Attacker[]
Name | Information | Description |
---|---|---|
![]() ![]() ![]() An elite Melee game piece with exceptional staying power, this machine can use its arms and heavy stomps to deal AoE DMG. It prioritizes attacking opposing pieces. |
A game piece based on a Ruin Guard. An ancient humanoid war machine protected by "ironclad armor" that can be found all over Teyvat. The commanders of various nations often use them as the default hypothetical enemy, and look for ways to destroy them from medium to long range. This is because their armor is impervious to conventional weaponry, so engaging them in close combat is a very bad idea. As a result, in this wargame, they have been used to simulate high-threat targets to assist commanders in developing tactics for attacking and defending against heavily armored units. | |
![]() ![]() A Melee barrier-breaker game piece, very effective at destroying Wooden Palisades. When moving, it will prioritize moving toward the opposing Core Node, attacking all game pieces and installations in its path (including Wooden Palisades). |
A game piece based on an Eroding Avatar of Lava. A strange monster that needs to constantly absorb thermal energy to survive. Due to its lack of intelligence, its movements are straightforward and it always opts for the shortest route. Simulating and analyzing its behavior in combat can help commanders refine their strategies for deploying cumbersome war machines with limited maneuverability. | |
![]() ![]() A special Melee game piece immune to Hydro DMG. When defeated, it will unleash a shockwave that deals AoE Hydro DMG. This damage is less effective against Wooden Palisades. |
A game piece based on a Hydro Mimic Finch. A Hydro Mimic creature created by the concentrated life force of Oceanids. Their pure Hydro-elemental body structure and area of effect Hydro attacks are both highly worthy of study, for any force that can effectively resist Hydro Mimic Finches can fend off other creatures with devastating offensive capabilities and maintain the integrity of their defensive line. | |
![]() ![]() A Melee squad consisting of 4 Hilichurl Fighters. While their attacks are ferocious, they are fragile. |
A game piece based on Hilichurl Fighters. The primitive wandering inhabitants of Teyvat's wildernesses, they are tribal warriors with a simple belief in the power of their physical prowess. Compared to the massive Mitachurls, they are far nimbler. In battle, their club-wielding style of fighting is more similar to ordinary soldiers, and they can sometimes even cooperate well with their companions, making them an excellent sample for researching team-fighting tactics. | |
![]() ![]() A Ranged squad consisting of 2 Electro Samachurls. They cast spells that target the ground, dealing high DMG to single targets. |
A game piece based on Electro Samachurls. A wizened, mumbling hilichurl, one that chants of the power of Electro. For reasons unknown, they have mastered the secret of harnessing thunder and lightning. "Electro" often plays a pivotal role on the battlefield, and effectively using the effects created by its power can yield considerable advantages. Using these commonly-found Electro Samachurls as a starting point to research Electro-based tactics not only acts as a cost-saving measure, but also allows for steady, incremental progress. | |
![]() ![]() A Ranged barrier-breaker squad consisting of 2 Hilichurl Grenadiers. They will aim at the closest game piece or installation (including Wooden Palisades) and throw bombs that deal AoE DMG in a large area. Highly effective at destroying Wooden Palisades. |
A game piece based on Hilichurl Grenadiers. The primitive wandering inhabitants of Teyvat's wildernesses, they use Pyro Slimes as weapons to attack intruders. In contrast to the group combat strategy of Hilichurl Fighters, Hilichurl Grenadiers specialize in throwing explosives, giving them the ability to inflict damage over wide areas and breach barricades. Commanders may be able to refine their own grasp of demolition tactics by analyzing their performance in combat. | |
![]() ![]() A Flying game piece that takes flight after being deployed and launches Cryo energy projectiles at single opponents from the air. Immune to Cryo DMG and prioritizes attacking opposing pieces. |
A game piece based on a Cryo Specter. A monster born from highly-concentrated Cryo elements that can float in the air. As a relatively compact and resilient flying monster, Specters have long been considered the touchstone for anti-aerial defensive capabilities by the armies of various nations. The results of attacking them with ordinary bows are far from ideal, and the mobility of more powerful ballistae and cannons is quite limited. Perhaps a highly mobile firing platform with significant firepower is required to deal with them... | |
![]() A Flying squad consisting of 5 Electro Cicins that takes flight after being deployed and launches Electro projectiles at enemies from the air. |
A game piece based on Electro Cicins. A very small creature that can manipulate Electro a little bit. Its strength isn't anything to write home about, but under certain conditions, it can exert considerable power — Thanks to its compact dimensions and ability to fly beneath the treetops, it is difficult to detect a Cicin, making early warning difficult. When conducting raids, they are often already nearly on top of their targets before they are discovered, by which point it is far too late to organize a defense. For this reason, using groups of Cicins as a hypothetical enemy is an effective way of testing a commander's ability to deal with groups of small, agile targets. |
Defender[]
Name | Information | Description |
---|---|---|
![]() |
With no offensive capabilities of their own, they must be protected at all costs. If the enemy destroys your core nodes, they will gain a substantial amount of destruction progress. | A large tent-like installation that represents your Command Center. There is a saying about cutting off the head of the snake to achieve victory. In an evenly matched battle, both sides should know to attack weak points, and so the side with the tighter defenses will be able to hold on until victory... |
![]() |
With no offensive capabilities of their own, they must be protected at all costs. If the enemy destroys your secondary nodes, they will gain a considerable amount of destruction progress. | A small tent-like installation that represents a forward base. Important installations like forward bases are key to the expansion of the battlefront, with the balance of power shifting based on their control. |
![]() ![]() An elite Melee game piece with relatively powerful ground combat capabilities. However, it can only attack nearby ground game pieces. |
A game piece based on a Frostarm Lawachurl. A mysterious "lord" of hilichurls that stalks the snow and fog. Its body, honed to the very limit, almost seems to blend into its Cryo-filled environment, and its stoic nobility is like that of the frozen northland rivers. Thanks to its formidable physique and sturdy Frost Armor, Frostarm Lawachurls exert overwhelming pressure in close combat. Analyzing the combat behavior of these Frostarm Lawachurl game pieces can significantly enhance a commander's ability to direct and counter powerful units. | |
![]() ![]() A Ranged game piece that throws reagent bottles towards opponents, dealing AoE Pyro DMG. When a ground opponent is hit, a burning zone will be left on the ground, dealing continuous Pyro DMG. |
A game piece based on a Treasure Hoarder Pyro Potioneer. A member of the decentralized criminal organization that has footprints all over the continent and even deep within unknown domains. Risk-takers who utilize their knowledge of chemistry to mix volatile and flammable brews that aid in their comrades' dastardly deeds. Though as individuals, their combat skills are completely unremarkable, the Pyro Element reagent bottles they hurl create dangerous areas that continually burn, giving them the ability to effectively pin down their enemies. By making use of this ability, a wise commander may be able to develop a variety of new tactics. | |
![]() ![]() An elite Ranged game piece that fires multiple homing missiles from afar, dealing Pyro DMG to a single enemy. However, it can only actively attack airborne game pieces. When there are no more opposing airborne game pieces within its attack range and it is attacked in melee, it will counterattack. |
A game piece based on a Suppression Specialist Mek. A specialist clockwork meka adapted from the Cal. Scherbius type. They are primarily designed for offensive purposes. Outside of Fontaine, they can use pre-prepared Energy Blocks to move over short distances for short periods of time. As an autonomous weapon of similar size to ordinary human soldiers, the dimensions and offensive capabilities of this meka have reached a certain balance, making it easier to deploy, move, and conceal. The combination of formidable ranged firepower and robust armor allows it to manifest significant offensive and defensive capabilities at the same time, and it is thus rated as a pillar of the battlefield. | |
![]() ![]() An elite Ranged game piece that is immune to Hydro DMG and fires bubbles from afar, dealing Hydro DMG to opponents in its AoE and trapping smaller opponents. However, it can only attack ground game pieces. |
A game piece based on a Large Hydro Slime. These large elemental creatures are formed from condensed Hydro energy dispersed throughout nature. Able to unleash bubbles to entrap their enemies, they are far more dangerous than ordinary Slimes, making them well-suited to serving as advanced elemental combat units. By analyzing their combat characteristics, commanders can develop more effective strategies for dealing with large elemental creatures. | |
![]() ![]() A Ranged game piece that fires icy spikes, dealing Cryo DMG to enemies in a straight line. Can only attack ground game pieces. |
A game piece based on a Cryo Whopperflower. A mimetic plant monster that appears out of nowhere and uses Cryo in combat. Cryo Whopperflowers often lurk under the surface, lying in wait to spring an ambush. Units caught off guard can suffer significant losses, weakening their overall fighting ability. A wise commander, however, might opt for a more strategic approach — such as striking from the air, beyond the Whopperflower's reach... | |
![]() |
![]() When an opponent passes by (including flying opponents), this mechanism will explode, imprisoning one of the opponents hit for a period of time. After the duration of the imprisonment ends, this mechanism will be destroyed. |
An improved defensive mechanism based upon existing, proven designs that can be used as a type of trap, effectively blocking the enemy's advance and buying precious time. |
![]() |
![]() When an opponent passes by (including flying opponents), this mechanism will explode, dealing AoE Pyro DMG. After exploding, this mechanism will be destroyed. |
An improved defensive mechanism based upon existing, proven designs that can be placed at fixed locations, ambushing enemies with an explosion that thwarts their assault, helping your forces gain local superiority. |
![]() |
A temporary obstacle that can be destroyed, designed to impede enemy movements or restrict their path of advance. | A Wooden Palisade that represents a temporary obstacle used to obstruct the attacking force's advance. While cheap to build, they are extremely fragile against units with the "Barrier-Breaker" ability. From the attacking commander's perspective, using such units to open up gaps at a critical moment could be a strategy well worth considering. |
![]() |
An unbreachable obstacle that cannot be destroyed, designed to impede enemy movements or restrict their path of advance. | A Sturdy Low Wall that represents an unbreachable obstacle used to obstruct the attacking force's advance. Though they may be indestructible, the high cost of unbreachable obstacles severely limits their availability. For the defending commander, optimizing the use of such a valuable yet limited resource poses a critical tactical dilemma. |