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Overview[edit | edit source]

  • A player can purchase power-ups from the Build Menu or in combat by clicking the green button.
  • To use a power-up in a fight, a player must click the green button first, then choose and click the power-up the player wants to use, then click the target(s) of the power-up.
  • A power-up takes one turn.
  • A power-up takes effect immediatelly.
  • A player can also win power-ups by increasing the level of their Honor (helping neighbors) or Infamy (attacking neighbors) Level.
  • A player can obtain 1x power-up per level increase of Honor or Infamy.
  • A player can produce power-ups through the Power-Up Factory by collecting parts.
  • A player also may be required to be at a higher level to produce or buy power-ups.
  • A player can use free power-ups from an ally on Campaign or on a certain mission.
  • A player can obtain power-up for hitting a crate on Bombing Run (Mini-Game).
  • A player can produce some power-ups through the Black Market by collecting parts to trade for the power-ups.

<tabber> Power-Ups= The table below lists all the current available power-ups in the game.

Name Description Effect Duration Requirement
Field Repairs I.png
Field Repairs I
Repairs friendly units in combat.

+25 health to all friendly units

Used Instantly Experience-icon.png Level 1
Explosive Ammo I.png
Explosive Ammo I
Increases the damage done by a successful attack.

+10 damage on a direct hit
+15 damage on a critical hit

Lasts 5 Rounds Experience-icon.png Level 1
Air Strike I.png
Air Strike I
Call in 3 low level bombers to bomb 1 target. Bonus versus Army Units. 30 damage to sea or air unit
60 damage to land unit
Used Instantly Experience-icon.png Level 1
Missile Attack I.png
Missile Attack I
Launches a missile at the targeted enemy unit. Bonus versus Naval Units. 30 damage to land or air unit
60 damage to sea unit
Used Instantly Experience-icon.png Level 6
Hunker Down I.png
Hunker Down I
Friendly units take less damage from attacks. Shields units from 5 damage Lasts 5 Rounds Experience-icon.png Level 7
Target Jammer I.png
Target Jammer I
Disrupts enemy targeting systems, reducing their unit's accuracy. Chance of enemy unit landing a hit is reduced Lasts 8 Rounds Experience-icon.png Level 8
Accuracy I.png
Accuracy I
Increases your unit's chance to hit the enemy. Increases your chance to land a direct or critical hit Lasts 3 Rounds Experience-icon.png Level 10
Evasion I.png
Evasion I
Decreases the likelihood of being hit by the enemy. Chance of enemy landing a hit is reduced Lasts 4 Rounds Experience-icon.png Level 11
EMP I.png
EMP I
Prevents the targeted enemy from attacking. Enemy unit can't attack Lasts 5 Rounds Experience-icon.png Level 6
Poison Gas I.png
Poison Gas I
Unleashes poison gas on the enemy, damaging them over time. 5 damage to all enemy units Lasts 4 Rounds Experience-icon.png Level 15
Field Repairs II.png
Field Repairs II
Repairs friendly units in combat.

+50 health to all friendly units

Used Instantly Experience-icon.png Level 16
Explosive Ammo II.png
Explosive Ammo II
Increases the damage done by a successful attack.

+20 damage on a direct hit
+30 damage on a critical hit

Lasts 4 Rounds Experience-icon.png Level 17
Air Strike II.png
Air Strike II
Call in 6 medium level bombers to bomb one target. Bonus versus Army Units. 200 damage to land units
100 damage to naval or air units
Used Instantly Experience-icon.png Level 19
Missile Attack II.png
Missile Attack II
Launches 2 missiles at the targeted enemy. Bonus versus Naval Units. 200 damage to naval units
100 damage to land or air units
Used Instantly Experience-icon.png Level 20
Hunker Down II.png
Hunker Down II
Friendly units take less damage from attacks. Shields units from 10 damage Lasts 5 Rounds Experience-icon.png Level 22
Target Jammer II.png
Target Jammer II
Disrupts enemy targeting systems, reducing their unit's accuracy. Chance of enemy unit landing a hit is reduced Lasts 12 Rounds Experience-icon.png Level 23
Accuracy II.png
Accuracy II
Increases your unit's chance to hit the enemy. Increases your chance to land a direct or critical hit Lasts 7 Rounds Experience-icon.png Level 25
Evasion II.png
Evasion II
Decreases the likelihood of being hit by the enemy. Chance of enemy landing a hit is reduced Lasts 6 Rounds Experience-icon.png Level 26
EMP II.png
EMP II
Prevents the targeted enemy from attacking. Enemy unit can't attack Lasts 10 Rounds Experience-icon.png Level 29
Poison Gas II.png
Poison Gas II
Unleashes poison gas on the enemy, damaging them over time. 10 damage to all enemy units Lasts 6 Rounds Experience-icon.png Level 30
Field Repairs III.png
Field Repairs III
Repairs friendly units in combat.

+100 health to all friendly units

Used Instantly Experience-icon.png Level 31
Explosive Ammo III.png
Explosive Ammo III
Increases the damage done by a successful attack.

+30 damage on a direct hit
+45 damage on a critical hit

Lasts 4 Rounds Experience-icon.png Level 32
Air Strike III.png
Air Strike III
Call in 9 high level bombers to bomb 1 target. Bonus versus Army Units. 300 damage to land units
150 damage to naval or air units
Used Instantly Experience-icon.png Level 35
Missile Attack III.png
Missile Attack III
Launches 3 missiles at the targeted enemy unit. Bonus versus Naval Units. 300 damage to naval units
150 damage to land or air units
Used Instantly Experience-icon.png Level 36
Hunker Down III.png
Hunker Down III
Friendly units take less damage from attacks. Shields units from 15 damage Lasts 5 Rounds Experience-icon.png Level 37
Target Jammer III.png
Target Jammer III
Disrupts enemy targeting systems, reducing their unit's accuracy. Chance of enemy unit landing a hit is reduced Lasts 16 Rounds Experience-icon.png Level 38
Accuracy III.png
Accuracy III
Increases your unit's chance to hit the enemy. Increases your chance to land a direct or critical hit Lasts 11 Rounds Experience-icon.png Level 40
Evasion III.png
Evasion III
Decreases the likelihood of being hit by the enemy. Chance of enemy landing a hit is reduced Lasts 8 Rounds Experience-icon.png Level 41
EMP III.png
EMP III
Prevents the targeted enemy from attacking. Enemy unit can't attack Lasts 15 Rounds Experience-icon.png Level 44
Poison Gas III.png
Poison Gas III
Unleashes poison gas on the enemy, damaging them over time. 15 damage to all enemy units Lasts 8 Rounds Experience-icon.png Level 45
Tactical Nuke.png
Tactical Nuke
I am Death, the destroyer of worlds. 1,000 damage to all enemy units Used Instantly Experience-icon.png Level 46
Tactical Nuke II.png
Tactical Nuke II
I am Death, the destroyer of worlds. 2,000 damage to all enemy units Used Instantly Experience-icon.png Level 46
Tactical Nuke III.png
Tactical Nuke III
I am Death, the destroyer of worlds. 3,000 damage to all enemy units Used Instantly Experience-icon.png Level 46
Acid Blast.png
Acid Blast
Unleashes acid blast on the enemy, damaging them over time. 150 damage direct hit to all units + 75 damage to all units per round Lasts 7 rounds Experience-icon.png Level 12
Lunar Strike.png
Lunar Strike
Shoots a laser from a satellite to deal direct damage to a targeted unit and additional shrapnel damage to adjacent units. Deals 500 damage to the targeted unit and additional shrapnel damage to adjacent units. Used Instantly Experience-icon.png Level 27
Defense Shield.png
Defense Shield
Gives all your units a protective shield during a battle. Deflects one hit in a battle. Lasts until the unit gets a hit from the enemy Experience-icon.png Level 10
Double Shot.png
Double Shot
Lets you fire two shots before the enemy retaliates. Attack the enemy two times before the enemy attacks. Last 2 rounds Experience-icon.png Level 10
Shrapnel Blast I.png
Shrapnel Blast I
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. Experience-icon.png Level 10
Shrapnel Blast II.png
Shrapnel Blast II
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. Experience-icon.png Level 20
Shrapnel Blast III.png
Shrapnel Blast III
Deals damage to a targeted unit and additional shrapnel damage to adjacent units. Bonus versus Air Units. Experience-icon.png Level 26
Blazing Ammo I.png
Blazing Ammo I
Gives all your units the blazing ability to deal fiery damage in battle for two turns. Units equipped with this Power-Up will gain extra damage when attacking an enemy. Lasts 2 rounds Experience-icon.png Level 10
Blazing Ammo II.png
Blazing Ammo II
Gives all your units the blazing ability to deal fiery damage in battle for three turns. Last 3 rounds Experience-icon.png Level 18
Blazing Ammo III.png
Blazing Ammo III
Gives all your units the blazing ability to deal fiery damage in battle for four turns. Last 4 rounds Experience-icon.png Level 25

|-| Experimental Power Ups=

  • Note: Evasion power-ups do not reduce the chance of these attacks being successful, unlike normal attacks. Also, these Power-Ups are not for sale. They can not be created in the Power-Up Factory. They do not appear in inventory. Instead, they must be used by using one of the Experimental units and Element Z.
Name Description Effect Duration Requirement
EMP Burst.png
EMP Burst
Disables a single enemy target for several turns. Enemy unit can't attack Lasts 5 Rounds Z Element 1.png 2 Element Z
Incendiary Rockets.png
Incendiary Rockets
A fiery rocket, doing damage over multiple turns. 20 damage to enemy unit Lasts 5 Rounds Z Element 1.png 3 Element Z
Smoke Grenade.png
Smoke Grenade
Improves a unit's chances of evading attacks. Chance of enemy landing a hit is reduced Lasts 5 Rounds Z Element 1.png 2 Element Z
Suppression Fire.png
Suppression Fire
Reduce an enemy's chance to hit friendly units. Chance of enemy landing a hit is reduced Lasts 5 Rounds Z Element 1.png 2 Element Z
Combat Repairs.png
Combat Repairs
Repairs a single friendly unit in combat.

+100 health to friendly unit

Used Instantly Z Element 1.png 1 Element Z
Area Barrage.png
Area Barrage
Unleashes a projectile barrage on all enemy units. 50 damage to all enemy units that are hit Used Instantly Z Element 1.png 5 Element Z
Missile Barrage.png
Missile Barrage
Unleashes a missile barrage on all enemy units. 50 damage to all enemy units that are hit Used Instantly Z Element 1.png 5 Element Z

|-| Strike Teams HQ Power Ups= These Power-Ups are used to repel invaders. They can be built at the Strike Teams HQ.

Name Description Effect Requirement
Ambush.png
Ambush
Remove an invasion and collect 3x the payout. Repels invasion and rewards 3 times the loot Experience-icon.png Level 11
Mind Control.png
Mind Control
Sends the invaders back to attack their own island and collect 3x the payout. Also collect rewards from your counter-invasion. Repels invasion, rewards 3 times the loot plus loot from counter-invasion Experience-icon.png Level 11
Total Ambush.png
Total Ambush
Remove all existing invasions and collect 4x the payout. Repels all invasions and rewards 4 times the loot Experience-icon.png Level 11

Gallery[edit | edit source]

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