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Units
- Hero(Romance) (1)
- General(Records) (1)
- Melee Infantry (11)
- Polearm Infantry (7)
- Ranged Infantry (8)
- Ranged Cavalry (2)
- Shock Cavalry (2)
- Elephants (3)
Hero(Romance) | ||||||||||||||||||||||
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No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
1 |
Nanman / Nanman / (3k_dlc06_hero_nanman_lady_zhurong) Lady Zhurong |
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1 | 640 | 0 | 0 | 55 | 24000 | 154 | 30 | 1178 | 871 | 0% | 0% | 30 | 0 | 0% | NAN | |||||||
General(Records) | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
2 |
Nanman / Nanman / (3k_dlc06_general_nanman_lady_zhurong) Lady Zhurong |
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41 | 675 | 0 | 0 | 50 | 73200 | 154 | 30 | 15 | 11 | 0% | 0% | 30 | 0 | 0% | NAN | |||||||
Melee Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
3 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_ravine_warriors) Ravine Warriors In case the foe survives a charging elephant, the Ravine Warriors follow in the beasts' wake, a weapon in each hand. |
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160 | 380 | 300 | 80 | 22 | 96000 | 79 | 24 | 32 | 3 | 22% | 0% | 7 | 0 | 0% | NAN | |||||||
4 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_nanman_warriors) Nanman Warriors The men of the south have always fought to protect what they hold dear. |
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160 | 450 | 480 | 128 | 24 | 96000 | 100 | 30 | 24 | 8 | 25% | 20% | 29 | 2 | 60% | NAN | |||||||
5 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_valley_tribesmen) Valley Tribesmen Though their origins may be humble, the warriors of the Nanman can hold their own. |
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160 | 550 | 520 | 139 | 30 | 96000 | 107 | 30 | 33 | 3 | 38% | 20% | 37 | 2 | 60% | NAN | |||||||
6 |
Melee Infantry / Sword Infantry / (3k_dlc06_unit_metal_wuling_fighters) Wuling Fighters Fighting on to the last, unafraid of any enemy, these warriors are the bane of presumptuous heroes. |
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160 | 600 | 600 | 160 | 34 | 96000 | 89 | 30 | 33 | 3 | 37% | 20% | 23 | 2 | 60% | NAN | |||||||
7 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_axe_throwers) Axe Throwers A flying axe can ruin your whole day. |
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160 | 650 | 650 | 173 | 30 | 96000 | 98 | 30 | 24 | 3 | 15% | 20% | 23 | 2 | 60% | NAN | |||||||
8 |
Melee Infantry / Axe Infantry / (3k_main_unit_metal_mercenary_infantry) Mercenary Infantry Infantry-for-hire, they easily weather hot climates and are best used to capture key strategic points on the battlefield. |
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160 | 650 | 650 | 175 | 30 | 96000 | 128 | 30 | 10 | 21 | 24% | 20% | 26 | 2 | 60% | NAN | |||||||
9 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_nanzhong_champions) Nanzhong Champions The greatest warriors of one of the greatest leaders of the Nanman. |
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160 | 700 | 680 | 181 | 36 | 96000 | 98 | 30 | 24 | 3 | 33% | 20% | 37 | 5 | 55% | NAN | |||||||
10 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_wugou_axe_throwers) Wuguo Axe Throwers The axe is one of the few weapons well-suited to both missile and melee combat. |
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160 | 750 | 700 | 187 | 38 | 96000 | 89 | 24 | 25 | 3 | 42% | 0% | 29 | 0 | 0% | NAN | |||||||
11 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_might_of_the_valley) Might of the Valley The cream of Shamoke's forces. |
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160 | 900 | 850 | 227 | 38 | 96000 | 207 | 15 | 20 | 40 | 18% | 0% | 29 | 0 | 0% | NAN | |||||||
12 |
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_followers_of_the_flame) Followers of the Flame With the bruising mace and the burning fire, the foe is soon dealt with. |
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120 | 780 | 935 | 249 | 50 | 72000 | 70 | 20 | 40 | 10 | 17% | 0% | 7 | 0 | 0% | NAN | |||||||
13 |
Melee Infantry / Animal Handlers / (3k_dlc06_unit_metal_tiger_warriors) Tiger Warriors The tiger is the lord of beasts. In war, the mere sight of such a creature can unman the bravest warrior. |
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40 | 820 | 1000 | 267 | 34 | 54000 | 164 | 24 | 40 | 10 | 24% | 0% | 37 | 0 | 0% | NAN | |||||||
Polearm Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
14 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_nanman_spearmen) Nanman Spearmen In defence of their lands, the Nanman muster their spears. |
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160 | 450 | 450 | 120 | 20 | 96000 | 82 | 24 | 32 | 2 | 11% | 0% | 7 | 0 | 0% | NAN | |||||||
15 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_javelin_spearmen) Javelin Spearmen Do not be fooled by the length of those spears: they can still be thrown. |
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160 | 630 | 600 | 160 | 26 | 96000 | 119 | 20 | 35 | 12 | 20% | 0% | 20 | 0 | 0% | NAN | |||||||
16 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_nanzhong_spearmen) Nanzhong Spearmen A phalanx of spears will see off most enemies. |
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160 | 600 | 620 | 165 | 28 | 96000 | 100 | 20 | 35 | 12 | 16% | 0% | 23 | 0 | 0% | NAN | |||||||
17 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_javelin_spear_guards) Javelin Spear Guards Yang Feng expects his troops to be the best, and he will not be disappointed. |
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160 | 700 | 700 | 187 | 34 | 96000 | 125 | 24 | 42 | 7 | 18% | 20% | 29 | 5 | 55% | NAN | |||||||
18 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_wolf_pack) Wolf Pack High blood drumming on the skin. They're on the hunt… |
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160 | 500 | 735 | 196 | 28 | 96000 | 90 | 24 | 42 | 7 | 30% | 0% | 20 | 0 | 0% | NAN | |||||||
19 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_sanjiang_poison_spears) Sanjiang Poison Spears Stealthy and skilled, when their spears strike true, expect pain. |
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160 | 550 | 800 | 213 | 28 | 96000 | 91 | 20 | 14 | 5 | 14% | 0% | 7 | 0 | 0% | NAN | |||||||
20 |
Polearm Infantry / Spear Infantry / (3k_dlc06_unit_wood_shields_of_the_south) Shields of the South Infantry as stalwart and unshakable as the mountains themselves. |
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160 | 780 | 900 | 240 | 42 | 96000 | 91 | 24 | 32 | 2 | 22% | 20% | 37 | 17 | 55% | NAN | |||||||
Ranged Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
21 |
Ranged Infantry / Slingers / (3k_dlc06_unit_water_nanman_slingers) Nanman Slingers Do not doubt the efficacy of a barrage of well-aimed sling-shots. |
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160 | 300 | 250 | 67 | 18 | 59400 | 47 | 30 | 5 | 10 | 10% | 0% | 7 | 0 | 0% | 25 | 5 | 100 | 20 | 62 | NAN | ||
22 |
Ranged Infantry / Slingers / (3k_dlc06_unit_water_wuling_slingers) Wuling Slingers They dart in, self assured and sure-footed, pelt the enemy, and are gone. |
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160 | 420 | 300 | 80 | 28 | 59400 | 56 | 30 | 16 | 2 | 11% | 0% | 23 | 0 | 0% | 25 | 5 | 100 | 20 | 64 | NAN | ||
23 |
Ranged Infantry / Bow Infantry / (3k_dlc06_unit_water_fire_archers) Fire Archers A concerted volley of arrows is bad enough. When the arrows are on fire, it is time to run. |
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160 | 500 | 400 | 107 | 23 | 54000 | 65 | 30 | 5 | 10 | 12% | 0% | 7 | 0 | 0% | 45 | 3 | 200 | 5 | 28 | NAN | ||
24 |
Ranged Infantry / Bow Infantry / (3k_main_unit_water_mercenary_archers) Mercenary Archers Arid heat has no effect on the performance or accuracy of these archers, who excel in capturing key strategic points. |
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160 | 450 | 540 | 145 | 20 | 59400 | 35 | 30 | 6 | 17 | 7% | 0% | 20 | 0 | 0% | 40 | 10 | 200 | 8.6 | 30 | NAN | ||
25 |
Ranged Infantry / Javelin Throwers / (3k_dlc06_unit_water_javelin_throwers) Javelin Throwers When the fight comes to them, these javelineers are too canny to leave themselves defenceless. |
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160 | 600 | 580 | 155 | 25 | 64800 | 75 | 24 | 32 | 2 | 12% | 20% | 23 | 2 | 60% | 20 | 50 | 60 | 10 | 6 | NAN | ||
26 |
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_sanjiang_poison_darts) Sanjiang Poison Darts No matter the size of the hunter's prey, a well-aimed dart tipped with a sufficiently strong poison can take them down. |
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160 | 550 | 700 | 187 | 27 | 59400 | 65 | 30 | 16 | 2 | 12% | 0% | 23 | 0 | 0% | 5 | 0 | 60 | 15 | 30 | NAN | ||
27 |
Ranged Infantry / Animal Handlers / (3k_dlc06_unit_water_tiger_slingers) Tiger Slingers When a tiger leads the charge, foes rarely look beyond the fearsome beast – which may be their last mistake! |
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40 | 770 | 800 | 213 | 23 | 54000 | 132 | 30 | 24 | 8 | 12% | 0% | 23 | 0 | 0% | 25 | 5 | 100 | 20 | 46 | NAN | ||
28 |
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_hidden_vipers) Hidden Vipers Foes may survive the blowpipe attack only to fall under the blades of the machetes. |
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160 | 850 | 900 | 240 | 38 | 96000 | 75 | 30 | 33 | 3 | 32% | 20% | 29 | 2 | 60% | 5 | 0 | 60 | 15 | 25 | NAN | ||
Ranged Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
29 |
Ranged Cavalry / Bow Cavalry / (3k_main_unit_water_mounted_archers) Mounted Archers Armoured cavalry archers who harass the enemy with arrows while using their mounts to remain out of reach. |
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40 | 550 | 660 | 175 | 25 | 67200 | 56 | 30 | 25 | 8 | 6% | 0% | 32 | 0 | 0% | 25 | 8 | 200 | 8.6 | 50 | NAN | ||
30 |
Ranged Cavalry / Bow Cavalry / (ep_unit_water_heavy_mounted_archers) Heavy Mounted Archers These archers excel at harassing enemy troops, but are unafraid of charging into the melee if needed. |
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40 | 700 | 840 | 225 | 27 | 67200 | 84 | 30 | 25 | 8 | 6% | 0% | 45 | 0 | 0% | 25 | 8 | 200 | 8.6 | 44 | NAN | ||
Shock Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
31 |
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_mercenary_cavalry) Mercenary Cavalry Cavalry troops who fight only for gold; excellent at capturing key strategic points and fighting in hot climates. |
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40 | 750 | 1125 | 300 | 23 | 67200 | 292 | 20 | 9 | 36 | 30% | 0% | 26 | 0 | 0% | NAN | |||||||
32 |
Shock Cavalry / Spear Cavalry / (ep_unit_fire_cataphracts) Cataphracts The horse is made only more terrifying by cladding it in armour and directing it at the enemy. |
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40 | 900 | 1350 | 360 | 34 | 67200 | 230 | 20 | 9 | 36 | 9% | 0% | 53 | 0 | 25% | NAN | |||||||
Elephants | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() 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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
33 |
Elephants / Elephants / (3k_dlc06_unit_fire_southern_elephants) Southern Elephants Can any warrior stand against a charging elephant? |
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16 | 980 | 1225 | 327 | 34 | 64000 | 354 | 20 | 50 | 50 | 9% | 0% | 7 | 0 | 0% | NAN | |||||||
34 |
Elephants / Elephants / (3k_dlc06_unit_fire_war_elephants) War Elephants As though elephants were not mighty enough, these beasts have even more power! |
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16 | 1100 | 1580 | 421 | 34 | 96000 | 491 | 20 | 50 | 50 | 12% | 0% | 7 | 0 | 0% | NAN | |||||||
35 |
Elephants / Elephants / (3k_dlc06_unit_water_nanzhong_elephants) Nanzhong Elephants Any army that marches with elephants already have superiority when it comes to morale. |
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16 | 1250 | 1650 | 440 | 41 | 64000 | 225 | 20 | 50 | 50 | 2% | 0% | 7 | 0 | 0% | NAN |