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King Duosi King Duosi Units

Elephants

Elephants
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
1
16 Southern Elephants
Elephants / Elephants / (3k_dlc06_unit_fire_southern_elephants)
Southern Elephants
Can any warrior stand against a charging elephant?
16 980 1225 327 34 64000 354 20 50 50 9% 0% 7 0 0% NAN
2
16 War Elephants
Elephants / Elephants / (3k_dlc06_unit_fire_war_elephants)
War Elephants
As though elephants were not mighty enough, these beasts have even more power!
16 1100 1580 421 34 96000 491 20 50 50 12% 0% 7 0 0% NAN
3
16 Nanzhong Elephants
Elephants / Elephants / (3k_dlc06_unit_water_nanzhong_elephants)
Nanzhong Elephants
Any army that marches with elephants already have superiority when it comes to morale.
16 1250 1650 440 41 64000 225 20 50 50 2% 0% 7 0 0% NAN