Fundamentals
Army split between a weak swarm component and powerful back-line units
The swarm component dies quickly and requires a constant stream of reinforcements
Train proactively and constantly when using it
Use the Top Bar to fill ranks for free
The army's back-line is expensive and slow to train, resulting in rigid builds
Excellent mobility and cross-map power
Solid static defense
Strongest Hero in co-op when microed properly
The Hero can be upgraded at the Armory
Can permanently mind control enemy units
Mind-controlled units cost supply
Can massively increase Faction Power gain by upgrading Idal Conduits
Strongest Top Bar: a Swiss army knife with a tool for every task
Special Thanks wzysb for his help in noting Roster changes
Unit Classifications
Classifications preceded by "+" are obtained via Upgrades
General:
Melee = This unit deals damage at a close range (2=<)
Ranged = This unit deals damage at a medium to long range (2-16)
Artillery = This unit deals damage at very long range (17=>)
Specializations:
Anti-Light = This unit excels at dealing with Light-Armored units
Anti-Medium = This unit excels at dealing with Medium-Armored units
Anti-Heavy = This unit excels at dealing with Heavy-Armored units
Crowd Control = This unit is good at dealing with large groups of enemies, via stunning or AoE damage
Anti-Air = This unit excels at dealing with flying enemies
Roster Roles:
Tank = This unit's primary role is to take damage
DPS = This unit's primary role is to deal damage with a fast firing rate
Burst = This unit's primary role is to deal damage with a slow firing rate
Support = This unit's primary role is to support allies
Additional: 1 Healer = This unit heals allies
Caster = This unit has an ability as a key component
Detector = This unit detects cloaked enemy units
Flying = This unit flies and cannot be attacked by ground-only weapons
Fodder = This unit is individually weak and reliant on numbers
Hexite Dump = This unit is a good way to invest excess Hexite
Transport = This unit can garrison certain ground units
One-Use-Attack = This unit will die after making one attack
Special Thanks to Photoloss
Rank Classifications
Based on the performance and cost-effectiveness of an unit at its specified classifications, it will be given a rank
S = This unit is reliable, cost-effective and (almost) flawless (Ex: A Tank that is very Durable, Armored, Self-Heals and reliably gets to the front-line)
A = This unit performs its Roles reliably and is cost-effective, but has small limitations (Ex: a Slow, Tanky unit)
B = This unit is not always reliable/cost-effective and/or otherwise has noticeable limitations; yet still performs okay
C = This unit is not reliable/cost-effective and often mediocre at its roles
D = This unit is always mediocre, never cost-effective and is not worth producing outside of memey army compositions