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Official CO List (Sargon Second Pass)

Sargon The Grape edited this page Aug 13, 2025 · 1 revision

Custom Wars Tactics

CWT Commanders


The Rule Above All Rules

  • Advance Wars is the type of game that should be playable within the span of a typical lunch break at work.
  • In online multiplayer, AW4 enforced a 20-turn limit. Which, as it happens, takes about 20-30 minutes to play, e.g. the span of a typical lunch break.

Sargon's 2nd Pass Rules

  • AW4 mechanics, such as damage table, damage formula, weather, etc. are in play unless otherwise stated.
  • All units from all four games are in play.
  • If a unit exists in both AW3 and AW4, the AW4 version is used.
  • All terrain and properties from all four games are in play.
  • If a terrain/property exists in AW3 and AW4, the AW3 version is used.
  • New Mechanics will be kept to a minimum.
  • COs can have drastically different abilities from their original versions.

CWT Ruleset

  • D2D: +10% offensive luck (all units)

  • COZ: Default Boost (+10/+10)

  • COP: Default Boost (+10/+10)

  • SCOP: Default Boost (+10/+10)

  • CO Swap: Switches the active CO with the secondary CO.

  • Tag Break (TB): Activates active super CO power first, then swaps COs and activates secondary COs super power

  • CO Power: Catch-all term for COP, SCOP, and TB.

    • These apply to all owned units unless otherwise specified.
  • Zone Bar: Consists of twelve squares, which are each filled by dealing 5HP damage from within COZ. Charging 6 squares widens COZ by 1 tile in all directions, and charging 12 squares widens COZ by an additional tile in all directions.

  • Zone Pop: When the zone bar is full, the CO unit can take a special "pop" action. Popping the COZ sends your CO back to HQ, and COZ covers the map for the remainder of the turn. All normal CO HQ mechanics are enabled. Former CO unit remains at veteran rank. If the COZ has a 1-time effect at the beginning of the turn (such as repairs) it applies again upon popping.

  • Tag Team: The term for using two COs instead of one.

  • Synergy: A unique bonus the other CO receives immediately after switching, or during TB, typically related to D2D.

  • CO HQ: The CO is in HQ by default. D2D is enabled.

  • CO Unit: Cost 0.5x unit cost to load CO Unit, must load on allied property. D2D buff is disabled; negative effects remain. Zone bar is enabled. If CO Unit is destroyed, you use a CO Power, or switch COs, the zone bar is set to zero, and CO HQ resumes. The former CO Unit loses all levels, if applicable.

    • In a Tag Team, one CO can be in a unit while the other stays at HQ, allowing their COZ to stack with the other CO's D2D and CO Powers. The deployed CO's D2D weakness remains, so pick your team carefully!
  • Rank I: Stat boost. (+5/+5)

  • Rank II: Stat boost. (+10/+10)

  • Veteran Rank: Stat boost. (+20/+20)

  • Medal Rank: CO Unit stat boost. (+20/+20)

  • Rank Up: Owned units rank up +1 by destroying enemy unit.

  • Seaplane Materials: A Carrier can build 4 Seaplanes.

  • Temporary Building Materials: APCs can build 1 temporary building.

  • Material Re-supply: Certain CO Powers can refill spent materials.

  • Communication Towers: Global (+5/+5) boost per owned tower.

  • Radars: 5 vision around this building.

  • Labs: Units can be marked as "lab units" during game setup. Owning at least one lab allows production of these units.

  • Weather: Anytime the conditions are not clear.

  • Snow: Applies -1 move, double fuel consumption to all units.

  • Rain: Applies -1 vision to all units, -1 move tread and tire units.

    • Fog of war does not need to be active for vision penalty to apply.
  • Sandstorm: Applies (-30/+0) to all units, -1 range to indirect and ballistic units.

Keywords

  • Default Boost: A stat buff that all COs have. Stacks with other buffs and debuffs.
  • Direct: (1~1 range) Can move and fire in same turn
  • Indirect: (1~1+ range) Can only move or fire in a turn, not both
  • Ballistic: (1~1+ range) Can move and fire in same turn
  • Hidden: Enemy must be adjacent to see or attack this unit
  • Immunity: No penalty from that weather. Causes that weather type to have +7% more chance to happen in random weather
  • Penalty: Stacks these weather effects onto specified weather
  • Healing: Anytime a unit recovers HP for no cost.
  • Repair: Anytime a unit recovers HP for cost. 1HP = 10% of purchase cost.
  • Stun: Unit is unable to move. Can still attack.
  • Reanimate: A unit that has already performed an action that turn may move and act again.

Orange Star


Nell

Daily Abilities (D2D)

  • +10% positive luck

CO Zone (COZ) [0~2 Range]

  • +20% positive luck

Lucky Star (COP) [3*]

  • +20% positive luck

Lady Luck (SCOP) [6*]

  • +40% positive luck

Synergy

  • +5% positive luck

Andy

Daily Abilities (D2D)

  • Bland.

C) Zone (COZ) [0~1 Range]

  • +1 HP Heal

Hyper Repair (COP) [3*]

  • +3 HP Heal
  • (+20/+0)

Hyper Upgrade (SCOP) [6*]

  • +6 HP Heal
  • (+20/+0)
  • +1 move

Synergy

  • +1 HP Heal {units adjacent to enemy units}

Max

Daily Abilities (D2D)

  • (+20/+0) {non-solider direct units}
  • -1 range {indirect and ballistic units}

CO Zone (COZ) [0~2 Range]

  • (+40/+0) {non-solider direct units}

Max Force (COP) [3*]

  • (+30/+0) {non-solider direct units}

Max Blast (SCOP) [6*]

  • (+60/+0) {non-solider direct units}

Synergy

  • (+10/+0) {non-solider direct units}

Sami

Daily Abilities (D2D)

  • +50% capture rate {soldier units}
  • (+30/+0) {soldier units}
  • (-10/+0) {non-soldier direct units}
  • +1 move {transport units}

CO Zone (COZ) [0~3 Range]

  • (+60/+0) {soldier units}
  • +50% capture rate
  • +1 move {transport units beginning action within zone}

Double Time (COP) [3*]

  • (+30/+0) {soldier units}
  • +1 move {soldier units}

Victory March (SCOP) [8*]

  • (+60/+0) {soldier units}
  • +2 move {soldier units}
  • +2000% Capture Rate {soldier units}

Synergy

  • +50% capture rate {soldier units}

Hachi

Daily Abilities (D2D)

  • -10% deployment costs
  • Friendly properties have 16 capture points instead of 20.

CO Zone (COZ) [0~3 Range]

  • -20% deployment costs

Barter (COP) [5*]

  • -30% deployment costs

Merchant Union (SCOP) [9*]

  • -30% deployment costs
  • Cities function as bases, but deployment cost is normal
    • City deployment may be affected by popped zone

Synergy

  • -5% deployment costs

Rachel

Daily Abilities (D2D)

  • +1 HP Repair on owned and allied properties

CO Zone (COZ) [0~2 Range]

  • Firepower boost vs more expensive units
  • (+1/+0) per 100g price difference.

Lucky Lass (COP) [3*]

  • Luck boost vs more expensive units
  • +1% luck per 500g price difference

Covering Fire (SCOP) [6*]

  • 3 5x5 diamond 3HP damage missile {soldier HP, unit value, unit HP}

Synergy

  • +1 HP Repair on owned and allied properties

Jake

Daily Abilities (D2D)

  • (+40/+0) {ground units}
  • (+30/+0) {naval units}
  • (-10/+0) per terrain star

CO Zone (COZ) [0~3 Range]

  • (+50/+0) {ground units}
  • (+40/+0) {naval units}

Beat Down (COP) [4*]

  • (+20/+0) {ground units}
  • (+15/+0) {naval units}
  • (-15/+0) per terrain star
  • +1 range {indirect and ballistic units}

Block Rock (SCOP) [7*]

  • (+40/+0) {ground units}
  • (+30/+0) {naval units}
  • (-20/+0) per terrain star
  • +2 move {ground non-soldier units}
  • +1 range {indirect and ballistic units}

Synergy

  • (+10/+0) if 1 or fewer terrain stars {ground and naval units}

Blue Moon


Olaf

Daily Abilities (D2D)

  • Snow Immunity
  • Snow Penalty​​​​​​ {in rain}

CO Zone (COZ) [0~3 Range]

  • (+30/+30) in snow.
  • D2D remains enabled.

Blizzard (COP) [3*]

  • Snow Weather (2 days)
  • -1 HP damage {enemy units}

Winter Fury (SCOP) [7*]

  • Snow Weather (2 days)
  • -2 HP damage {enemy units}

Synergy

  • Snow Immunity

Grit

Daily Abilities (D2D)

  • +1 range {indirect units}
  • (-20/+0) {non-soldier direct units}
  • (+0/-20) {soldier units}

CO Zone (COZ) [0~2 Range]

  • +1 range {indirect units}
  • (+20/+0) {indirect units}

Snipe Attack (COP) [3*]

  • +1 range {indirect units}
  • (+50/+0) {indirect units}

Super Snipe (SCOP) [6*]

  • +2 range {indirect units}
  • (+50/+0) {indirect units}

Synergy

  • (+20/+0) {indirect units}

Colin

Daily Abilities (D2D)

  • -20% deployment costs
  • (-10/-10)

CO Zone (COZ) [0~2 Range]

  • (+0/+1) per 600G current funds {start of turn ~ start of next turn}

Gold Rush (COP) [2*]

  • Current funds increased by 25%

Power of Money (SCOP) [6*]

  • (+1/+0) per 300G current funds {activation ~ start of next turn}

Synergy

  • -10% deployment costs

Sasha

Daily Abilities (D2D)

  • +10% income from all owned properties

CO Zone (COZ) [0~2 Range]

  • 50% Conversion of damage to funds.

Market Crash (COP) [2*]

  • Morale Bar drained by [(Current Funds / 50000G) * 100]% {enemy players}

War Bonds (SCOP) [6*]

  • +50% Conversion of Damage to Funds
    • Stacks with popped zone

Synergy

  • +100g income from all owned properties

Green Earth


Eagle

Daily Abilities (D2D)

  • (+15/+10) {air units}
  • -2 Daily Fuel {air units}
  • (-10/+0) {naval units}

CO Zone (COZ) [0~3 Range]

  • (+30/+20) {air units}
  • Fuel and Ammo Resupply {air units}

Lightning Drive (COP) [3*]

  • (+25/+20) {air units}

Lightning Strike (SCOP) [9*]

  • (+25/+20) {air units}
  • Reanimate {non-infantry units}

Synergy

  • -2 Daily Fuel {air units}

Drake

Daily Abilities (D2D)

  • Rain Immunity
  • Rain Penalty {in sandstorm}
  • (+0/+20) {naval units}
  • (-30/+0) {air units}

CO Zone (COZ) [0~3 Range]

  • (+30/+30) in rain
  • (+10/+40) naval units
  • D2D Rain Immunity remains enabled

Tsunami (COP) [4*]

  • Rainy Weather (2 days)
  • -1 HP Damage {enemy units}
  • -50% remaining fuel drain {enemy units}

Typhoon (SCOP) [7*]

  • Rainy Weather (2 days)
  • -2 HP Damage {enemy units}
  • -50% remaining fuel drain {enemy units}

Synergy

  • Rain Immunity

Javier

Daily Abilities (D2D)

  • Communication towers grant an additional (+0/+10)
  • (+0/+20) vs indirect attacks

CO Zone (COZ) [0~2 Range]

  • (+0/+40) vs indirect attacks
  • Communication towers grant an additional (+0/+20)

Tower Shield (COP) [3*]

  • Communication Tower effects doubled
  • (+0/+40) vs. indirect attacks

Tower of Power (SCOP) [6*]

  • Communication Tower effects tripled
  • (+0/+60) vs. indirect attacks

Synergy

  • (+0/+20) vs indirect attacks

Jess

  • [Hit] Dandelions
  • [Miss] Unfit Commanders

Daily Abilities (D2D)

  • (+20/+0) {non-infantry ground units}
  • (-10/+0) {air and naval units}

Commander Zone (COZ) [0~2 Range]

  • (+40/+0) {non-infantry ground units}

Turbo Charge (COP) [3*]

  • +1 move {non-infantry ground units}
  • (+20/+0) {non-infantry ground units}
  • Fuel and Ammo Resupply

Overdrive (SCOP) [6*]

  • +2 move {non-infantry ground units}
  • (+40/+0) {non-infantry ground units}
  • Fuel and Ammo Resupply

Synergy

  • (+10/+0%) {non-infantry ground units}

Yellow Comet


Kanbei

Daily Abilities (D2D)

  • +20% deployment costs
  • (+20/+20)

CO Zone (COZ) [0~2 Range]

  • (+40/+40)

Morale Boost (COP) [4*]

  • (+30/+0)

Samurai Spirit (SCOP) [7*]

  • (+30/+30)
  • (+300/+30) counterattacks

Synergy

  • (+10/+10)

Sonja

Daily Abilities (D2D)

  • HP Hidden
  • (+50/+0) counterattacks
  • (+10/+0) {enemy units on hiding places}
    • Fog of War does not need to be enabled.
  • -5% negative luck
  • 1 Vision

CO Zone (COZ) [0~2 Range]

  • (+100/+0) counterattacks
  • (+20/+0) {enemy units on hiding places}
    • Fog of War does not need to be enabled.
  • +2 Vision
  • D2D HP Hidden remains enabled

Enhanced Vision (COP) [2*]

  • +1 vision
  • Reveals hiding places
  • (+20/+0) {enemy units on hiding places}
    • Fog of War does not need to be enabled.
  • (+100/+0) counterattacks

Counter Break (SCOP) [5*]

  • +2 vision
  • Reveals hiding places
  • (+40/+0) {enemy units on hiding places}
    • Fog of War does not need to be enabled.
  • First-strike counterattacks at 100/100
    • Can still be buffed by zone pop

Synergy

  • HP Hidden

Sensei

Daily Abilities (D2D)

  • (+20/+0) {copter units}
  • (+20/+0) {soldier units}
  • (-10/+0) {non-soldier ground and naval units}
  • +1 move {transport units}

CO Zone (COZ) [0~2 Range]

  • (+40/+0) {soldier units}
  • (+40/+0) {copter units}
  • +1 move {transport units beginning action within zone}

Copter Command (COP) [2*]

  • Spawns 5HP Infantry on all owned cities, ready to move
  • (+20/+0) {copter units}
  • +1 move {transport units}

Airborne Assault (SCOP) [6*]

  • Spawns 5HP Mechs on all owned cities, ready to move
  • (+20/+0) {copter units}
  • +1 move {transport units}

Synergy

  • +1 move {transport units}

Grimm

Daily Abilities (D2D)

  • (+40/-20)

CO (COZ) [0~2 Range]

  • (+80/+0)

Knuckleduster (COP) [3*]

  • (+40/+0)

Haymaker (SCOP) [6*]

  • (+80/+0)

Synergy

  • (+20/+0)

Black Hole


Hawke

Daily Abilities (D2D)

  • (+10/+0)

CO Zone (COZ) [0~2 Range]

  • (+20/+0)

Black Wave (COP) [5*]

  • +1 HP Heal
  • -1 HP Damage {enemy units}

Black Storm (SCOP) [9*]

  • +2 HP Heal
  • -2 HP Damage {enemy units}

Synergy

  • (+5/+0)

Kindle

Daily Abilities (D2D)

  • (+40/+0) on properties

CO Zone (COZ) [0~3 Range]

 

  • (+40/+0) on properties, temporary buildings, ruins, and missile silos.

Urban Blight (COP) [3*]

  • (+40/+0) on properties
  • -3 HP damage on properties {enemy units}

High Society (SCOP) [6*]

  • (+80/+0) on properties
  • (+3/+0) for every owned property

Synergy

  • (+20/+0) on properties

Koal

Daily Abilities (D2D)

  • Sandstorm immunity
  • Sandstorm penalty {in snow}

CO Zone (COZ) [0~3 Range]

  • (+30/+30) {in sandstorm}
  • D2D remains enabled.

Forced March (COP) [4*]

  • Sandstorm Weather {2 Days}
  • +1 move

Trail of Woe (SCOP) [7*]

  • Sandstorm Weather {2 Days}
  • +2 move

Synergy

  • Sandstorm immunity

Jugger

Daily Abilities (D2D)

  • (+30/+0) {attacks that consume ammo}
  • 2x ammo consumption

CO Zone (COZ) [0~2 Range]

  • (+60/+0) {attacks that consume ammo}

Overclock (COP) [3*]

  • (+30/+0) {attacks that consume ammo}

System Crash (SCOP) [7*]

  • (+60/+0) {attacks that consume ammo}

Synergy

  • (+15/+0) {attacks that consume ammo}

Von Bolt

Daily Abilities (D2D)

  • -1 move
    • Minimum of 1 move range
  • Attacking a less expensive enemy inflicts stun status.
    • "Less expensive" is determined before enemy price modifiers.

CO Zone (COZ) [0~1 Range]

  • All attacks inflict stun status.

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Ex Machina (SCOP) [10*]

  • 1 5x5 diamond 5 HP damage bolt (highest combined HP or highest funds value)
    • Bolt inflicts stun status.

Synergy

  • (+10/+10)

Adder

Daily Abilities (D2D)

  • Bland

Commander Zone (COZ) [0~2 Range]

  • +1 move {units beginning action in zone}

Sideslip (COP) [2*]

  • +1 move

Sidewinder (SCOP) [5*]

  • +2 move

Synergy

  • +1 move {units beginning action on owned property}

Lash

Daily Abilities (D2D) ​​​​​​​

  • (+10/+0) per terrain Star

CO Zone (COZ) [0~3 Range] ​​​​​​​

  • (+20/+0) per terrain Star

Terrain Tactics (COP) [3*] ​​​​​​​

  • Perfect Movement
  • 1.5x terrain stars

Prime Tactics (SCOP) [6*] ​​​​​​​

  • Perfect Movement
  • 2x terrain stars

Synergy

  • (+5/+0) per terrain Star

Flak

Daily Abilities (D2D)

  • (+20/+0) vs non-infantry directs
  • (-20/+0) vs indirects

Commander Zone (COZ) [0~2 Range]

  • (+40/+0) vs non-infantry directs

Brute Force (COP) [3*]

  • (+30/+0) vs non-infantry directs

Barbaric Blow (SCOP) [6*]

  • (+60/+0) vs non-infantry directs

Synergy

  • (+10/+0) vs non-infantry directs

Sturm

Daily Abilities (D2D)

  • Perfect Movement in clear weather
  • (-20/+20)

CO Zone (COZ) [0~1 Range]

  • Perfect Movement, all weather {units beginning action within zone}
  • (+0/+40)

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Meteor Strike (SCOP) [10*]

  • 1 7x7 diamond 5 HP damage meteor (highest combined HP or highest funds value)
  • (+20/+20)

Synergy

  • (+0/+20)

12th Battalion


Brenner

Daily Abilities (D2D)

  • (+0/+10)

CO Zone (COZ) [0~2 Range]

  • (+0/+20)

Triage (COP) [3*]

  • (+0/+20)
  • 1 HP Heal
  • Includes units inside transports
  • +1 move {loaded transports}

Reinforce (SCOP) [6*]

  • (+0/+30)
  • 3 HP Heal
  • Includes units inside transports
  • +2 move {loaded transports}

Synergy

  • (+0/+5)

Lin

Daily Abilities (D2D)

  • (+5/+5) per vision

CO Zone (COZ) [0~2 Range]

  • (+10/+10) per vision

Scout (COP) [3*]

  • +1 vision
  • (+10/+10) per vision

Night Vision (SCOP) [6*]

  • +2 vision
  • (+10/+10) per vision {ground units}

Synergy

  • (+5/+0) per vision

Will

Daily Abilities (D2D)

  • (+10/+0) {direct ground units}

CO Zone (COZ) [0~2 Range]

  • (+20/+0) {direct ground units}

Rally Cry (COP) [3*]

  • (+30/+0) {direct ground units}
  • +1 move {direct ground units}

Last Stand (SCOP) [6*]

  • (+60/+0) {direct ground units}
  • +2 move {direct ground units}

Synergy

  • (+5/+0) {direct ground units}

Isabella

Daily Abilities (D2D)

  • (+10/+0)

CO Zone (COZ) [0~2 Range]

  • (+20/+10)

Deep Strike (COP) [5*]

  • +1 move
  • +1 range {indirect, ballistic units)
  • (+10/+10)

Overlord (SCOP) [9*]

  • +2 range {indirect, ballistic units)
  • +2 move
  • (+30/+30)

Synergy

  • (+5/+0)

NRA (New Rubinelle Army)


Greyfield

Daily Abilities (D2D) ​​​​​​​

  • (+10/+40) {naval, copter, seaplane units}

CO Zone (COZ) [0~3 Range] ​​​​​​​

  • 30% Boarding Cost
  • Fuel and Ammo Resupply
  • (+10/+40) {naval, copter, seaplane units}

Supply Chain (COP) [3*] ​​​​​​​

  • (+10%/+20%) {naval, copter, seaplane units}
  • Temp. ports and temp. airports can deploy units, including seaplanes
  • Full Resupply

High Command (SCOP) [6*] ​​​​​​​

  • (+20%/+40%) {naval, copter, seaplane units}
  • Temp. ports and temp. airports can deploy units, including seaplanes
  • Units from these buildings deploy unwaited
  • Full Resupply

Synergy

  • (+5/+20) {naval, copter, seaplane units}

Waylon

Daily Abilities (D2D)

  • (+10/+20) {air units}
  • (-20/+0) {naval units}

CO Zone (COZ) [0~3 Range]

  • (+20/+40) {air units}

Tactical Retreat (COP) [3*]

  • Reanimate {non-infantry units}
  • Reanimated units can only move and wait.

Air Cover (SCOP) [9*]

  • (+0/+270) {air units}
  • Reanimate {non-infantry units}
  • Reanimated units can only move and wait.

Synergy

  • (+5/+10) {air units}

Lazurian Army


Forsythe

Daily Abilities (D2D)

  • (+10/+10)

CO Zone (COZ) [0~5 Range]

  • (+10/+10)
  • Instead of expanding, gain additional (+10/+10) per half of the Zone Bar filled.

None (COP)

  • He is confident in his command ability.

Field Promotion (SCOP) [5*]  

  • +1 Rank {all units}
  • (+20/+20) {Veteran and Medal rank units}

Synergy

  • (+5/+5)

Gage

Daily Abilities (D2D)

  • (+10/+0) {indirect, ballistic, naval units}
  • (+0/+10) {ground and naval units}

CO Zone (COZ) [0~2 Range]

  • (+20/+10) {indirect, ballistic, naval units}
  • (+0/+20) {ground and naval units}

Longshot (COP) [3*]

  • (+20/+0) {indirect, ballistic, naval units}
  • (+0/+20) {ground and naval units}
  • +1 range {indirect, ballistic units}

Deadshot (SCOP) [7*]

  • (+40/+0) {indirect, ballistic, naval units}
  • (+0/+40) {ground and naval units}
  • +2 range {indirect, ballistic units}

Synergy

  • (+0/+10) {ground and naval units}

Tasha

Daily Abilities (D2D)

  • (+20/+0) {air units}
  • (+20/+0) vs non-retaliating enemy units {direct units}
  • (-30/+0) {naval units}

CO Zone (COZ) [0~2 Range]

  • (+40/+20) {air units}
  • (+20/+0) vs non-retaliating enemy units {direct units}
  • +1 move {air units beginning action in zone}

Supply Cut (COP) [3*]

  • +2 move {air units}
  • (-50/+0) counterattack {enemy units}
  • (+40/+0) vs. non-retaliating enemy units {direct units}

Sonic Boom (SCOP) [8*]

  • +4 move {air units}
  • (-50/+0) counterattack {enemy units}
  • (+40/+0) vs. non-retaliating enemy units {direct units}

Synergy

  • (+20/+0) vs non-retaliating enemy units {direct units}

IDS


Tabitha

Daily Abilities (D2D)

  • Firepower boost vs cheaper units
    • (+1/+0) per 100g difference
  • Defense penalty vs more expensive units
    • (+0/-1) per 200g difference

CO Zone (COZ) [0~0 Range]

  • (+50/+50)

None (COP) [0*]

  • So arrogant, she never bothered with a CO Power.

Firestorm (SCOP) [10*]

  • 1 5x5 diamond 8 HP damage missile (highest combined HP, gunboat mult 0.5x)

Synergy

  • Firepower boost vs cheaper units
    • (+1/+0) per 200g difference

Penny

Daily Abilities (D2D)

  • Immune to Weather

CO Zone (COZ) [0~3 Range]

  • (+10/+10) in Weather
  • D2D remains enabled.

Stormfront (COP) [4*]

  • Random Weather for 3 days

Enigma (SCOP) [8*]

  • Random Weather for 3 days
  • Random Second Weather Penalty for 3 Days {enemy units}

Synergy

  • Immune to Weather

Caulder

Daily Abilities (D2D)

  • (+15/+15)
  • +1 HP Repair on all tiles

CO Zone (COZ) [0~2 Range]

  • (+30/+30)
  • +2 HP Repair on all tiles

None (COP) [0*]

  • So powerful, he doesn't need a CO Power

Nanobot Swarm (SCOP) [10*]

  • 1 5x5 diamond +10HP Repair (highest funds value of own units)

Synergy

  • +1 HP Repair on all tiles
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