ZipAir units hit harder and take less; ground units lag behind.⚡ Tailwind Twirl · ★ Sky Circus
KaboomskiArtillery and rockets pack a wallop; up-close units fight worse.⚡ Big Bada Barrage · ★ KA-BOOMSKI!
PebbleShips are tough, fast and deadly; land and air forces are weaker.⚡ Riptide Roll · ★ Tidal Tea Party
PoppyCheap, scrappy infantry; clunky vehicles.⚡ Boots on Parade · ★ Thousand-Boot March
ShellbyTanks hit hard and shrug off damage; everyone moves one tile less.⚡ Shell Shock · ★ Unstoppable Plod
VesperWild luck: hits swing from feeble to fabulous. Slightly weaker on average.⚡ Double or Nothing · ★ Jackpot!
How powers work
A commander’s passive bonuses are always on. Their power meter fills during battle: the attacker charges on 50% of the value of the damage it deals and the defender on 100% of the damage it takes, where one star of meter is 5,000 funds of damage. When the meter is full, fire the Power, or save up for the bigger Super Power. A power lasts until your next turn starts, and the meter doesn’t charge while one is running.