeno Mothership and/or Xanadu often while if you run 5 Enforcer Mech, it is posible than they only jam enemy shields (Chimeras, Spectres, Azure Reapers, Pathfinders and others) leaving alive the enemy Xeno Mothership free then to control some of your best Assault units.

Situate in the bottom your more powerful units, making sure you placed above them some unit-shields. That is, if your Sidewinder, Apollo and Xeno Dozer (the three armored) in your active force (a powerful armored unit) it is convenient to have some armored units above your Sidewinder to sacrifice in place of your Sidewinder when the enemy armored jams start removing your armored.

A tipical Force will use into the first slots, above anyother assault unit, Some of the following units:
Orbo,
Poseidon (if you have a couple Tridents)
and others

7.2.2. LURE FOR ENEMY CONTROL:

The control skill is so dangerous because usually will take some of your highest rated units into the control order. Colossus, Blitz, Lernaean Hydra are in top on the control order, so those should be placed as reinforcements to avoid tha chance that your enemy takes control on them… But for other valuable units ranked lower in the conntrol order, it is good place a lure so the enemy couldn’t control them.

ADVICE
 If possible, use some of the following units to sacrifice for the enemy controlling skills instead your big units:

Against robotic control: The Beast or Pulse Bot
Against Assault control: Tremor Wyrm
Against Righteous control: (Remove any big Righteous unit from active setup and move it to the reinforcement chain)



7.3. STRUCTURES


Place first the weaker structures and leave the more powerful at the end.

Typically use as follow:

First Structure slots:
                 ComSat
                 Xeno Singularis
                 Tesla Field (This structure has a lower proc rate to jam enemy Structures than XS)
                 Panopticon
                 Commander Center (Avoid use this one if you have enough good structures)
                 Sulfurus acid Pit (I don’t recommend use this one, but for its high stats)

Middle Structure slots:
                Artillery Encampment
                Gungnir
                Neutrino Generator

Last Structure slots:
                Reinforcing structures
                Photonic Shield Generator
                Righteous Barricade.

No matter where you place the following (because are not detected as structures because have not stats)
                The Prometheus
                Fission Charge
                Drop Pod

ADVICE
  If you have some War Chip, I recommend buying a couple Assembly Plants to bring your Colossus and Blitz as reinforcements. Also, Harbor Command to reinforce Lernaean Hydra
This is because those three units will be often controled by the enemy if you place them into the active force and are units that make a significant boost on your force.

  Place as reinforced structures (after those you wanted reinforced with the Fortify Boost) Adytum as first Righteous reinforcement and SkyCom NeuroCore as first Robotic Structure.


7.4. VINDICATORS:


The best overall Vindicator for PVP at this moment is Ragnarok, because although only increases by 25% the total damage of your units, affects all of them, nommatter what class were each one, unlike the other Vindicator that increase only to specific units, but do it for twice (50%). However, most of the more powerful units do not belong to these classes since they are just armored or not classified (Colossus, Blitz, Lernaean Hydra, Kraken, Titan, Mortifex, Apollo, Sidewinder, Xeno Dozer, Gun Raven, Lance Rider, Tainted Blade and Tarantula are some of the units that can only be boosted with Ragnarok)

If you use a different Vindicator, try to focuss your active units sharing the class that your Vindicator will boost.



7.5. REINFORCEMENTS:

Just as important as the order in which your units are places in your active Force is also important how you place your units to reinforce.

Of course, as the queue situes reinforcements depend largely on what units you have in your active force and to reinforce what others hold.

But in general, you should consider the following premises:

a. Place always your more powerful units at the beginning of the reinforcement line, so that a weaker unit don’t take precedence over another more important.

b. Group your reinforcements starting with the strongest and ending with the weak sorting them by type (armored, bloodthirsty, righteous, xeno, etc.) so you can set the priority of a clear reinforcement for you.

c. Note that some units have several shared classes. If you equip your Equalizer Peacemakers behind your thinking to be reinforced in various ways, you may find that Equalizer never enter combat infantry reinforcements because your first bring the Peacemakers, which finally after all, are also infantry.

d. As suggestion, if you have not units to reinforce Colossus, Blitz and Lernaean Hydra, there are some non War Chip units allowed to bring them: The Prometheus and Zander (they can reinforce Assault units, this is meaning: ANY Assault unit. Then you shall place them into the first Reinforcement slots.




8. ABILITIES:

8.1. ABILITIES SUMMARY:

Even when some units haven't any ability at all, the units with abilities with a significant high proc chance are those you want to use into your Force.

The current abilities are:

- Attack Boost: Chance to raise the Attack Power.
- Attack Boost Prevention: Chance to counter some of the enemy Att Boost.
- Control: Chance to get add into your force one of the enemy units.
- Damage (1 hit): Chance to deal some damageon a single hit.
- Damage (Flurries): Chance to deal some amount of damage on multiple hits.
- Damage increase: Chance to increase the damage done by your units.
- Damage Reduction: Chance to reduce some of the enemy units damage.
- Defense Boost: Chance to raise the Defense Power.
- Defense Boost Prevention: Chance to counter some of the enemy Def Boost.
- Heal: Chance to recover some amount of health.
- Heal Prevention: Chance to counter some of the enemy healing skill (if any).
Income Generation: Hourly generates some amount of game cash (not War Chips).
- Jam: Chance to remove from combat the specified enemy unit.
- Jam Prevention: Chance to counter an enemy jam.
- Rally: Chance to increases the damage of some class of Units.
- Reinforcement: Chance to bring an additional unit into battle.
- Reinforcement Prevention: Chance to counter the next enemy reinforce.

ADVICE
 Place your units so the first spots are taken by your "shield" units against enemy Jam.
 Use for that purpose units sharing the same class with your stronger protected units at botton.
 Try to use "shields" that can also jam or counter-jam.


8.2. ABILITIES PRECEDANCE:

8.2.1. ABILITIES ORDER

The Abilities works in different phases. This is why some abilities can counter others if they work.

1.      JAMMING PHASE (Jam & Jam Prevention)
2.      CONTROL PHASE
3.      REINFORCING PHASE (Reinforce and Reinforce Prevention)
4.      BOOSTS PHASE (Raise or Reduced damage)
5.      DAMAGE AND HEAL PHASE
 

8.2.2. JAMMED UNITS:

So, when an unit gets jammed can only use his own jamming or counter jamming skills, but won’t use any of the following:
A jammed unit could only use the following abilities (before be jammed):
 Jam
 Jam Prevention

A jammed unit cannot use any of the following abilities:
 Damage
 Heal or Heal Prevention
 Reinforce or Reinforce Prevention
 Boosting or Reductions


8.2.3. CONTROL AND REINFORCED UNITS:

A controled or reinforced unit, since will be coming into a later Phase, can only use the following abilities:
 Reinforcement: (A reinforced unit can reinforce others aswell)
• Damage
• Healing
• Heal Prevention
• Damage Boosts or Reduction
• Attack or Defense Boosts or Reductions
• Reinforce Prevention


Controled units CAN aswell control other units if you are the attacker.
Defender units with the control ability will work for the attacker if got controled.

Reinforced units CANNOT:
• Can’t use control
• Can’t use Jam
• Can’t use Jam Prevention




9. BATTLE MECHANIC

9.1. BATTLE PHASES

The way as the battle works takes some steps or phases to solve certain abilities before others.

This is how it works:

A. JAMMING BLOCK PHASE:
     a1. Your Jam Prevention Procs are checked
     a2. Enemy Jam Prevention Procs are checked

B. JAMMING PHASE:
     b1. Your Jam Procs are checked.
     b2. Enemy Jam Procs are checked.

C. CONTROL PHASE: (Once the jammed units are removed)
     b1. Your Control Procs are checked.
     b2. Enemy Control Procs are checked.

D. REINFORCE PREVENTION PHASE:
     d1. Your Reinforce Prevention are checked.
     d2. Enemy Reinforce Prevention is checked.

E. REINFORCEMENT PHASE:
     e1. Your Reinforcing Procs carrying reinforced units into Battle.
     e2. Enemy Reinforcing Procs bringing new units into Battle.

F.  BOOSTS PHASE:
      f1. Your Attack and Defensive Boosts are applied.
      f2. The enemy Attack and Defensive Boosts are applied.


G. WARFARE DAMAGE PHASE:
     g1. Your Damage/Heal boosts/Reductions are checked.
     g2. The enemy Damage/Heal boosts/Reductions are checked.
     
H. FORCE PHASE.
     Your Total Attack Stats are compared against the Total enemy Defense.
     Your Force dealt X
     Your enemy Force dealt Y
   
I.  TOTAL DAMAGE PHASE:
     i1. Your total damage is added to your Force Damage
     i2. Enemy total damage is added to his Force Damage

J. RESULT PHASE:
     If you get a highest result than your enemy, you will win.
     If your enemy gets highest, you will lose.
     If the enemy health is reduced to zero, you will kill him BUT: Be aware that only if you got the victory that kill count will be achieved into your stat (as Enemy Kill) and into the enemy stat (as Times killed)

If you lose an attack and also your health were reduced below 1, you will get killed.



                 9.2. HIDE COMBAT LOG SAMPLE


Your Maion will block 2 Jams
Your Old Hammer will block one Jam
Your Muon Walker will block one Jam
Your Spectre will block one Jam
Your Syphon Prototype will block one Jam
Enemy's Maion will block 2 Jams
Enemy's Muon Walker will block one Jam
Enemy's Muon Walker will block one Jam
Enemy's Ruthless Brute will block 2 enemy reinforced units
Enemy's Comsat will block one Jam
Jam against Maion was prevented
Jam against Muon Walker was prevented
Jam against Maion was prevented
Jam against Muon Walker was prevented
Jam against Muon Walker was prevented
Your Raptor jammed Maion
Your ExoDrone jammed Gustmich
Your Obsidian jammed Muon Walker
Your Xeno Mothership jammed ExoDrone
Your Mortifex jammed Muon Walker
Your Ruthless Brute jammed Obsidian
Jam against Muon Walker was prevented
Jam against Muon Walker was prevented
Jam against Muon Walker was prevented
Jam against Muon Walker was prevented
Jam against Orbo was prevented
Jam against Pathrazer was prevented
Enemy's Panopticon jammed Orbo
Your Xeno Mothership took control of Tremor Wyrm
Your Mortifex took control of Svetlana
Enemy's Mortifex took control of Svetlana
Enemy's Xeno Mothership took control of Tremor Wyrm
Reinforce Equalizer x1 was prevented
Reinforce Peacekeeper x1 was prevented
Your Cassandra brought [2] Peacekeeper into the battle
Your Undead Dalmace brought [1] Rancor into the battle
Your Corilane brought [1] Adytum into the battle
Your Corilane brought [1] Assembly Plant into the battle
Your Zander brought [1] Colossus into the battle
Your Binary used Binary 0, increasing Defense by 5%!
Your Binary used Binary 1, increasing Attack by 5%!
Your Binary used Binary 1, increasing Attack by 5%!
Your Binary used Binary 0, increasing Defense by 5%!
Your Binary used Binary 1, increasing Attack by 5%!
Your Binary used Binary 1, increasing Attack by 5%!
Your Binary used Binary 0, increasing Defense by 5%!
Your Dreadship brought [1] Daemon into the battle
Your Syphon Prototype brought [1] Gaia into the battle
Your Xanadu brought [1] Havenship into the battle
Your Omega Lithid brought [1] Opak into the battle
Your Machine Mill brought [1] Juggernaut Overlord into the battle
Your Machine Mill brought [1] Octane into the battle
Your Assembly Plant brought [1] Blitz into the battle
Your Assembly Plant brought [1] Apollo into the battle
Your Righteous Barricade will reduce damage by 1
Your Drop Pod brought [1] Equalizer into the battle
Your Assembly Plant brought [1] Praetor into the battle
Your Harbor Command brought [1] Lernaean Hydra into the battle
Your Xeno Fortress rallies Xeno damage by +1 per attack
Your Xeno Fortress brought [1] Terrogor into the battle
Your Ragnarok, the World-Ender increased Assault damage by 25%
Your Fortify brought [2] Assembly Plant into the battle
Your reinforced Assembly Plant brought [1] Rifter into the battle
Your reinforced Colossus will reduce damage by 1
Your reinforced Daemon brought [1] Disposer into the battle
Your reinforced Havenship brought [1] Pathfinder into the battle
Your reinforced Havenship brought [2] Sanctuary into the battle
Your reinforced Opak brought [2] Sanctuary into the battle
Your reinforced Juggernaut Overlord brought [1] Aiko into the battle
Your reinforced Apollo will prevent up to 20 Healing
Your reinforced Terrogor brought [2] Shell Stalker into the battle
Your reinforced Sanctuary brought [1] Sanctuary into the battle
Your reinforced Sanctuary brought [1] Sanctuary into the battle
Enemy Formation rallies Assault damage by +1 per attack
Enemy's Stavros brought [1] Juggernaut Overlord into the battle
Enemy's Stavros brought [1] Goliath into the battle
Enemy's Corilane brought [1] SkyCom into the battle
Enemy's Corilane brought [1] Adytum into the battle
Enemy's Zander brought [1] Equalizer into the battle
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Binary used Binary 0, increasing Defense by 5%!
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Apollo will prevent up to 20 Healing
Enemy's Dreadship brought [1] Rifter into the battle
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Binary used Binary 0, increasing Defense by 5%!
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Binary used Binary 0, increasing Defense by 5%!
Enemy's Binary used Binary 1, increasing Attack by 5%!
Enemy's Panopticon brought [1] Daemon into the battle
Enemy's Machine Mill brought [1] Octane into the battle
Enemy's Machine Mill brought [1] Nightstalker into the battle
Enemy's Righteous Barricade brought [1] Praetor into the battle
Enemy's Photonic Shield Generator will reduce damage by 1
Enemy's Assembly Plant brought [1] Blitz into the battle
Enemy's Assembly Plant brought [1] Colossus into the battle
Enemy's Assembly Plant brought [1] Rancor into the battle
Enemy's Ragnarok, the World-Ender increased Assault damage by 25%
Enemy's reinforced Goliath used Vengeance, increasing Attack by 25%!
Enemy's reinforced Equalizer rallies Armored damage by +2 per attack
Enemy's reinforced Daemon brought [1] Disposer into the battle
Enemy's reinforced Nightstalker increased damage by 10%
Enemy's reinforced Nightstalker used Battle Roar, increasing Attack by 10%!
Enemy's reinforced Colossus will reduce damage by 1
Your Maion used Zealot Hammer, dealing 3 damage! Damage reduced by 2
Your Gustmich used Bubonic Swipe, dealing 9 damage! Damage reduced by 2
Your Vile used Dark Matter, dealing 16 damage! Damage reduced by 2
Your Vile used Assassinate, dealing 1 damage! Damage reduced by 2
Your Ryoko used Crack Shot, dealing 1 damage! Damage reduced by 2
Your Undead Dalmace used Rupture, dealing 3 damage! Damage reduced by 2
Your Corilane used Mobile Siege, dealing 8 damage! Damage reduced by 2
Your Corilane used Death from Above, dealing 10 damage! Damage reduced by 2
Your Zander used Ambush, dealing 5 damage! Damage reduced by 2
Your Zander used High Ground, reducing boosted enemy Attack by 25%!
Your Zander used High Ground, dealing 13 damage! Damage reduced by 2
Your Muon Walker used Magna-Web, dealing 2 damage! Damage reduced by 2
Your Razor Hawk used Pyros, dealing 2 damage! Damage reduced by 2
Healing for 5 was prevented!
Your Binary used Binary 1, dealing 6 damage! Damage reduced by 2
Your Spectre used Xenophase, rallies for +1 damage, dealing 3 damage! Damage reduced by 2
Your Binary used Binary 1, dealing 3 damage! Damage reduced by 2
Healing for 5 was prevented!
Your Binary used Binary 1, dealing 4 damage! Damage reduced by 2
Your Binary used Binary 1, dealing 4 damage! Damage reduced by 2
Healing for 5 was prevented!
Your Gun Raven used Brotherhood, dealing 16 damage! Damage reduced by 2
Your Pathrazer used Bloodrazor, rallies for +1 damage, dealing 4 damage! Damage reduced by 2
Your Raptor used Purge of Decay, dealing 6 damage! Damage reduced by 2
Your ExoDrone used Exogeny, dealing 7 damage! Damage reduced by 2
Your Dreadship used Aerial Swarm, rallies for +1 damage, dealing 5 damage! Damage reduced by 2
Your Dreadship used Launchport, rallies for +1 damage.
Your Obsidian used Dark Matter, dealing 12 damage! Damage reduced by 2
Your Tainted Blade used Devastation, dealing 3 damage! Damage reduced by 2
Your Tainted Blade used Devastation, dealing 1 damage! Damage reduced by 2
Your Tainted Blade used Devastation, dealing 1 damage! Damage reduced by 2
Your Tainted Blade used Devastation, dealing 1 damage! Damage reduced by 2
Your Tainted Blade used Devastation, dealing 3 damage! Damage reduced by 2
Your Xeno Dozer used Magnacrush, dealing 13 damage! Damage reduced by 2
Your Sidewinder used Guardian Lance, dealing 22 damage! Damage reduced by 2
Your Centurian used Detect Vulnerability, reducing boosted enemy Defense by 25%!
Your Centurian used Detect Vulnerability, dealing 19 damage! Damage reduced by 2
Your Xeno Mothership used Obedience, rallies for +1 damage, dealing 8 damage! Damage reduced by 2
Your Xeno Mothership used Hunter Missiles, rallies for +1 damage, dealing 2 damage! Damage reduced by 2
Your Syphon Prototype used Aerial Assault, dealing 3 damage! Damage reduced by 2
Your Syphon Prototype used Aerial Assault, dealing 1 damage! Damage reduced by 2
Your Syphon Prototype used Aerial Assault, dealing 2 damage! Damage reduced by 2
Your Tiamat Reborn used Gravity Bomb, dealing 18 damage! Damage reduced by 2
Your Tiamat Reborn used Sky Shatter, dealing 54 damage! Damage reduced by 2
Your Xanadu used Death from Above, rallies for +1 damage, dealing 27 damage! Damage reduced by 2
Your Xanadu used Pinpoint, rallies for +1 damage, dealing 5 damage! Damage reduced by 2
Your Tarantula used Heavy Bombard, dealing 6 damage! Damage reduced by 2
Your Tarantula used Radio Spike, dealing 17 damage! Damage reduced by 2
Your Mortifex used Rupturing Grasp, dealing 21 damage! Damage reduced by 2
Your Ruthless Brute used Hull Pierce, dealing 7 damage! Damage reduced by 2
Healing for 5 was prevented!
Your Alpha Lithid used Lithid Gasp, dealing 23 damage and healing 3 health! Damage reduced by 2
Your Artillery Encampment used Bombardment, dealing 8 damage! Damage reduced by 2
Your Gungnir used Xenoplasmic Blast, dealing 7 damage! Damage reduced by 2
Your Neutrino Generator used Magnapurge, dealing 38 damage! Damage reduced by 2
Your Xeno Fortress used Xenology, dealing 4 damage! Damage reduced by 2
Your Ragnarok, the World-Ender used Maelstrom, dealing 3 damage! Damage reduced by 2
Your Ragnarok, the World-Ender used Maelstrom, dealing 4 damage! Damage reduced by 2
Your Ragnarok, the World-Ender used Maelstrom, dealing 3 damage! Damage reduced by 2
Your Ragnarok, the World-Ender used Maelstrom, dealing 3 damage! Damage reduced by 2
Your Ragnarok, the World-Ender used Maelstrom, dealing 2 damage! Damage reduced by 2
Your reinforced Tremor Wyrm used Cataclysm, rallies for +1 damage, dealing 28 damage! Damage reduced by 2
Your reinforced Svetlana used Synthetic Override, dealing 14 damage! Damage reduced by 2
Your reinforced Rancor used Devastation, dealing 14 damage! Damage reduced by 2
Your reinforced Daemon used Xenology, rallies for +1 damage, dealing 9 damage! Damage reduced by 2
Your reinforced Gaia used Homeworld Protectorate, dealing 8 damageand healing 29 health! Damage reduced by 2
Your reinforced Havenship used Beacon of Zeal, dealing 16 damage! Damage reduced by 2
Your reinforced Havenship used Healing Ray, healing 10 health!
Your reinforced Juggernaut Overlord used Calamity, dealing 17 damage! Damage reduced by 2
Your reinforced Octane used Cybernetics, dealing 1 damage and healing14 health! Damage reduced by 2
Your reinforced Apollo used Purifying Blast, dealing 1 damage! Damage reduced by 2
Your reinforced Apollo used Redemption, dealing 21 damage and healing20 health! Damage reduced by 2
Your reinforced Praetor used Guardian Lance, dealing 22 damage! Damage reduced by 2
Your reinforced Lernaean Hydra used Guardian Lance, dealing 13 damage! Damage reduced by 2
Your reinforced Terrogor used Fleet Warp, rallies for +1 damage, dealing4 damage! Damage reduced by 2
Your reinforced Disposer used Skyshards, rallies for +1 damage, dealing5 damage! Damage reduced by 2
Your reinforced Pathfinder used Zealot Hammer, dealing 6 damage! Damage reduced by 2
Your reinforced Sanctuary used Sanctuary, healing 8 health!
Your reinforced Sanctuary used Sanctuary, healing 8 health!
Your reinforced Aiko used System Shock, healing 16 health! Damage reduced by 1
Your reinforced Shell Stalker used Piercing Shot, dealing 14 damage! Damage reduced by 2
Enemy's Stavros used Technophage, dealing 2 damage! Damage reduced by 2
Enemy's Corilane used Mobile Siege, dealing 8 damage! Damage reduced by 2
Enemy's Corilane used Death from Above, dealing 17 damage! Damage reduced by 2
Enemy's Daedalus used Anti-air Assault, dealing 17 damage! Damage reduced by 2
Healing for 20 was prevented!
Enemy's Daedalus used Redemption, dealing 9 damage! Damage reduced by 2
Enemy's Zander used Ambush, dealing 9 damage! Damage reduced by 2
Enemy's Zander used High Ground, reducing boosted enemy Attack by 25%!
Enemy's Zander used High Ground, dealing 6 damage! Damage reduced by 2
Enemy's Muon Walker used Evasion, rallies for +1 damage.
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 5 damage! Damage reduced by 2
Enemy's Binary used Binary 0, rallies for +1 damage, healing 5 health!
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 5 damage! Damage reduced by 2
Enemy's Disposer used Skyshards, rallies for +1 damage, dealing 4 damage! Damage reduced by 2
Enemy's Centurian used Detect Vulnerability, reducing boosted enemy Defense by 25%!
Enemy's Centurian used Detect Vulnerability, rallies for +3 damage, dealing 24 damage! Damage reduced by 2
Enemy's Sidewinder used Guardian Lance, rallies for +3 damage, dealing 26 damage! Damage reduced by 2
Enemy's Tarantula used Heavy Bombard, rallies for +3 damage, dealing 10 damage! Damage reduced by 2
Enemy's Tarantula used Radio Spike, rallies for +3 damage, dealing31 damage! Damage reduced by 2
Enemy's Apollo used Purifying Blast, rallies for +3 damage, dealing 6 damage! Damage reduced by 2
Enemy's Apollo used Redemption, rallies for +3 damage, dealing 16 damage and healing 20 health! Damage reduced by 2
Enemy's Kraken used Riptide, rallies for +1 damage, dealing 22 damage! Damage reduced by 2
Enemy's Mortifex used Rupturing Grasp, rallies for +1 damage, dealing10 damage! Damage reduced by 2
Enemy's Mortifex used Vile Stare, rallies for +1 damage.
Enemy's Dreadship used Aerial Swarm, rallies for +1 damage, dealing9 damage! Damage reduced by 2
Enemy's Dreadship used Launchport, rallies for +1 damage.
Enemy's Xeno Mothership used Obedience, rallies for +1 damage, dealing 14 damage! Damage reduced by 2
Enemy's Xeno Mothership used Hunter Missiles, rallies for +1 damage, dealing 3 damage! Damage reduced by 2
Enemy's Xanadu used Death from Above, rallies for +1 damage, dealing 18 damage! Damage reduced by 2
Enemy's Ruthless Brute used Hull Pierce, rallies for +1 damage, dealing 3 damage! Damage reduced by 2
Enemy's Ruthless Brute used Ruthless Flank, rallies for +1 damage, dealing 9 damage! Damage reduced by 2
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 7 damage! Damage reduced by 2
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 7 damage! Damage reduced by 2
Enemy's Binary used Binary 0, rallies for +1 damage, healing 5 health!
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 8 damage! Damage reduced by 2
Enemy's Binary used Binary 0, rallies for +1 damage, healing 5 health!
Enemy's Binary used Binary 1, rallies for +1 damage, dealing 3 damage! Damage reduced by 2
Enemy's Gatling Turret used Gatling Blast, dealing 23 damage! Damage reduced by 2
Enemy's Xenobomber used Cascade Bomb, dealing 41 damage! Damage reduced by 2
Enemy's Fortified Cannons used Sky Shatter, dealing 32 damage! Damage reduced by 2
Enemy's Gungnir used Orbital Defense Blast, dealing 4 damage! Damage reduced by 2
Enemy's Gungnir used Orbital Defense Blast, dealing 1 damage! Damage reduced by 2
Enemy's Gungnir used Orbital Defense Blast, dealing 3 damage! Damage reduced by 2
Enemy's Gungnir used Orbital Defense Blast, dealing 1 damage! Damage reduced by 2
Enemy's Righteous Barricade used Flux Blast, dealing 2 damage! Damage reduced by 2
Enemy's Artillery Encampment used Bombardment, dealing 14 damage! Damage reduced by 2
Enemy's Ragnarok, the World-Ender used Maelstrom, dealing 2 damage! Damage reduced by 2
Enemy's Ragnarok, the World-Ender used Maelstrom, dealing 6 damage! Damage reduced by 2
Enemy's Ragnarok, the World-Ender used Maelstrom, dealing 2 damage! Damage reduced by 2
Enemy's Ragnarok, the World-Ender used Maelstrom, dealing 4 damage! Damage reduced by 2
Enemy's Ragnarok, the World-Ender used Maelstrom, dealing 7 damage! Damage reduced by 2
Enemy's reinforced Svetlana used Synthetic Override, dealing 17 damage! Damage reduced by 2
Enemy's reinforced Juggernaut Overlord used Calamity, rallies for +3 damage, dealing 22 damage! Damage reduced by 2
Enemy's reinforced Goliath used Vengeance, rallies for +3 damage.
Enemy's reinforced Goliath used Rally Cry, rallies for +3 damage, healing 3 health!
Enemy's reinforced Equalizer used Hardline Optimization, rallies for+1 damage.
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 6 damage! Damage reduced by 2
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 5 damage! Damage reduced by 2
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 4 damage! Damage reduced by 2
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 5 damage! Damage reduced by 2
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 6 damage! Damage reduced by 2
Enemy's reinforced Rifter used Thunderous Siege, rallies for +3 damage, dealing 4 damage! Damage reduced by 2
Enemy's reinforced Daemon used Xenology, rallies for +1 damage, dealing 12 damage! Damage reduced by 2
Enemy's reinforced Octane used Cybernetics, dealing 7 damage and healing 15 health! Damage reduced by 2
Enemy's reinforced Nightstalker used Battle Roar, rallies for +1 damage, dealing 7 damage! Damage reduced by 2
Enemy's reinforced Praetor used Guardian Lance, rallies for +3 damage, dealing 19 damage! Damage reduced by 2
Enemy's reinforced Blitz used Barrier Shock, rallies for +3 damage, dealing 119 damage! Damage reduced by 2
Enemy's reinforced Colossus used Photon Barrier, rallies for +3 damage.
Enemy's reinforced Colossus used Bulletstorm, rallies for +3 damage, dealing 4 damage! Damage reduced by 2
Enemy's reinforced Colossus used Bulletstorm, rallies for +3 damage, dealing 6 damage! Damage reduced by 2
Enemy's reinforced Colossus used Bulletstorm, rallies for +3 damage, dealing 5 damage! Damage reduced by 2
Enemy's reinforced Rancor used Devastation, rallies for +3 damage, dealing 24 damage! Damage reduced by 2
Your Force dealt 261 Damage.

Enemy Force dealt 1 Damage.

Total Damage Dealt:
You: 873 damage
Enemy: 615 damage
You Won!