Defense Units
This section includes both ground and aerial defense units. Defense units are often referred to as "tanks" and often have high health and defense. They stand (or fly) on the front line to take hits for the team and maybe give some other form of support. They also have resistances to certain status effects like sleep, stun, knockback, silence, etc. It is imperative you have at least one ground tank on your team, although most teams have two or three.
This section includes both ground and aerial defense units. Defense units are often referred to as "tanks" and often have high health and defense. They stand (or fly) on the front line to take hits for the team and maybe give some other form of support. They also have resistances to certain status effects like sleep, stun, knockback, silence, etc. It is imperative you have at least one ground tank on your team, although most teams have two or three.
Wooly (Golem)
Attributes:
Resistances: Abilities: |
Earth
Sleep Large Swing Lv. 1 Guardian's Will Lv. 1 |
Earth, Wind
Sleep Large Swing Lv. 2 Guardian's Will Lv. 2 Shower of Fury Lv. 1 |
Earth, Wind
Stun, Sleep Large Swing Lv. 3 Guardian's Will Lv. 3 Shower of Fury Lv. 2 |
Earth, Wind
Stun, Sleep Large Swing Lv. 4 Guardian's Will Lv. 4 Shower of Fury Lv. 3 Sacrificial Sign Lv. 1 |
Ability Descriptions:
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(Ground) Large Swing: Swing a stone fist to hit one target.
(Ground) Guardian's Will: Increases Wooly's defense by 30 / 40 / 50 / 60 for 10 seconds (Lv. 1 / 2 / 3 / 4). (Ground & Air) Shower of Fury: Summons stones to drop. Hits up to 10 targets. (Ground) Sacrificial Sign: When Wooly's health runs out, summons a stone wall to block the enemy. |
Comments:
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Early on this will be your only tank, and he does a good job in the early worlds. If you can get a higher tier version of him, he can be good later on too. His ability to raise his own defense is useful, and his final skill gives him a little extra tanking ability after death. His problem is that he is slow as hell, so make sure you send him out before your other units. Overall decent tank.
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Arma
Attributes:
Resistances: Abilities: |
Thunder
Knockback Taste of Lightning Lv. 1 Mine Drop Lv. 1 |
Thunder, Wind
Knockback Taste of Lightning Lv. 2 Mine Drop Lv. 2 Armor Reinforce Lv. 1 |
Thunder, Wind
Knockback, Silence Taste of Lightning Lv. 3 Mine Drop Lv. 3 Armor Reinforce Lv. 2 |
Thunder, Wind
Knockback, Silence Taste of Lightning Lv. 4 Mine Drop Lv. 4 Armor Reinforce Lv. 3 |
Ability Descriptions:
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(Ground & Air) Taste of Lightning: Attack with lightning. Hits one target.
(Ground) Mine Drop: Drop mines on opponents. Hits up to 5 targets. (Ground & Air) Armor Reinforce: Increases the defense of 9 targets by 30 / 40 / 50 for 10 sec. (Lv. 1 / 2 / 3) |
Comments:
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One of only two aerial tanks in the game, and the better one at that. Despite this being one of the earliest tanks you get, and not looking that fancy, it is one of the most useful throughout the game (if you can evolve it). It has really high health, and you can send out three of them. It's Armor Reinforce ability is the reason you want a high-tier version, as its ability to raise several allies' defense is amazingly useful. If you're up against it, it's extremely obnoxious, as you have to kill three of them, each with high health, as they make it harder to kill their allies. If you get a tier 3 or 4, keep it. And of course, since it's an aerial unit, it can protect your own aerial units against enemies that specifically target those units. It's one issue is that it does have to get really close to the action, but other than that it's a great unit. Oh, and resisting knockback and silence is really good too.
Highly recommended. |
Tuba
Attributes:
Resistances: Abilities: |
Magic
Silence Ivory Swing Lv. 1 Shield Bash Lv. 1 |
Magic, Earth
Silence Ivory Swing Lv. 2 Shield Bash Lv. 2 Summon Herd Lv. 1 |
Magic, Earth
Silence, Knockback Ivory Swing Lv. 3 Shield Bash Lv. 3 Summon Herd Lv. 2 |
Magic, Earth
Silence, Knockback Ivory Swing Lv. 4 Shield Bash Lv. 4 Summon Herd Lv. 3 |
Ability Descriptions:
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(Ground) Ivory Swing: Attacks a target with giant ivory tusks.
(Ground) Shield Bash: Deals damage with shield and stuns a target for 1.5 / 2 / 3 seconds (Lv. 1 / 2 / 3) (Ground) Summon Herd: Summons a baby elephant herd to damage up to 9 targets. |
Comments:
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Generally considered inferior as far as tanks are concerned. Has lower health than Wooly but much higher defense. His problem lies with his low health and his abilities, as none of them are particularly great. Shield bash can only stun a single target for a couple seconds, and Summon Herd isn't exactly that useful either (he's a tank, not a damage dealer). All things considered, he's not useless though. If you get a high tier Tuba and that's the best tank you've got, then use him. Just know that there are better options out there, as I rarely see anybody use this guy.
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Koom
Attributes:
Resistances: Abilities: |
Thunder
Stun Bite Lv. 1 Body Slam Lv. 1 |
Thunder, Water
Stun Bite Lv. 2 Body Slam Lv. 2 Ironclad Guardian Lv. 1 |
Thunder, Water
Stun, Sleep Bite Lv. 3 Body Slam Lv. 3 Ironclad Guardian Lv. 2 Fierce Sacrifice Lv. 1 |
Thunder, Water
Stun, Sleep Bite Lv. 4 Body Slam Lv. 4 Ironclad Guardian Lv. 3 Fierce Sacrifice Lv. 2 |
Ability Descriptions:
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(Air) Bite: Bites with a big mouth on one target.
(Ground) Body Slam: Spins body and rushes into one target. (Ground & Air) Ironclad Guardian: For 1.5 / 2 / 2.5 seconds, Koom becomes invincible to the first attack of an enemy (Lv. 1 / 2 / 3) (Ground) Fierce Sacrifice: Upon losing all his health, Koom explodes, damaging up to 15 targets. |
Comments:
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The other flying tank in the game. This one isn't used by many people since it's just not as good as Arma. Arma can buff the defense of its team and has health to tank damage. And there are three of them. Koom has better defense, but lower health, and offers no support abilities for the team. Ironclad Guardian is good for tanking a little extra damage, but other than that he doesn't have anything that stands out. Koom's not bad, but there are better options out there.
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Yaku