Commanders

Every army is led by a commander with everyday strengths, a CO Power and a Super CO Power.

Armies are cosmetic: units cost and fight the same in every colour. Commanders are where the differences live. Each has abilities that are always on, a CO Power and a stronger Super CO Power. The power meter fills as your units take and deal damage; spend it with three stars, or save up for the super. Either power also gives every unit +10 attack and defense while it lasts.

Western Frontier

Dusty

Dusty

Methodical

A raccoon tinkerer who can patch up anything with twine and pluck. No strengths, no weaknesses.

CO Power Patch Job

All units recover 2 HP.

Super Full Overhaul

All units recover 5 HP, gain +10% attack and +1 movement.

Talon

Talon

Aggressive

A hawk who swoops straight in. Direct combat units are strong; indirect ones weak and short-ranged.

CO Power Dive

Direct combat units gain +10% attack and +1 movement.

Super Talon Strike

Direct combat units gain +30% attack and +2 movement.

Bandit

Bandit

Reckless

A raccoon scout who lives off the land. Foot soldiers fight and capture well, transports move further; other direct units are weaker.

CO Power Quick March

Foot soldiers gain +1 movement and +10% attack.

Super Midnight Raid

Foot soldiers gain +2 movement, +30% attack, and capture in a single turn.

Clover

Clover

Aggressive

An opossum captain blessed with uncanny luck. Her attacks can deal surprising damage.

CO Power Four-Leaf

Luck rises sharply: attacks can deal far more damage.

Super Fortune's Favour

Luck soars: attacks can deal massive damage.

Shell

Shell

Methodical

An old armadillo trader who knows every supplier in the woods. Units cost 10% less.

CO Power Haggle

Units cost half price.

Super Trading Post

Units cost half price and can be mustered at storehouses.

Ridge

Ridge

Aggressive

A young coyote who loves open country. Units fight better on grass.

CO Power Stampede

Units on grass gain +10% attack; ground siege engines gain +1 range.

Super Open Range

Units on grass gain +30% attack; vehicles gain +2 movement.

Hollis

Hollis

Cautious

A hawk medic who keeps her troops in the fight. Units repair 1 extra HP on properties.

CO Power Second Wind

Luck rises: attacks can deal more damage.

Super Hailstorm

Three volleys of stones strike the enemy's densest groups for 2 HP each.

Northern Realm

Frost

Frost

Methodical

A hedgehog veteran of a hundred winters. Snow doesn't slow her troops.

CO Power Hoarfrost

Snow falls until her next turn.

Super Deep Winter

Snow falls and all enemy units lose 2 HP.

Grimjaw

Grimjaw

Cautious

A badger marksman. Indirect units hit harder and reach further; direct combat units are weaker.

CO Power Long Shot

Indirect units gain +1 range and +20% attack.

Super Deadeye

Indirect units gain +2 range and +20% attack.

Bjorn

Bjorn

Methodical

A young fox heir with deep pockets. Units cost 20% less but have 10% less firepower.

CO Power Family Fortune

Funds grow by half.

Super Bought Loyalty

Attack rises with funds: +3.3% per 1000 held.

Sable

Sable

Cautious

A stoat heiress with a knack for business. Each property earns 100 extra funds.

CO Power Run on the Bank

The enemy's power meter drains by 10% for every 5000 funds she holds.

Super Spoils of War

Gains funds worth half the damage her units deal.

Southern Pride

Prowler

Prowler

Aggressive

A cheetah who commands the skies. Fliers are strong and use less stamina; boats are weak.

CO Power Updraft

Fliers gain +5% attack and +10% defense.

Super Lightning Pounce

Every unit but foot soldiers can move and act again.

Tusker

Tusker

Methodical

An elephant admiral. Boats move further and defend better, rain doesn't bother him; fliers are weak.

CO Power Trumpet Wave

All enemy units lose 1 HP and half their stamina.

Super Monsoon

All enemy units lose 2 HP and half their stamina, and rain falls.

Rumble

Rumble

Aggressive

A rhino who trusts in armour. Vehicles hit harder; everything else is weaker.

CO Power Charge Up

Vehicles gain +10% attack and +1 movement; all units are resupplied.

Super Full Gallop

Vehicles gain +30% attack and +2 movement; all units are resupplied.

Lionheart

Lionheart

Cautious

A noble lion knight. Units shrug off indirect fire.

CO Power Shield Wall

Even more defense against indirect fire.

Super Pride's Bulwark

Indirect fire barely scratches his units.

Eastern Empire

Kira

Kira

Aggressive

A red panda empress whose elite troops are strong in attack and defense, but cost 20% more.

CO Power Rallying Cry

Units gain +20% attack.

Super Imperial Guard

Units gain +20% attack and defense, and counter-attacks deal 50% more.

Tanuki

Tanuki

Methodical

A trickster who hides his army's strength. Enemies can't see his units' HP; +1 vision, but poorer luck.

CO Power Second Sight

Units gain +1 vision and see into thickets and lily pads.

Super Turnabout

Defenders strike back first; +1 vision and sight into cover.

Sensei

Sensei

Aggressive

An old crane master of the air. Copters and foot soldiers are strong, transports move further; vehicles and boats are weak.

CO Power Call the Flock

Militia with 9 HP appear on every empty storehouse.

Super Sky Drop

Halberdiers with 9 HP appear on every empty storehouse.

Goro

Goro

Reckless

A macaque brawler. Massive firepower, flimsy defense.

CO Power Knuckle Up

Units gain +20% attack.

Super Haymaker

Units gain +50% attack.

Nether Dominion

Dredge

Dredge

Reckless

A hulking skunk who fights wild. Damage swings with luck, good and bad.

CO Power Brute Swing

Luck swings wider: more damage, and more misses.

Super Rampage

Luck swings wildly: huge hits, or near misses.

Burrower

Burrower

Cautious

A mole tactician who uses every fold of the ground. Units gain attack for each terrain star they stand on.

CO Power Undermine

All terrain costs 1 to move through.

Super Warren Network

All terrain costs 1 to move through, and terrain defense doubles.

Wriggle

Wriggle

Aggressive

A shrew who slips through any gap. A stronger power meter makes up for no other gifts.

CO Power Slither

All units gain +1 movement.

Super Tunnel Rush

All units gain +2 movement.

Carapace

Carapace

Methodical

A pangolin general who wears his foes down. Units have 10% more firepower.

CO Power Blight

All enemy units lose 1 HP; all his units recover 1 HP.

Super Black Blight

All enemy units lose 2 HP; all his units recover 2 HP.

Hivemind

Hivemind

Methodical

The anteater matriarch who rules the deep. Strong in attack and defense, and her army crosses any ground at cost 1.

CO Power Cave-In

The ground collapses on the enemy's densest group: 4 HP damage around it.

Super Sinkhole

A huge collapse: 8 HP damage around the enemy's densest group.

Clank

Clank

Reckless

An aardvark sapper in riveted iron armour. Erratic: damage swings with luck.

CO Power Overwind

Luck swings wider still.

Super Spring Snap

Luck swings to extremes.

Cinder

Cinder

Aggressive

A mole marshal who drives troops down every trail. Units fight better on trails.

CO Power Forced March

Units gain +1 movement; units on trails +10% attack.

Super Scorched Trail

Units gain +2 movement; units on trails +20% attack.

Velvet

Velvet

Aggressive

A naked mole rat socialite who rules the burrow-towns. Units on properties fight much harder.

CO Power Rot

Enemy units on properties lose 3 HP; units on properties gain +40% attack.

Super High Society

Units on properties gain +90% attack, and all units +3% per property she owns.

Vesper

Vesper

Cautious

An ancient bat who sleeps beneath the roots. Units are stronger in attack and defense. No CO Power.

Super Root Shock

3 HP damage around the enemy's densest group, and those units can't act next turn.