HP, Energy and Ammo
Three bars at the top of the screen decide what you can do right now:
- HP is your health. You need at least a quarter of your Max HP to attack anyone, and a player below a quarter cannot be attacked.
- Energy runs missions. Each mission shows its Energy cost on its card, from 1 to 10. Energy is also what you give to march on a Clan Boss.
- Ammo is spent on fighting: 1 Ammo for each attack on a player and each hit on a boss.
A new account starts with 100 HP, 10 Energy and 10 Ammo, and the bars grow with Ability Points (see below).
Refilling your bars
Each bar refills on its own, by the same amount whatever your level, so a bigger bar takes longer to fill. The stats bar counts down to the next tick:
| Bar | Regenerates | During Boot Camp |
|---|---|---|
| HP | +5 every 2 minutes | +5 every 1 minute |
| Energy | +1 every 4 minutes | +1 every 2 minutes |
| Ammo | +1 every 2 minutes | +1 every 1 minute |
- Levelling up refills all three bars at once.
- Ammo and Energy Crates refill a bar to the top for 15 GB each. Tap the Ammo or Energy figure on the top bar to buy one. A crate cannot be bought while the bar is already full.
- The Medic restores HP for Cash (see below).
The Medic
The Medic offers two heals: a 25% Heal, which restores a quarter of your Max HP, and a Full Heal. Each button shows its price before you tap it. You can heal as often as you like, with no cooldown, and if you are short of Cash on hand the rest is drawn from your Bank. After a fight, the result screen offers a Full Heal too.
The price of each HP restored depends on your level alone, so a heal costs more as you level up. What the Medic charges per HP at a selection of levels:
| Level | Cash per HP healed |
|---|---|
| 1 | $3 |
| 5 | $14 |
| 10 | $28 |
| 15 | $41 |
| 20 | $55 |
| 25 | $138 |
| 30 | $165 |
| 40 | $220 |
| 50 | $275 |
| 75 | $412 |
| 100 | $550 |
| 150 | $825 |
| 200 | $1.10k |
| 300 | $1.65k |
| 450 | $2.47k |
Ability Points
You start with 5 Ability Points and earn 5 more every level. Spend them on your profile:
- HP: +5 Max HP per point;
- Energy: +1 Max Energy per point;
- Ammo: +1 Max Ammo for every 2 points;
- Attack and Defence: each point raises your Attack or Defence Power.
None of them has a cap. An Attribute Reallocation Key returns every point you have spent, to place again.
Attack and Defence
Your Attack and Defence Power, shown on your profile, decide who wins a fight. They add up from:
- the Attack and Defence points you have spent;
- your gear, as much of it as your squad can carry: you, each Ally and each Mercenary are a carrier that holds one weapon and one vehicle;
- the Lieutenants you deploy;
- your clan's Doctrine.
Your Allies cap grows with your level, and Mercenaries cost 25 GB each; the Squad tab shows how many of each you have room for. When you start a fight your best Attack gear goes in (your Attack Line-up), and when you are attacked your best Defence gear does.
Fighting other players
The Battle screen lists the players you can attack, who are those within your level range. Any attack, by you or on you, also opens a 48-hour Attack Window between the two of you, letting either attack the other whatever their levels. Before you can fight:
- you need 1 Ammo and at least a quarter of your Max HP, and so does your target's HP;
- neither of you can be in the tutorial, which gives Rookie Protection;
- there is a daily limit on attacking the same player.
Both sides take damage in every fight. The winner never drops below 1 HP, but the loser can be killed, at 0 HP, and then has to heal or wait for HP to come back before fighting again. The result screen shows the damage dealt, the health you lost, and the XP and Cash you gained or lost: the loser hands the winner part of their Cash on hand, and more when killed. Cash in the Bank is never at risk. Tap Detail to see both sides' Attack and Defence, gear, Tactics and Power-Ups.
Tactics
Tactics are skills you put Tactic Points into. You earn 2 Tactic Points every level, and the Black Market sells more in bundles. Each Tactic has its own maximum, and a few have conditions before you can put points in; the Tactics screen explains each one.
Tactics only count when they are switched on. You choose up to 2 for attacking, on the Battle screen, and up to 2 for defending, on My Squad (3 each from Level 300). Your attack choice is used when you start a fight and your defence choice when someone attacks you. A Tactic Reallocation Key returns your Tactic Points to place again.
Separate from these are the four passive tactics, which are always on: they raise your Max HP, Max Ammo, Max Energy and the XP you earn. Their points are bought with Gold Bars in the Black Market and placed on the Passive tab of your Tactics.
Power-Ups
Power-Ups are single-use bonuses for a fight, bought in the Armory's Power-Ups tab for Cash or Gold Bars. Each card says what it does, and the price rises a little with each one you buy.
- Choose one offensive Power-Up on the Battle screen and one defensive Power-Up on My Squad.
- One is used up in each fight, and it stays switched on until you run out.
- They work against players and bosses, never in missions. A defensive one only works when you are the one attacked.
Bounties
A bounty is Cash you put on another player's head. Place one from their profile with the Bounty button: the screen shows the minimum and why, and the Cash comes from your Cash on hand. Whoever lands the killing blow on the target claims the whole pot.
A new bounty goes live after a few seconds and, for its first 2 minutes, only players up to a level shown on the bounty can attack the target. After that it is open to everyone. While a bounty is live the target can be attacked by anyone whatever their levels, even below a quarter of their HP, as long as they are still alive. You cannot hunt a bounty you placed yourself.