There are characters in the game who do not only deal damage, but have extra effects, like burn and bleed damage. These units can be used to defeat enemies with the Elemental status.
After Update 48, units that have only one placement do only 25% of the status effect.
Gameplay Tips[]
Most of these abilities will not stack on top of itself, so it is advised to space out effect-dealing units along the map if possible. Different effects can stack, meaning an enemy can take burn, bleed and poison damage at once. The Black Flames ability is not counted as Burn, so it can stack as well. It is also recommended to set the scattered units on First or Strongest/Last to ensure that each enemy will get the unit's effect.
Freeze[]
Freezing causes an affected enemy to stop completely. Freezing comes with a toll, as a frozen enemy cannot be affected by timestops or rewinds.
Stun[]
Stun can either be applied when a unit attacks or through a manual ability, although the latter is much more common. Manual abilities than can stun units are commonly referred to as “timestops” (as some of them originate from JoJo’s Bizarre Adventure). Similar to freezing, you will not be able to time stop nor time rewind an enemy that is stunned. Enemies that get timestopped cannot be timestopped again for 10 seconds.
Burn[]
Burn causes an affected enemy to take damage every 2 seconds for 12 seconds in total (6 ticks).
Sunburn causes an affected enemy to take damage every 3 seconds for 21 seconds in total (7 ticks). With an additional 18% movement speed reduction that also can be stacked with already slowed enemies, which it makes 68% movement speed reduction. It also cannot be stacked with GaleSlow or WaxSlow.
Black Flames causes an affected enemy to take damage every 2 seconds for 40 seconds in total (20 ticks).
Bleed[]
Bleed causes an affected enemy to take damage every 2 seconds for 8 seconds in total (4 ticks).
Rupture causes an affected enemy to take damage every 2 seconds for 24 seconds in total (12 ticks).
Poison[]
Poison causes an affected enemy to take damage every 3.5 seconds for 21 seconds in total (6 ticks).
Critical[]
Some units have an ability to deal 3 times of their base damage every third attack.
Summoning[]
These units have the ability to summon other units from the player's base. The summoned units will go down the path(s), dealing damage to any enemy it hits. If there are two paths, two units will be summoned, but they will only deal damage to enemies on their path. The damage dealt by the summoned unit depends on the enemy's health, and the total amount of damage it can do is equal to its HP. Once the summoned unit runs out of HP, it vanishes. Raising a unit's level will increase their summon's HP in most cases.
Slow[]
Slow permanently lowers the movement speed of the enemy hit by 50%, making it a very powerful and meta-defining ability.
GaleSlow temporarily reduces the movement speed of the enemy hit by 30% for 8 seconds. This ability can be stacked with slowed enemies, causing a speed reduction total of 65%. However it cannot be stacked with Sunburn.
WaxSlow temporarily reduces the movement speed of the enemy hit by 85% for 35 seconds not based on gamespeed (35s on x1, 105s on x3). It cannot stack with Slow, GaleSlow, or Sunburn.
Time Reversal[]
Some units have an ability to rewind enemies within the unit's range from the enemies current position to their position from seconds ago. The amount they get rewound by varies depending on the unit.
Teleport[]
Some units have an ability to teleport enemies within their range from the enemies' current path to the last corner that they turned. The amount they get teleport by varies depending on the unit and whether or not an Orb is equipped.
Base Protection[]
Some units have an ability to protect the base from the enemies approaching it for a short amount of time.
Controllable[]
In the game, there are a few units which cannot attack nor deal any damage on their own even when placed next to an enemy, even though their damage is not zero. These units will have a manual ability (except for Beast Spawner, which is a fusion of Zaruto (SS) and Kosuke (SS) that allows the player to summon a figure that can be controlled by holding E). This effect is very powerful as it will gain essentially infinite range. However, it comes at the cost of the player having to click constantly on enemies in order to deal maximum damage. Controllable units can only spawn the controllable once and will be anchored wherever it is dismounted. So, if it is dismounted in the void or air, it will be difficult to remount it.
Raging[]
Some units have an ability which grants them additional bonus damage for every new wave. This is better for Infinite Mode but can help with story or Trials. Upgrading the unit further will not remove this bonus.
Reveal[]
Some units have an ability to turn all enemies on the map (Powerful 1/2, Decelerate, Rage, Steadfast, Explosive, Regenerator and Cloner) into regular enemies. However, this excludes Air, Mini Boss, and Boss enemies.
NOTE: Princess Appala and Vegu (Ego Ascension) cannot turn Cloners into normal enemies, unlike DemonLord Waifu and Dr. Heart (Mystical). Princess Appala is still viable however in mainly Story or Raids or if DemonLord Waifu is unavailable, as it only costs 7,000 to get the reveal ability.
NOTE 2: DemonLord Waifu cannot turn Armored into normal enemies, unlike Princess Appala, Dr. Heart (Mystical) and Unhuman (Nullifier).
Enchant Manipulation[]
Enchant Swap is a ability to change any enchant-type enemies into the enchant that the unit would counter against.
For example: Anti Magician (Demon Arm) has the Dark enchant and can give any enchanted enemies the Holy enchant.
NOTE: Non-enchant enemies are unaffected by this effect.
NOTE 2: God Black Fusion have this effect while the Divine Judgement Orb is attuned to him.
Enchant Rotation causes an affected enemy to marked with the effect for 35 seconds. The effects of this depend on the enchant matchup:
- If Effective Enchant: No changes. Unit still does 3x their Dmg.
- If Neutral Enchant: Unit deals 2x their Dmg.
- If Diseffective Enchant: Unit deals 6x their Dmg (Cancels out the 1/3rd nerf and basically does the same as Neutral Enchant).
Support[]
Income units are units that generate cash each wave. Bank units are similar to income units, but instead store the money they make each wave instead of giving it to the player immediately. Healer units heal the player's base each wave. Buff units buff the damage or range of every other unit in their range.