COMBAT
Units
9 units: three tiers across three elements.
| Unit | Tier | Class | ATK | DEF | HP | Carry | Leadership |
|---|---|---|---|---|---|---|---|
| Runners | T1 | Electric | 5 | 6 | 65 | 50 | 1 |
| Militia | T1 | Kinetic | 4 | 7 | 80 | 50 | 1 |
| Channelers | T1 | Psionic | 7 | 4 | 45 | 50 | 1 |
| Ironclads | T2 | Electric | 56 | 56 | 180 | 100 | 10 |
| Enforcers | T2 | Kinetic | 40 | 80 | 245 | 100 | 10 |
| Seers | T2 | Psionic | 70 | 40 | 160 | 100 | 10 |
| Coilbreakers | T3 | Electric | 268 | 240 | 750 | 150 | 100 |
| Juggernauts | T3 | Kinetic | 240 | 280 | 800 | 150 | 100 |
| Resonators | T3 | Psionic | 304 | 190 | 735 | 150 | 100 |
Reading this table
- Class is the counter triangle. See how combat resolves.
- Carry is how much loot the unit brings home. It caps your extraction runs and is easy to forget when you are optimising for combat power.
- Leadership is what the unit costs against a commander's pool. It is the real constraint on squad size.