| Terran | Description | The interstellar guards composed of the United Legion and roam in galaxies. They have lower resource gathering efficiency. Sophisticated mechanical capabilities and high-tech technology provide absolute combat protection, and they have long-range tactical capabilities and have the upper hand over Zerg. Productivity and Building HP are relatively low due to their roam. | Battle Features | Defense, Treatment, Long-range, Strength over Zerg |
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| No. | Troop Type | Description | Barrack | Unlock Lv |
|---|---|---|---|---|
| 1 | King Kong | They have stronger defense and destructive power but move slowly. | Prism Barrack | 1 |
| 2 | Gareth | Gareth is definitely a game opener, it can attack enemy units for 3 squares. | Prism Barrack | 3 |
| 3 | Riot Troop | Shields are always the key to their survival against all kinds of attacks. They can repel enemies, but move slowly. | Prism Barrack | 5 |
| 4 | Berserker Mecha | Roam through the battlefield with the enabler of special serum, they can easily kill enemies, with high SPR but low ACC. | Prism Barrack | 7 |
| 5 | Humpback Whale | The Terran aircraft carrier with its energy-collecting cannon, can effectively repel enemies and deal damage. | Prism Barrack | 9 |
| 6 | Mammoth | 1st generation mecha hunter, with high-speed fire bursting ability to pierce attack 3 targets (100%, 50%, 30%). | Prism Barrack | 11 |
| 7 | Cannon Tank | The strongest combat unit of the Terran, with great attack damage capability. | Prism Barrack | 13 |
| 8 | Dragon-Diamond | The Terran close combat mecha can attack over obstacles. | Prism Barrack | 15 |
| 9 | Ares | As a single burst mecha, they can repel the enemy. | Prism Barrack | 17 |
| 10 | Death | As the 2nd generation mecha hunter with higher damage, they can launch missile attacks and bombards 4 surrounding areas. | Prism Barrack | 19 |
| 11 | Humanoid Mecha | The optimized mech launches missile attacks and bombards 4 surrounding areas. | Magnetic Barrack | 1 |
| 12 | Tango Wolf | The energy medicine tube stored at any time can quickly restore 1 HP to your own combat units. | Magnetic Barrack | 3 |
| 13 | Punisher | With high-precision tech weapons, violent bombing lasts 4 rounds. | Magnetic Barrack | 5 |
| 14 | Zealot MK1 | As infrared medic, they can restore 1 HP of one's own units at close range on the battlefield. | Magnetic Barrack | 7 |
| 15 | Explorer | Can easily overcome obstacles and attack enemy units. | Magnetic Barrack | 9 |
| 16 | Cheetah | First strike fighter, can quickly approach the enemy on top to deliver harassment strikes. They also have a purify function. | Magnetic Barrack | 11 |
| 17 | War Machine | The oldest troop vanguard of Terran can repel enemy units behind the main attack target. | Magnetic Barrack | 13 |
| 18 | Marauder | The 3rd generation mecha hunter, they are closer to human form, with extremely high damage and they can launch missile attacks and bombards 4 surrounding areas. | Magnetic Barrack | 15 |
| 19 | Ranger | They have a very high MISS value, which is also the foundation of being a ranger, but they have low damage and with single-target repel effect. | Magnetic Barrack | 17 |
| 20 | Crow | High-mobility fighters in the air with extremely long-range attack capability. | Magnetic Barrack | 19 |
| 21 | Nightmare | Medical mission flight unit, which can remotely regenerate one HP for its own side. | Refinement Barrack | 1 |
| 22 | Alpha | The most mysterious combat unit of Terran, no enemy can survive under their feet. They can approach the enemy and release high-damage bombs for 2 rounds. | Refinement Barrack | 3 |
| 23 | Destroyer | Weird hexagonal combat machine with single-target attack only. | Refinement Barrack | 5 |
| 24 | Yellow Spider | Combat units that can attack 2 squares. | Refinement Barrack | 7 |
| 25 | Victor | An immobile attack machine, with a very thick HP, very small ATK, but with a repel effect. | Refinement Barrack | 9 |
| 26 | Shark | The escort of human command ships can restore 9 squares on its own side. | Refinement Barrack | 11 |
| 27 | Double-headed flame | Loaded with thermal imaging equipment, they can accurately snipe enemy units. | Refinement Barrack | 13 |
| 28 | Urgot | With high-temperature jet flame, they can continually burn the enemy for 4 rounds. | Refinement Barrack | 15 |
| 29 | Blue Spider | Ultra-mobility combat machine, but can only attack one enemy unit. | Refinement Barrack | 17 |
| 30 | Zealot MK2 | Infrared semi-automatic mecha warriors are the best choice for the strike force, with high SPR and low ACC. | Refinement Barrack | 19 |
| Zerg | Description | A brutal race evolved from interstellar creatures, they have medium resource gathering efficiency. With super high ATK, their innate weapons and armor are comparable to other races, and devoting spirit makes them extremely strong and deadly. But no AOE and only short-range attack are their weak points. | Battle Features | Speed, High Burst, Strength over Spacemen |
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| No. | Troop Type | Description | Barrack | Unlock Lv |
|---|---|---|---|---|
| 1 | Dragon-feet troll | Slow-moving Zerg unit, attack method: conventional attack | UFO Hive | 1 |
| 2 | Spiked Squid | With the spiky tentacles, they can put enemies into their mouths and attack enemy unit 3 squares away. | UFO Hive | 3 |
| 3 | Pincer Beetle | With two super-heavy pincers, they move slowly, but with repel effect. | UFO Hive | 5 |
| 4 | Multi-eyed beast | With multiple eyes and tentacles, they can quickly detect enemies and conduct sneak attacks, and with repel effect. | UFO Hive | 7 |
| 5 | Winged Fish | A fish variant that can fly low in the air, with relatively low ATK. | UFO Hive | 9 |
| 6 | Crabworm | They have a hard shell, and can quickly shuttle through the battlefield. | UFO Hive | 11 |
| 7 | Dismembering Shark | Zerg's flesh warriors, move slowly. | UFO Hive | 13 |
| 8 | Nydus Worm | It can suddenly spring from the tunnel, catch the opponent by surprise, and piercing attack 3 targets | UFO Hive | 15 |
| 9 | Crabworm III | Immune to imprison effect. | UFO Hive | 17 |
| 10 | Ant Lord | As mutated species from the void, they are enemy's nightmare. They can use venom missiles to bomb 4 targets around. | UFO Hive | 19 |
| 11 | Cyclops | Air Scout with ranged attack capability. | Yuri Hive | 1 |
| 12 | Ground Bull | They can lock up 1 enemy combat unit. | Yuri Hive | 3 |
| 13 | Abyssal Mouth | A giant mouth in the shape of a piranha can imprison 1 enemy combat unit. | Yuri Hive | 5 |
| 14 | Stalker | As close-range combat unit, they can imprison one front and one back enemy unit. | Yuri Hive | 7 |
| 15 | Bison | The name has nothing to do with its figure. They can regenerate 1 HP with their side at close range. | Yuri Hive | 9 |
| 16 | Mammoth Spider | Zerg's giant close combat unit, can imprison 4 surrounding squares. | Yuri Hive | 11 |
| 17 | Fearless Warrior | The heroic and invincible Zerg warrior can attack the target one square behind the main attacking unit. | Yuri Hive | 13 |
| 18 | Flying Insect | Air unit that can lock up enemy units. | Yuri Hive | 15 |
| 19 | Blackwater | A fast-attacking unit on the ground, they can regenerate 1 HP with their side at long range. | Yuri Hive | 17 |
| 20 | Quantum Spider | Made entirely of quantum energy, belongs to tank warriors, they can imprison 1 enemy target | Yuri Hive | 19 |
| 21 | Sandworm | Ground scout, fast moving, rough skin and thick HP. | Mind Hive | 1 |
| 22 | Carrier | The explosive bomb on their back can be precisely guided for long-range attacks. | Mind Hive | 3 |
| 23 | Mantis | They can pull enemy units and hit them, causing damage. | Mind Hive | 5 |
| 24 | Alien | Strike unit, can attack 3 enemy units in a V shape. | Mind Hive | 7 |
| 25 | Rogue Beast | With mutant cells, they can rampage in battle, their attack range is 2 squares. | Mind Hive | 9 |
| 26 | Horned Monkey | With an extremely hard horn, they can deal a lot of damage when approaching enemies, but have low ACC. | Mind Hive | 11 |
| 27 | Armored Beetle | Although they have 4 legs, they cannot move while attacking, and they use the venom in their mouth to attack the enemy. | Mind Hive | 13 |
| 28 | Self-exploding Worm | They have a thick shell, very high HP and DEF, and can imprison 1 enemy combat unit. | Mind Hive | 15 |
| 29 | Ant Spider | Area attack can attack enemy units up to 9 squares | Mind Hive | 17 |
| 30 | Crabworm II | They have a hard shell, and they can quickly shuttle through the battlefield, and imprison enemy unit. | Mind Hive | 19 |
| Spacemen | Description | Spacemen are the mysterious advanced creatures of Galaxies, they have the highest resource gathering efficiency. They have the supreme racial civilization, and their highly advanced technology and spiritual abilities give them absolute strength in space. Spacemen have AOE damage skills, and their comprehensive combat power is more balanced than the other two races. | Battle Features | Shield, Recovery, AOE, Strength over Terran | | --- | --- | --- | --- | --- |
| No. | Troop Type | Description | Barrack | Unlock Lv |
|---|---|---|---|---|
| 1 | Sealed Earth Demon | The giant devil whose energy has been sealed, move very slowly, they can cause damage to single-target. | Gate Temple | 1 |
| 2 | Sidetail Samurai | Proficient in swordsmanship, they can quickly cut the enemy, who can only hear the sound but can't see the | ||
| shadow of the sword, with pierce attack capability (100%, 50%, 30%) | Gate Temple | 3 | ||
| 3 | Ice Stone Giant | Move slowly, their attack comes with a freezing effect. | Gate Temple | 5 |
| 4 | Wilderness Dragon | Aerial combat unit, and low -level combat units. | Gate Temple | 7 |
| 5 | Tidal Fish | They look silly, but with an extremely flexible body, they can attack and repel enemies. | Gate Temple | 9 |
| 6 | Spiked Gorilla | The spikes on their body are not weapons, but their nuclear explosion energy on the chest can deliver immeasurable damage. | Gate Temple | 11 |
| 7 | Shuttler | With three weapons and agility, they can climb over obstacles and pierce attack 3 targets (100%, 50%, 30%) | Gate Temple | 13 |
| 8 | Armor crab | A close relative of the War Cancer, move slowly, with conventional attack unit. | Gate Temple | 15 |
| 9 | Hammer Dragon | Simple-minded, but absolutely brutal combat unit. They can attack 3 units in a V shape. | Gate Temple | 17 |
| 10 | Carrion sucker | With mutant arms store high damage missile, they can launch missile attack to blast 4 squares surround them. | Gate Temple | 19 |
| 11 | Abyss-swallow dragon | Like other ancient dragons, they can bring devastating abnormal weather, and can freeze one enemy unit. | Arbitration Temple | 1 |
| 12 | Bane | The most loyal warrior in the Spacemen group, their mechanical gun emits frozen eggs, which can freeze one enemy unit. | Arbitration Temple | 3 |
| 13 | Walking Carrion | The walking dead in the dark. Close attack, with ES last for 2 rounds. | Arbitration Temple | 5 |
| 14 | Purgatory executioner | Lord from purgatory, its red body represents the blood of all enemies. With X-type 5 points attack. | Arbitration Temple | 7 |
| 15 | Ghost Guard | Small but extremely brutal, with purify capability. | Arbitration Temple | 9 |
| 16 | Space Juggernaut | The highest weight unit of the Spacemen, it has the ability to control the mind and limit the thinking of the enemy. They can repel the unit behind the main unit and have the immunity to various types of effects. | Arbitration Temple | 11 |
| 17 | Pyro Dragon | There is flame energy from space energy in their body, and they can shoot huge fire and burn the enemy to ashes. They can launch a missile attack to blast 4 squares surround them. | Arbitration Temple | 13 |
| 18 | Destroyer | With handheld Energy Cannon, they can enable the shield magnetic field for two rounds | Arbitration Temple | 15 |
| 19 | Death Rock Dragon | Aerial combat unit with super long-range attack capability. | Arbitration Temple | 17 |
| 20 | Armored Toad | The lowest-level combat unit of the Spacemen group, but their faith will never change. Meteor hammer is their only attack weapon. | Arbitration Temple | 19 |
| 21 | Dark Walker | With the talent of camouflage, they can avoid most attacks on the battlefield. Their MISS value is extremely high. | Observer Temple | 1 |
| 22 | Short-tailed dragon | The only short-distance flight unit of the Spacemen, with normal attacks. | Observer Temple | 3 |
| 23 | Aoun | Also a high-defense fighter of the Spacemen, they can advance the front-line defense for the troops. | Observer Temple | 5 |
| 24 | Guard Nolin | The sentinel of the Spacemen group, can pierce attack two targets | Observer Temple | 7 |