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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 COs that benefit from luck will not count on this list and matches won or lost by this will often be deemed as invalid:

  • Nell: The queen of luck. Unlike the bottom 2, she does not have any negative luck. During her SCOP, an infantry can destroy a Mega Tank and vice versa. It is quite common to gamble on using their infantry to try dishing out good damage or OHKO to the more common units like tanks and anti-air.
  • Flak: Very luck-based, especially with COP and SCOP. Sometimes, they hit hard, but sometimes they are very weak. And yes, even the COP and SCOP increase the bad luck as well.
  • Jugger: Same as Flak, but luck factor range is wider.

Advance Wars 1

Rulesets that define the tiers:

  • This list is based on maps with balanced designs that use both ground and air.
  • Fog off and Weather set to Clear to attenuate randomness. Default settings otherwise.
  • Max, Sami, and Sturm are banned for reasons outlined below

General notes that define the tier listings below:

  • Infantry spam is popular due to difficulty in 1HKOing them to get at the valuable units behind them.
  • 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 20 Defense but loses 20 Attack in return.

TIER LIST:

  • S Tier
    • Max: Doing 150% for direct damage is insane and untouched. Max should never have to deploy indirects with their reduced attack, defense, and range, so for all intents and purposes, he would have all of his units bearing no drawbacks. Max's Light Tank will boast insane power where on a City it will guarantee drawing even against an unboosted Light Tank managing first strike, in addition to 1HKOing unboosted Mechs on Roads. He has no problem building Anti-Air Tanks early against Sami trying for a Mech Flood. Sturm and Kanbei can only have their Infantry or Mechs survive a Max Anti-Air Tank on a City and have viable weaknesses for Max to capitalize upon. Every other CO simply deals with Max snowballing. As a result, Max is the definitive broken CO in Advance Wars 1.
    • Sami: It's telling how powerful Sami is when all she needs to make Max think is a meager 10% Defense boost for her infantry, thereby preventing Max's Light Tanks from reliably 1HKOing her Mechs on Plains. This same boost also prevents most COs from 1HKOing her infantry on terrain with their Anti-Air Tanks, so Sami is an auto-win against B tier and below due to the effectiveness of infantry spam and particularly Double Time. For Sturm and Grit, Sami can use her improved capture rate to brute force captures of key properties and gain control of both economy and the map that way. While Sami isn't as broken as Max, she comes close enough.
    • Sturm: Quite simply, VS Sturm breaks maps that have even the slightest bit of reliance on terrain for balancing. Tire units will run rampantly. Recons freely moving 8 spaces means you can peck your opponent's soldiers quickly so that they don't get a chance to capture buildings, Rockets and Missiles moving freely also means their work on the woods is terrifying and can easily shut down your opponent's factories and ports easily. Infantry freely moving 3 spaces in mountains are able to layer immense economy pressure on multiple fronts even with the attack loss, allowing for him to gain an edge in early captures that the opponent becomes unable to overcome. All of this would force them to build their Light Tanks or Artillery too early and end up falling further behind. Sami somewhat overcomes this with her improved capture rate and Max simply wants his Light Tanks out regardless, but other COs have no such compensation and end up combatting Sturm's improved defenses on his units ensuring that Sturm is also an auto-win against B tier and below, in addition to keeping Grit and Kanbei outmaneuvered and forcing them to cluster which leaves them open to Meteor Strike. Sturm's mobility improvements prove polarizing in a manner generally favoring him.
  • A Tier
    • Grit: lower offense infantry does harm Grit when up against Kanbei, but his Artillery's added range more than makes up for it. In general, Grit has an advantage of naturally wanting to flood units taking advantage of difficulty in taking care of infantry, so he is still above average without question since he can easily afford Anti-Air Tanks and/or even an Anti-Air Missile Launcher for the Battle Helicopters.
    • Kanbei: despite being weaker than he is in either of the sequels due to lower stats, a less favorable handling of defense, a lack of Super CO Power, and Morale Boost being worse, Kanbei still gets around on the same net power as Max (12/10 x 10/8 = 1.5) even if he has to pay more and has more focus on defense at the cost of being unable to have his Anti-Air Tank 1HKO unboosted Infantry on Cities. Kanbei's costs are what keep him from getting higher due to an inability to layer early pressure, allowing the opponent to bank early against his biggest threats, though he's capable of weathering even Eagle's Lightning Strike, which Morale Boost will even counterattack viciously, so Kanbei only really has to worry about opposing daily abilities, which B Tier and below doesn't provide fierce competition with.
  • B Tier
    • Eagle: Lightning Strike gives Eagle a victory condition if he maintains enough momentum to charge it up. Eagle's own D2D is slightly above average with stronger air units, but ultimately doesn't stand out too much. Of course, Lightning Strike in AW1 does reduce Eagle's offensive and defensive power when activated, including for the infantry units who don't get the extra turn in the first place, so it is practically an all-or-nothing attack and should be treated as much particularly if Eagle is used against the higher Tier COs.
    • Nell: trophy CO who works off of a strength with no real weakness, the only blind spot being the strength being unreliable for adding to effectiveness.
  • C Tier
    • Andy: no decisive strengths to speak of, though healing does reward unit preservation a bit and a lack of drawbacks does permit Andy some momentum.
    • Olaf: snow doesn't affect mobility with Roads or Cities in the first place, so Olaf's CO Power tends to have questionable usefulness. Olaf's Rain weakness only matters if the match weather is set to either Random or Rain.
    • Drake: while the mass damage CO Power does at least open up enemy Infantry to reliable Plains 1HKOs by Anti-Air Tanks, it costs a lot to charge up and Drake's air units are significantly weaker to make surviving long enough to have it ready harder. Also worth noting is that Tsunami doesn't reduce enemies' fuel in AW1, so he's less able to discourage air superiority. Drake is worse than bland, though not by a whole lot.
  • D Tier
    • Sonja: Between the bad luck of having 80% attack and a CO Power that does nothing outside Fog of War, Sonja is completely reliant on her hidden HP factor that an attentive player can work around to not be a complete handicap.

Advance Wars 2

TIER LIST:

  • S Tier
    • Sturm: His Day to Day abilities alone make him an incredibly difficult CO to go up against. Not only does he get powerful firepower and defense bonuses to all of his units without drawbacks, his ability to move through terrain unimpeded straight up trivializes most map designs. Although Sturm does not have the option of a normal CO power, and his Super CO Power takes an incredibly long time to charge up, Meteor Strike is extremely devastating while increasing Sturm's already high unit stats even higher for one turn. He is, without a doubt, the most broken CO in Advance Wars 2. Only Hachi can hope to hold a candle against Sturm.
    • Hachi: Having 10% cheaper units is nice, but is not too significant. However, his normal CO Power and Super CO Power is what makes Hachi broken. Having a 50% discount on all units means that Hachi can afford extremely expensive units (such as Neotanks and Battleships) that opponents cannot even dream to reasonably afford. His Super CO Power in particular allows Hachi to deploy units from Cities, meaning that he does not have to play by the game's rules. In addition, Hachi's CO meter is shockingly short. It is practically impossible to prevent him from using Merchant Union. Hachi will crush all COs below him with superior numbers, firepower, or both.
  • A Tier
    • Sensei : His absurd 140/100 soldiers mean he can easily cripple the capture game instantly. This is made even worse when you can spam the first COP to extend that even further, making your opponent struggle a lot in capturing cities. In addition, a permanent +1 movement on transports mean that he can capture buildings faster than any other CO in the game, especially in large maps, thus generating more funds than most COs in the early game. Available airports means that Sensei can crank up b-copters and 1-shot common units outside of Anti-Airs (pressure mechs and tanks against these units). Battle Copters, which are already versatile units, become even more useful under control of Sensei. His Battle Copters can effectively engage every single ground and naval unit with the exception of Anti-Airs. The only reason why he is not in S Tier is due to Kanbei's Anti-Airs (see below).
    • Kanbei : An increase from 120/120 to now 130/130 make shim even more powerful. While still remains the 20% price increase, your opponent is going to have a hard time penetrating the units.
  • B Tier
    • Sensei : His absurd 140/100 soldiers mean he can easily cripple the capture game instantly. This is made even worse when you can spam the first COP to extend that even further, making your opponent struggle a lot in capturing cities. In addition, a permanent +1 movement on transports mean that he can capture buildings faster than any other CO in the game, especially in large maps, thus generating more funds than most COs in the early game. Available airports means that Sensei can crank up b-copters and 1-shot common units outside of Anti-Airs (pressure mechs and tanks against these units). Battle Copters, which are already versatile units, become even more useful under control of Sensei. His Battle Copters can effectively engage every single ground and naval unit with the exception of Anti-Airs. The only reason why he is not in S Tier is due to Kanbei's Anti-Airs (see below).
    • Kanbei : An increase from 120/120 to now 130/130 make shim even more powerful. While still remains the 20% price increase, your opponent is going to have a hard time penetrating the units.

Advance Wars: Dual Strike

CONTRIBUTOR'S NOTE: Please do NOT use tier list information from Advance Wars By Web. COs like Jess and Eagle use their data from Advance Wars 2 and not Dual Strike.

Rulesets that define the tiers:

  • This list is based on maps with balanced designs and uses all 3: Ground, Air, and Naval. Otherwise, certain COs are either unusable or just broken.
  • All default features in the game are used.
  • Fog of War and weather conditions are allowed.
  • Large maps are mostly used. Mid-sized maps can also work.
  • Missile are allowed to a certain extent.
  • COM Towers are limited to 1 per player in the beginning.
  • Pre-deployed maps are limited.
  • Tags are allowed.
  • Outside additional skills are banned.

General notes that define the tier listings below:

  • Black Bombs, when used properly, are very game changing, bypassing standard combat strategies. They disrupt indirects and the most expensive units the most.
  • While all COs have an increased luck value, COs that utilize luck per turn are sent to the X tier due to inconsistency.
  • Infantry spamming is a common tactic due to its very low price and usage of meat shields.
  • Fog of War can change the game a lot. In mid-sized areas, indirects are very brutal.

TIER LIST:

  • S Tier - Hard banned in some games:
    • Hachi : While 90% price is more expensive than 80% price from Colin, his units have no drawbacks. His CO Power, which can be accessed very early, means he can buy units in half price, making it even better than Colin's buying power in 1 turn. Black Bombs and expensive units are broken with this and can be spammed in the early COP run. His SCOP in later stages can buy units in regular buildings, disrupting choke points greatly and can also mean mass spamming infantry in buildings while building your most powerful units closer to the enemy battle points. Having a very short CO bar also helps the matter. As a tag partner, Hachi being able to buy units at very cheap prices while no drawbacks in units is a blessing for Tag COs like Kanbei. Because of how the SCOP bar at 5, Hachi also makes himself the best CO for Tag Breaks; either be first to buy the units in cheap and let the partner slam opponents with the newly bought units or have Sasha go first to generate War Bonds funds and then buy them at half price. Hachi is too versatile.
  • A Tier - Soft Banned in some games:
    • Colin : Despite all units having a 90/100 stat, deploying units at 80% means you can deploy the strongest units in the game at such a short time. Deploying Black Bombs can be ridiculously broken. Tagging your partner back also means they get to use their units in normal or above average state. His COP multiplies his funding and his SCOP is a late-game finisher. While other COs also match with him, Sasha works best; Have Colin generate the money with CO power, tag in Sasha when her CO bar is near full, use CO Tag to increase more funds, switch to Colin for mass damage, buy the rest of the units, and repeat process. It is a debate between him and Colin on who can produce the most units due to their playstyles; Colin is more versatile on purchasing cheaper units in bulk, while Hachi at the right moments can purchase much cheaper units at the CO days, especially buying Black Bombs faster than Colin. Also, Hachi can disrupt choke points by making units from cities.
    • Sensei : Same as AW2, but nerfed the soldiers to 110/100, as well as no penalty on vehicles. Sensei is the most resistant against Black Bomb usage due to quick reproducing units.
    • Kanbei : Reduced back to 120/120. Still can pack a punch. Due to the tag mechanic, Kanbei excels even further by allowing other COs like Colin, Hachi, and Sasha to produce the more powerful units while Kanbei finishes them off and place opponents into the defensive. He can successfully be switched in to even block some of the COP and SCOP usage from your opponent.
  • B Tier - High - Very powerful:
    • Von Bolt: Despite very slow CO power increases (10 stars), not having a regular COP (has a SCOP), and the worst tag partnering overall, his overall units are more powerful by default (110/110 overall). His SCOP can work in your favor; either the opponent is forced to buy expensive units to counter or your opponent will have to eat a 3 damage blast and have them paralyzed for 1 turn while you steamroll through their front lines. If the SCOP hits any producing buildings, this can drastically place Von Bolt into a closer victory due to your opponent not being able to produce a unut. The 110/110 units, while not Kanbei powerful, still puts a lot of pressure against unprepared opponents and will mostly win the beginning wars while being cheaper than Kanbei.
    • Hawke: Very slow COP increase, but has 110/100 stats 110/100). His COP/SCOP heals all your units while decreases all your opponent's units, which is useful to power up his overall units again. It can also help disrupt opponent's flow and force them to retreat funds. In multiplayer (3 or more), this effect is even more devastating.
    • Javier : Most maps have 1 COM tower for Javier ready. If there are no towers, he goes down to low tier, even with indirect defense. If he has 1 COM Tower, he is as powerful as Von Bolt without a long CO bar. If Javier is able to get 2 COM Towers, he is a much cheaper Kanbei placing him in broken tier (although it varies by map if Javier can get the 2nd COM Tower quickly). Having 3 or more makes him invincible. Javier ensures that the opposition protects their COM Towers or else face defat very quickly. his COP and SCOP are okay, but does help stall turns when the timing is right.
    • Sasha: Many may take a measly +100 too lightly. If there are a lot of buildings and the battle takes a lot of days to complete, the math cash does add up and can be devastating mid-to-late game. As long as she has very high funds, she can shut down CO powers with her first CO power, forcing opponents to rely on non-COP or non-SCOP tactics Her COP will also shut down Tag Breaks as well. She is best used with Colin as a tag partner for Tag CO. She is weaker on smaller to mid-sized maps, maps with less cities, and CO-dependent maps.
    • Sami: The Dual Strike mechanics benefit her. Despite lower attack on other non-soldier units, being able to capture cities quickly means that you are able to gain territory quicker than any other unit, minus Sensei. This will make it easier to build more expensive units upon switching in. Her SCOP, while require proper planning, can easily win games. In previous games, this was a very risky move. In Dual Stroke, thanks to CO Tag Powers, having Eagle's Tag via Earth and Sky (Eagle go first) can easily win matches when planned correctly due to multiple turns used and finishing off with an HQ capture.
    • Eagle: Gets buffed in Dual Strike. His SCOP gives him reason to move twice. He is high tier because of the tag CO with Sami.
  • C Tier - Mid - Balanced
    • Kindle: Depends too heavily on buildings in general. The attack increases are massive, forcing defensive play of your properties. She makes it a lot harder to lose any of her captured buildings. What makes her even good enough to compete well is the fact that her first CO power is spammable, causing deployed units to take 3 HP damage, useful for damaging very expensive deployed units and forcing the opponent to auto-use funds for repair.
    • Rachel: Despite being an okay CO as a whole, her SCOP unleashing three free silo missiles and doing 3 HP damage per missile is enough to shift the game to her favor. The first missile will also prioritize infantry. This is especially useful in the later games when opponents produce expensive units. Her regular COP is not worth risking a COP for; if super lucky for some reason, she goes straight to Tier X.
    • Drake: COP and SCOP are powerful, although very dependent on it. Increased firepower with naval is okay.
    • Olaf: COP and SCOP are powerful, although very dependent on it. Weather-dependent.
    • Jess: Buffed from previous game. Ground units having a boost is a plus, but not as game breaking.
    • Max: Still somewhat useful if you avoid using indirects entirely. Has trouble with choke points. Received a nerf on COP and SCOP that he cannot move an extra space, thus limiting potential.
    • Andy: Avoids low tier due to healing COP and SCOP. Useful on Tag COs when your first CO starts off and Andy replenishes from the battle.
    • Grit​: Black Bombs and Tag CO breaks from the opponent cripples Grit's indirect game. This is made even worse that his direct units don't hit hard enough to protect their indirects. However, Grit works best with Fog of War to minimize being attacked while using hiding spots, making him higher tier.
    • Sonja: Thanks to the tag mechanic, she doesn't become low tier anymore. Even with hidden HP, she still has that negative luck-based ability, although improved to just -5% instead of the previous -20% and -10%. Her main usage is for Fog of War, which allows her to get not only a better view but allows her to play switcheroo with units, forcing players to guess which units have full HP and which ones have taken damage. Just make sure you don't get robbed off of a bad luck attack. She avoids the luck tier due to players having to guess which units to hit and Fog of War specialist.
  • D Tier - Low
    • Jake: Plains are not a common tile to depend on due to only 1 defense. SCOP speed is not only limited but not as useful in this game compared to the abilities.
    • Lash: Her increases were greatly nerfed badly in this game.
    • Adder: Meant for speed only, A spammable +1 movement with 2 COP bar is all he has, though getting a 5 CUP bar is an added bonus.
    • Koal: Roads are not the preferred tile to be in due to 0 defense. He behaves like Adder when it comes to speed, except he requires 3 bars for the COP.
    • Grimm: While having the highest attack power for non CO power usage is very tempting (130), having the lowest defenses (80) is very troublesome, where attacking Grimm normally becomes the new 125/100. Boosts can become the new 137/100, 150/100, or even higher. His capturing becomes a hindrance if someone hits one of Grimm's infantry/mechs during that time; unit shielding is also not recommended because their defenses are not good either and will be quickly lost in 1 or 2 attacks; either the capture tactic is gone for the rest of the match or you are going to sacrifice a lot of units just to defend your capturing unit which can in turn come back to be recaptured by the opponent at a later time. In tag battles, it becomes a critical hindrance and causes the other CO to pick up the burden, if their specialties weren't damaged from the previous turn (i.e. Grit losing all of his indirects because Grimm's low defense last turn could not defend). Black Bombs can overcome his weak defenses, while making good use of attack, but you are still spending a lot of money on them. Fog of War can either help him a lot or hurt him greatly. His primary use would be for B-Copters as B-Copters will eventually die in 1 hit by an Anti-Air anyways, Stealths due to being a hard unit to counter, and Submarines, which will die from a Cruiser or another Submarine. Even that won't save him if your opponent knows how to plan their strategies around the weak defense.

Advance Wars: Days of Ruin

Rulesets that define the tiers:

  • This list is based on maps with ground and air available with an Airport for easy air deployment on each side. Otherwise, certain COs are either unusable or just broken.
  • All default features in the game are used, such as Fog of War and weather conditions.
  • Large maps are mostly used. Mid-sized maps can also work.
  • Caulder is banned.

General notes that define the tier listings below:

  • 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 - Obviously Banned
    • 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 - The Best - Soft-banned
    • 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 CO Power 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 - High - Balanced
    • 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 very 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 OHKO behemoths early-game. During Fog of War, she can easily hide well if she is placed in a hiding spot like a tree while OHKO'ing a unit. 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 CO power 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.
    • 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. 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 - Mid
    • 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 COP won't 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 - Low
    • IconGreyfield Greyfield: It is nice to have high defense units and 3 CO Power, 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 - Handicap
    • IconNone No CO: This is literally no CO 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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