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The Advance Wars community has often discussed which characters in the series are the best and worst. While there isn't any official tournament play still going on, there are general standards of Competitive Play that players abide by when determining how the CO's rank.

Due to luck values (click here for formula) and inconsistencies, the following luck-based COs will not be rated:

  • Nell: Has higher passive luck than other COs. Her powers can let even her Infantry be highly effective against much stronger enemy units. Nell players often gamble such attacks.
  • Flak: Has a wide passive luck range, but unlike Nell's it starts from a negative. This means that sometimes he hits weakly instead. His COP, and especially his SCOP, further widen this range at both ends.
  • Jugger: Like Flak, but luck range is even wider.

General rules and notes:

  • It's very strongly recommended to ban respective 1st, and possibly 2nd, tiers from competitive play.
  • Recommended/assumed maps feature medium to large size, balanced design (such as in both the growth and peak of player capabilities), limited volatility (such as missile silos), and availability and viability of all possible units (such as including ground, air, and naval). Pre-deployed maps may be considered but production maps are preferred.
  • Recommended/assumed settings include Fog off, Clear/Sunny Weather, and other defaults. Specifics where COs vary may be given if needed.
  • Infantry spam is popular due to strengths such as widespread pressure, and shielding more expensive units. This is among the factors that should influence ranking.
  • Unit info is treated as the following: subject CO's units use subject CO stats, specified opposing units use the suggested opposing CO's stats, and unspecified opposing units use default stats (i.e. under AW1 section, "Max's Light Tank" and "early Anti-Air Tanks" suggest 150/100, "a Sami Mech" suggests 120/110, and "their Anti-Air Tanks" suggests 100/100).

Advance Wars 1[]

Specific notes:

  • Certain attack changes are multiplicative rather than additive, though this seems to be inconsistent.
  • Defense changes in Advance Wars 1 are effectively multiplicative. For example, Kanbei's units on Plains will take 72% damage (8 x 9) rather than the 70% (100 - 20 - 10) that they would in later games.
  • Eagle's Lightning Strike applies a penalty to both offense and defense to all of Eagle's units, including his infantry. The changes are effectively multiplicative with the boosts Eagle provides to his air units.
  • VS Sturm has 80% attack / 120% defense (noted due to Campaign Sturm having 130%/80% instead).

TIER LIST:

  • S Tier -
    • Max: His 150/100 direct units are so strong that Max can simply deathball with no need for indirect units, thus effectively negating their weaknesses under him. Max's Light Tank is capable of returning equal damage to an attacking enemy Light Tank while on a City, as well as of 1HKOing Mechs on Roads. He can viably counter a Sami Mech flood with early Anti-Air Tanks. Even Sturm and Kanbei may find their foot soldiers at great risk. As a result, Max is the definitive best CO in AW1.
    • Sami: Her 120/110 foot soldiers can often avoid being reliably 1HKO'd on terrain by Light Tanks or Anti-Airs, including even those of Max at times. Against Sturm and Grit, Sami can brute-force key captures to gain economic leads and map control. While not as broken as Max, Sami comes close enough and thus dominates B Tier and below.
    • Sturm: Quite simply, VS Sturm breaks terrain balance. His Recons can run rampant, easily contesting faraway captures. His Rockets and Missiles can reach, and stay safe from, almost any position they want. His Infantry crossing mountains can pressure multiple fronts, likely gaining an early lead that will snowball despite his -20% firepower. All of this can force opponents to build Light Tanks or Artillery early, which has its own drawbacks. Sami challenges this with her high capture rate, and Max wants his Light Tanks out anyway, but other COs have no such answer. Thus Sturm dominates B tier and below, with even Grit and Kanbei struggling to be safe from Meteor Strike.
  • A Tier -
    • Grit: May struggle against high-power D2D COs like Max and Kanbei who can avoid or ignore hits and burn an Infantry barrier down, but extra indirect range is a terror to most. Also due to a focus on such infantry barriers, he can more easily afford situational counters such as Anti-Air Tanks.
    • Kanbei: Despite this being his weakest iteration due to lower stats, a weaker COP, a lack of SCOP, and the game's weaker defense mechanic, Kanbei's D2D still approaches the net strength of Max's (12/10 x 10/8 = 1.5). Kanbei's costs are the only thing that holds him back, since late-game units are less realistic and transport units are less desirable.
  • B Tier -
    • Eagle: He has the relatively moderate D2D benefit of 115/110 air units with -2 fuel costs, though the rarity of naval units in competitive play means his intended weakness is negligible in return. Lightning Strike is expensive but extremely strong if used well; however, with stat reductions to all his units, it can also be costly to Eagle himself if used poorly. Because of these factors, it should generally be a last resort to either immediately win the game or save it, especially against the higher-tier COs.
  • C Tier -
    • Andy: No D2D buffs but no notable weaknesses either, and his COP is solid as it offers economic and defensive advantages. He struggles against more D2D-oriented COs, though.
    • Olaf: Snow doesn't affect mobility on Roads or Cities so Olaf's COP turns out to not be especially strong, though his weakness to Rain is unlikely to be a big factor in return. Overall, Olaf is much like Andy, where he struggles against more D2D-oriented COs.
    • Drake: Tsunami's global damage makes enemy Infantry more vulnerable to Anti-Airs, but it can be costly and difficult to charge up especially given Drake's weaker air units. Also worth noting is that unlike in later entries, Tsunami doesn't reduce enemies' fuel in AW1, so he's less able to discourage air superiority. Drake's naval units with +20% defense and +1 movement are technically very strong, but as usual their costs still severely limit their actual viability.
  • D Tier -
    • Sonja: With a Luck range reaching -20% and a COP that's useless without Fog of War, Sonja greatly depends on her hidden HP which may not as much affect a careful opponent. She may reach C Tier when in Fog, though, as she'll be hard to ambush even with indirects, and she can in fact hunt them instead. Even then, like the rest of C Tier she struggles against more D2D-oriented COs.

Advance Wars 2[]

TIER LIST:

  • S Tier -
    • Sturm: Retains his maximized movement and now has 120/120 unit stats (up from 80/120); this allows him to rush whatever objectives he wants and take whatever fights he wants with little to no concern. His SCOP Meteor Strike now does 8 HP instead of 4 and raises stats to 140/150, nearly matching those of Kanbei's Samurai Spirit. This being his only Power and costing 10 stars don't offset just how strong it and his D2D buffs are. Even Hachi struggles to stand up to him. He's easily the strongest CO in AW2 and a contender for that of the entire series.
    • Hachi: With -10% costs at 100/100 stats, his D2D strength may be roughly on par with Colin's -20% at 90/100. However, his COP and SCOP take him up a step. Offering -50% costs on all units lets him make almost anything he could want and overwhelm his opponent; especially his SCOP which lets him deploy from Cities. His meter is very short so there isn't much an opponent can do to circumvent or counter it. He doesn't quite compete with Sturm, but Hachi is generally guaranteed to build up unstoppable forces against any other.
    • Kanbei: He can be slow to get going thanks to +20% costs, but buffed 130/130 stats are so high that even if the opponent strikes first, it's possible for Kanbei's troops to deal more damage than they take. With defensive terrain and especially with his SCOP, Kanbei may take no damage at all, and 50% increased counterattack firepower will make opponents pay dearly for even trying.
    • Colin: Colin can deploy the strongest units in the game much earlier than the opponent can. At 2 Stars, Gold Rush can be spammed to gain huge amounts of funds quickly. This lets him not only afford such units but mass-produce them, which will overwhelm most opposing COs.
  • A Tier -
    • Sensei: His 140/100 soldiers dominate in contesting properties, and his COP and SCOP grant "free" foot soldier reinforcements which can snowball this not only directly but also in allowing him to focus his funds and production slots entirely on other units. +1 movement for transports could mean a turn less of travel time on small maps, or add up to several turns less on large maps and in long games. Lastly but not least, he enjoys especially strong B-Copters, which are a staple of competitive play thanks to their versatility.
    • Grit: Grit can set up nearly unbreakable ranged positions. His foot soldiers are buffed from AW1 to standard firepower, which makes them more capable at shielding as well as contesting captures. Despite lower firepower, Grit's Anti-Airs are still capable when needed. However, he does have a few major drawbacks. Since he needs time to set up, he may struggle against early pressure; fast, relatively cheap units like Recons and Tanks can disrupt and deal a lot of damage. COs with high firepower, especially, can burn through screens and into Grit's Indirect units, which he may not recover from. Finally, he may also struggle on large and open maps, since it'll be hard if not impossible to effectively cover territory and force the exact sieges he wants.
  • B Tier -
    • Sami: With foot soldiers benefiting from 130/100 stats (changed from 120/110) and a 1.5x capture rate, Sami excels in capturing and infantry combat. Her new SCOP, Victory March, can be used to quickly take multiple properties and even end the game instantly if the opponent's HQ is left open to it. Sami's Mechs are very strong and cost-efficient against lighter vehicles. However, she may suffer on larger maps where mobility becomes important and economy allows for heavier tanks, indirects, and air units. Thus Sami falls a bit given AW2's other changes.
    • Lash: Using defensive terrain is always desirable, but especially so for Lash; her D2D grants her units bonus attack equal to any bonus defense she gets from terrain. On properties, this can make her equivalent to Kanbei (130/130 unit stats) without the latter's increased costs. Her SCOP is one of the strongest in the game; it not only maximizes movement the way Sturm's D2D does, but also doubles the statistical effect of terrain, which again for Lash includes firepower. Her air units don't get any of these benefits, though, but they can still support when needed.
    • Andy: Mostly unchanged from AW1, but received one of the best SCOPs in the game and this alone is enough to warrant a higher ranking; it restores 5 HP to all of Andy's units while also giving them +20% firepower and +1 movement. Despite this generally superseding his COP, the latter can still be useful in a pinch as it counters the global damage of Drake, Olaf and Hawke while charging faster. Overall this makes Andy extremely versatile; however, he may still struggle against COs with passive stat boosts.
    • Hawke: Hawke enjoys 110/100 unit stats and some very effective powers which heal all of his units while damaging all of his opponent's. This can greatly affect combat as well as repair costs, especially on larger maps. However they do suffer from costs of 5 and 9 stars respectively which are some of the highest in the game, so their use comes late and rarely and this keeps him from a higher ranking.
    • Max: He received some significant nerfs; his direct units' firepower is now only 120% in D2D play and 140% while using his COP. This is still very strong, though, as is his SCOP granting them 160% along with an extra +1 movement (+2 total). However, without a well-timed SCOP he may struggle against heavily defensive play especially in Fog of War, and he still can't effectively use indirect units of his own despite a buff to their defense stats.
  • C Tier -
    • Eagle: His D2D effects and negligible weakness are unchanged, though his powers received a rework. Eagle's new COP merely increases his air unit stats to 130/130 and thus is often considered among the worst powers in the game, but his added SCOP is an even stronger version of his original COP; it now has no penalty to his unit stats. This is, in contrast, another one of the strongest powers in the game, though at a cost of 9 stars it's also another one of the slowest. Eagle may suffer from predictably needing to stall, and thus like Sami he's in a weaker relative state despite a stronger absolute one.
    • Olaf: Mostly unchanged, though his SCOP is very strong; in addition to causing snow for a day, it deals 2 HP of damage to all enemy units. The snow will make it difficult for enemy forces to maneuver, while Olaf may be able to chase and finish off an attempted retreat. Again as with Andy, this usually supersedes his COP, though the latter can still be useful in a pinch. Likewise as with Andy, though, he still lacks D2D benefits and may struggle against COs that don't.
    • Drake: His SCOP is very strong as it causes rain for a day and deals an extra point of damage (2 total) to all enemy units. Both powers now also cut enemy fuel by half, which while not flashy can help mitigate the inevitable enemy air superiority. However, inevitable it is, as Drake's own air units are even weaker than before (now 70/100). His naval benefits are also still numerically underwhelming, and still not an effective specialty for competitive play regardless. Lastly, the rain can backfire during FoW as he's not exempt from the reduced vision ranges.
    • Sonja: She received some significant buffs. Her bad Luck range was brought up to -10%. An added D2D effect of 50% stronger counterattacks, especially combined with her hidden HP counts, can make it tough to engage her. Indirect units can be useful against this, but her powers can counter them in turn by leaving them nowhere to hide. Counter Break, which costs only 5 stars, lets Sonja's units strike first even when defending. However, while Sonja is extremely effective in Fog of War, she's still not as much without it. She struggles to follow through on exposed weaknesses, and even her counterattacks may not help against unit-type counters.
  • D Tier -
    • Jess: Her passive 110/100 stats for ground vehicles are underwhelming already, and even much worse given the tradeoff of 90/100 stats for everything else. Her Infantry especially suffer as they can't effectively contest properties. Her powers are very strong in vacuum, but not enough to compensate.
    • Adder: His powers grant increased movement and have some of the lowest costs in the game at 2 and 5 stars respectively. Sideslip is statistically more efficient than Sidewinder, though Sidewinder can be worthwhile in some situations. They're especially effective in Fog of War and there is some psychology involved; the opponent may not know which Adder intends to use or when, and positioning can be lost even without any combat if they retreat in caution. However, he lacks any firepower boost, and thus struggles against most other COs.

Advance Wars: Dual Strike[]

Specific rules and notes:

  • It's strongly recommended to offer priority of one COM Tower to each player.
  • Tags and Skills both should not be a significant basis for rankings.
  • The Power Meter charges much faster than in the previous games.
  • Black Bombs, like missile silos, deal damage without combat and thus are game-changing when used well.
  • Note that commentary on most COs is briefer as limited to relevant changes.

TIER LIST:

  • S Tier -
    • Hachi: Unchanged as an incredibly strong CO, and Sturm's iron grip on the throne is gone as Sturm himself is gone. Hachi also especially benefits from new mechanics such as faster Power Meter charging, and from new units such as Black Bombs and Stealths. His cheap production also reduces the impact of enemy Black Bombs.
    • Sensei: His foot soldiers are nerfed to 110/100, but his vehicles are buffed to standard. Faster Power Meter charging also greatly benefits him as it lets his powers effectively "feed themselves". Like Hachi, his powers also reduce the impact of enemy Black Bombs.
  • A Tier -
    • Kanbei: His unit stats are nerfed back to 120/120 and he especially suffers from the introduction of Black Bombs. However, he benefits from a buffed, and more accessible, SCOP.
    • Colin: Like Hachi, unchanged and benefits well from new mechanics and units.
    • Eagle: His COP now also allows second actions like his SCOP, though at a -50% firepower penalty. However, by mitigating his slowness it's a strong enough option to bring him up significantly in the rankings.
    • Jess: She received significant D2D stat buffs, with her vehicles now at 120/100 and her foot soldiers now at 100/100. Her COP and SCOP are also buffed, with each receiving both a native extra +10% and the return of the global +10% (totals 150% and 170% respectively). This makes her now one of the best ground-unit COs in the game.
  • B Tier -
    • Von Bolt: Similar to Sturm, though his unit stats are 110/110 and he lacks the maximized movement. A lack of COP and a relatively niche SCOP (best on small maps and when catching the production of expensive units) that costs 10 stars means that he depends heavily on his D2D combat.
    • Kindle: She depends heavily on property combat, though she's capable of extremely high firepower. Her COP is also strong and accessible.
    • Hawke: Unchanged from previous game.
    • Max: His indirect units are buffed to standard firepower, though still at -1 range. His COP and SCOP gain a bit more firepower but lose the extra movement in exchange, which may end up as a net nerf. However, he still has plenty of firepower to burn through the lower tiers.
    • Olaf: Now gains +20% firepower while in snow, which includes his COP and SCOP, though his SCOP is still strongly preferred.
    • Drake: Received significant buffs to his D2D stats; his air units are now 90/100 (from 70/100), and his naval units are now 120/100 (from 100/110). However, naval units remain a subpar specialty and he continues to be capable of self-sabotage via rain and Fog of War. It's enough, though, that his COP and SCOP now make him fairly strong instead of merely keeping him afloat.
    • Rachel: Her D2D benefit of +1 repair (allowing up to 3 HP), can be helpful especially against Kindle, but is complicated by the applicable costs. She lacks combat strength aside from her COP, but her SCOP is enough to earn her a high ranking.
    • Javier: His D2D general benefit of increased defense against indirects is negligible due to the metagame's speed, and he otherwise requires possession of COM Towers which means he shouldn't be played at all on maps without them. However, if he does own Towers he's capable of matching or even beating the stat bonuses of any other CO especially with COP or SCOP, but also even in D2D play. Thus, Javier can vary to any tier and so could be considered B on average.
  • C Tier -
    • Lash: Received a significant and likely unnecessary nerf in that terrain stars now also grant her +5% firepower each, down from +10%. However, she's still fully capable of significant stat bonuses especially with SCOP, but also even in D2D play.
    • Sonja: Her D2D benefits now include the ability to ignore 1 enemy terrain star (thus dealing more damage) which increases to 2 and 3 respectively with her COP and SCOP. Her bad Luck range is also further buffed to -5%, though she loses her D2D stronger counterattacks.
    • Sasha: Her D2D benefit is similar to Hachi's in result, and very strong. She of course lacks his COP and SCOP, though, while her own COP and SCOP are niche and they're what keep her from higher ranking. Her COP can shut down those of the enemy, though it will eventually fall behind due to charge scaling, while her SCOP is best used specifically for Tag Breaks with Colin.
    • Andy: Unchanged from previous game, but falls a bit in relative state due to the other changes.
    • Sami: Her foot soldiers are nerfed to 120/100 and she again, like Andy, also falls a bit in relative state due to lack of mid- and late-game combat strength in the face of the other changes.
    • Grit​: His siege gameplay will likely struggle due to charging speeds, Black Bombs, Stealths, and Tag Breaks. He's still numerically very strong if he is allowed to set up and get going, especially in Fog of War; however, this generally may not be the case.
    • Grimm: With D2D unit stats of 130/80, he hits hard but gets hit hard in return. The latter is unfortunately the more impactful, especially as it also reduces the strength of terrain stars for him. His COP and SCOP offer extremely high firepower but he still often depends on larger maps, indirect and stealth units, and Black Bombs.
  • D Tier -
    • Jake: He gains firepower on plains which importantly does also benefit his air units, and his COP and SCOP are relatively strong and versatile. However, his D2D benefit is numerically weak, and his dependence on plains can be a flaw regardless due to their relatively low defense.
    • Adder: Unchanged from the previous game.
    • Koal: Very similar to Adder's movement bonuses but his powers cost split is swapped which makes his COP much less appealing. Also similar to Jake's terrain firepower, but Koal's comes from roads which offer no defense and thus should be avoided meaning he can't benefit.

Advance Wars: Days of Ruin[]

Specific rules and notes:

  • Unlike the previous game, there is almost no luck manipulated.
  • The cost of boarding a CO is taken in heavy account. While spending 1.5x the amount of the unit to board a CO, that unit automatically gets 130/130 stats (+10 for CO Zone and +20 for instant Veteran), plus bonuses the CO gives out.
  • CO Zones Vs. CO Zones are taken in account, especially with the automatically default +10 attack and defense. i.e. Tabitha Vs. Brenner.
  • Quicker access to veteran status (120/120 after 3 kills) is also taken into account.
  • Almost all COPs do not increase attack nor defense; The CO Zone to all units during this time.
  • Counter-attacks against CO boarded units and CO Zones are counted. The CO Bar increase for almost all COs.
  • Having +2 CO Zone is considered normal. Anything higher is good, while having anything lower is a disadvantage.
  • Ground units have improved a lot versus previous installment:
    • Most of the ground units are cheaper to use. Example: War Tank's pricing versus Dual Strike's Mega Tank. When comparing to more expensive naval and air units, ground units have its useful place.
    • The addition of bikes give many more options to capture. While infantries may be 500 more expensive, Mechs being 500 less cheaper also balances it out.
    • Rigs have a lot more options than APCs. They are a lot more essential for overall ammo supplying, heal spots for air and naval thanks to temp ports, and meat shields once ports are built.
    • Ground units have improved in Fog of War conditions, such as increased vision and the addition of Flares.
    • Direct attack ground units are considered to be the quickest to achieve veteran status, plus being able to join units to keep the veteran status. i.e. merge a newly developed unit to a unit with 5HP but with Veteran Status to full HP again.
  • Indirect units are slightly even.
    • On the good side, Missiles have a better 3-6 range. Battleships, while dealing less damage, can move and shoot at the same time, delivering massive coverage and can balance out ground indirects better.
    • On the bad side, games move faster than usual and direct attacks are more common. Battleships doing less damage are mainly used as chip damage, if no CO is on board. Also, there is no CO that increases indirect range by default; the increased space only exist in 2 COPs.

TIER LIST:

  • S Tier -
    • IconCaulder Caulder: Stats are purposefully overpowered that he is banned from wi-fi and online games. While he does not have a COP and being the only one to lose money within CO Zone before next turn, having +3 CO Zone, +50 on attack and defense (180/180 CO Board and 160/160 within CO Zone), and costs used to repair +5 HP every turn is ridiculously overpowered. It is nearly impossible to lose with Caulder. Caulder is considered to be the most broken CO in any Wars game.
  • A Tier -
    • IconIsabella Isabella: While increase is not as big (+10 attack and defense making units 120/120 or 140/140), the increase applies to all units. Her COP combines 3 COs in 1, with the addition of +2 movement to Naval and Indirects, which doesn't exist for any CO in the game. The safest CO to use in the game and the most unpredictable CO in the game.
  • B Tier -
    • IconWill Will: See general notes about direct attack ground units, which he specializes in +20 attack. His COP +2 movement can create leverage on uptight battles. He is considered the best CO for capturing buildings.
    • IconLin Lin: Very similar to Will. While she has higher defenses, she is limited to only +1 CO Zone and a different COP. Her COP is very good during Fog of War.
    • IconBrenner Brenner: Having increased defense (110/130 - 130/150) for +3 space on all units is decent. His specialty is to minimize the opposition trying to OHKO your units with their CO Zoned units, while gradually increasing and maintaining veteran units. The increased defenses greatly helps out on unit capturing as well. His COP, however, can change the game a lot; you can save money for unit development while doing the above. Brenner being able to minimize OHKO can cripple strategies made by Tabitha and Tasha.
    • IconGage Gage: Having both usage for naval and indirects is very powerful and makes him less predictable, replacing Greyfield in almost every case. His COP can be very dangerous at the right situations. If the more expensive naval units are too costly, his indirects should suffice.
    • IconTabitha Tabitha: It is easy to look at the raw 180/180 (+50 Attack and defense alongside CO board) that makes Tanks, Copters, and Anti-Airs OHK behemoths early-game. The biggest drawbacks are that she is the only CO to have 0 CO Zone space by default and the only CO where counter-attacks will not increase her bar. Other COs will activate their COP quicker than her and opponents using counter-units against the Tabi-Unit (i.e. A B-Copter attacking a Tabi-Tank or a Tank attacking a Tabi-AA). Having Tabitha lose her OHKO ability can force her to retreat or force-join, which leaves opponent's other COs to go on the offensive on non-CO units. She strongly shines when she reaches halfway to her CO bar with +1 CO Zone (units being 160/160 - 180/180) and her COP or her CO bar being at max (with +2 CO Zone) can end games. It all depends if the opponent will let you get that far. Should not be underestimated, but also a CO that should not be used recklessly as many players can assume. If there is no Fog of War, Tabitha is a lot more predictable to face. If Fog of War is present, Tabitha can go to A Tier slightly below Isabella because she can hide well if she is placed in a hiding spot like a tree while OHK'ing a unit.
    • IconForsythe Forsythe: Similar to Isabella, but starts immediately with a +5 CO Zone. The biggest drawback is not having a COP, meaning that Forsythe must play consistently the whole time. Battles being spread apart makes his CO Zone very difficult to utilize. On the bright side, its diversity on units being used helps.
    • IconWaylon Waylon: What prevents him from being below average is his COP. His COP is the only COP to increase stats, which is defense by a colossal amount. That defense increase is literally an air wall that cannot be penetrated too easily, making opponents think twice before engaging. Players can use this COP time to capture cities, protect units, and force opponent from going on to the defensive for 1 turn. While Waylon's COP is good enough to wall out Tabitha's CO Zone attacks, he still struggles with the other COs overall and struggles momentum without his COP. With that kind of COP, Waylon should be played very cautiously as skilled players against Waylon will make it very difficult for him to use it.
  • C Tier -
    • IconTasha Tasha: The only benefit is having a whopping +40 attack (150/130 - 170-150), making Copters act like Bombers that can't hit Anti-Air units. Other than that, being limited to only just air units and 1 CO Zone hurts a lot. Not even her COP will do much without the proper setup and a very high price tag.
    • IconPenny Penny: The 3 CO Zone space sounds tempting. However, it has no stat increases other than the default +10. You are better off using Forsythe for that. Her COP power is randomized in weather and (if rain was used) Fog of War can disrupt her plans, making it the only CO to have a COP flaw.
  • D Tier -
    • IconGreyfield Greyfield: It is nice to have high defense units and 3 COP, but that isn't enough to get the job done, especially the very high price tag to maintain the entire match. Like Tasha, being only limited to naval units and copters hurts and having a COP that just resupplies is very limited in use. His primary use is for the Carrier and Seaplane use, but that is very time consuming and hard to pull off unless your opponent lets you get that opportunity.
  • E Tier -
    • IconNone No CO: This is literally no powers at all. Good luck with this. The only time this is even used is during a mirror match between players.


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