Iron Legion


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Ubers and Legend Rares

Mighty Deth-Troy-R



Mighty Deth-Troy-R (Siege Walker Diabolosa) is a subpar generalist Backliner with a decent anti-Aku/Angel/Zombie nuking niche. It has 69.7k HP with 3 KBs, base Damage of 26.9k (4100 DPS), 475 range, 3450 cost, 3 Speed, a 180s Cooldown, 3.8s foreswing and the additional abilities of Z-Killer, Massive Damage towards Aku, Angels and Zombies and Slow Immunity.

Siege Walker Diabolosa's main strengths lie in its 16.4k effective DPS against Angels and Zombies (assuming full fruit treasures) and 12.3k effective DPS for Aku. Combined with its above-average range, Diabolosa works sufficiently well as a backline Nuker against 3 relevant traits. Ranged Angel and Zombie enemies who are poorly covered by non-Uber options such as Cadaver Bear, Chickful A, Winged Pigge and Sleipnir can be nuked for over 100k damage in a single hit. It also has the rare and valuable niche of being an anti-Aku Nuker, outranging all Aku enemies with the exception of High Priest Mamon's Omnistrike. Notably, it deals enough damage in a single hit (~80k) to one shot a 100% Fallen Bear when its shield is down, and deny higher magnification bears the opportunity to regenerate their shields more than once with a well timed hit. Diabolosa's 475 range lets it outrange anti-Bahamut enemies like The SLOTH/Master A and, in combination with its slow speed, helps keep it safe in general backline use. Low speed is also conducive to defending the base from burrowing Zombies, and low summon cost for a backline Uber is helpful on cash tight stages, of which there are many in the Aku and Zombie metas.

Diabolosa's foreswing is painfully long, similar to Crazed Bahamut, leading to it often whiffing its attacks and reducing its already poor base DPS, considerably below general backliner standard. This also leaves it vulnerable to hard-pushing Akus or Angels, and burrowing Zombie ambushes. Diabolosa also lacks Shield Pierce, relying on raw DPS or the support of a dedicated Shield Piercer to make meaningful progress against them. Akus with Death Surges and Burrowing/Reviving Zombies also bypass its range advantage and can quickly eliminate it from the field, at which point its huge 3 minute cooldown is punishing and potentially fatal. Diabolosa is also incredibly slow to move, and while this offers some defensive advantages it makes it overall worse at fulfilling the need for backline DPS.

All-in-all, Siege Walker Diabolosa is a unit with substandard base stats and a plethora of weaknesses which almost entirely eliminate its general usefulness and meaningfully hinder its performance against its target traits. That said, its impressive range coupled with very high damage per hit against three of the more difficult traits in the game, including being one of the few Aku counters, means these weaknesses can often be overlooked as its strengths shine through in the right circumstances.



Mighty Aethur Ltd.



Mighty Aethur Ltd. is a decent anti-Zombie, but a terrible Midranger otherwise. Its main ability is Insane Damage to Zombies. It has 12750 base damage and 2100 base DPS, 2010 cost, 51.2s cooldown, and 34k HP with 3 KBs. It stands at 370 range with Omnistrike spanning -730 to 370 range. True Form adds a 100% Survive ability, and a 30% chance to Dodge for 2s.

Aethur's main strength is how much damage it offers for its low price and recharge time, dealing 76.5k effective Damage per hit (12.8k effective DPS) with all treasures. Since most Zombie stages are cash-tight, this combination of stats offers a cheap yet potentially effective anti-Zombie measure. Its fast respawn speed helps it handle spaced groups of burrowing Zombies, since it can be spawned often to deal with them, and also reduces the negative impact of its (frequent) deaths. Additionally, it has a fairly fast attack frequency, so it can react to Zombies burrowing or surfacing near it quickly. Its Omnistrike attacks are helpful on stages with Zombie peons that burrow for a long distance to kill them before they do any damage to the backlines, though they don't help that much against beefier Zombies. Dodge in True Form helps offset its pitiful HP to let it rarely tank and strike back against a burrowing/reviving Zombie. Additionally, he also has access to a very efficient Cat Combo with Courier Cat which increases Worker Start Level by two stages, which can be occasionally used in Dojos or money-tight startups.

Aethur's low HP and endurance harm it significantly; if a Zombie comes up near it and starts attacking it, it can get knocked back or killed before its attack completes, and its backwards Omnistrike can potentially suck Zombies in towards it to finish it off. Dodge in True Form is too inconsistent and RNG-reliant to fix this issue, and Survive barely even does anything as even here the weakest Zombie has no issue unburrowing or reviving to do the last 1 Damage to finish it off. While this isn't too much of a weakness due to how disposable it is, it's still a point to consider. Additionally, while its role as an anti-Zombie Midranger is valuable, Aethur's role here can be replicated by non-Ubers; Li'l Flying Cat, Cadaver BearCat, and a well-timed Slime Cat can all be used to take down most burrowing Zombies. Finally, outside of Zombies, Aethur is greatly inferior to Super Rare Midrangers like Pizza and Seafarer, and should not even be considered for generalist use.

Overall, Mighty Aethur Ltd. is utterly useless except against Zombies, but performs well against them as a cheap Midranger. It's useful throughout the game as a powerful and cost-efficient anti-Zombie unit, though its low HP harms it later in the game, and it has bad matchups against some of the tougher Zombies like Cadaver Bear. It's also a serviceable killer of short-ranged Zombies, though this becomes less valuable later in the game due to the presence of non-Uber options that do well in this role.



Mighty Thermae D-Lux



Mighty Thermae D-Lux is a powerful backline attacker and anti-Zombie CC unit. Its base stats include 85k base HP / 5 KBs, 6000 base DPS at 425 range, 4 Speed and a 3 minute CD. It is Strong against Zombies, has Z-Killer, has a 3 hit multi-hit which procs a 1s Freeze on each hit (1.2s per hit with full treasures) and Omnistrike reaching from -675 to 425 range. Its Evolved Form has only slightly less DPS, and can function identically to the True Form. However, True Form grants access to talents which include a 50% Strengthen at 50% HP, Curse Immunity and Soulstrike.

Thermae has the perfect build to counter almost all Zombies. Its Strong-enhanced stats against them (11k effective DPS, 212.5k effective HP with CotC treasure), and ability to outrange and Z-Kill almost all recurring threats already make him a formidable anti-Zombie. However, if this brute force is sometimes not enough, then on top of this, its staggered three-hit Freeze CC is extremely effective at giving Zombies no chance to fight back. Additionally, its slow speed allows him to stay behind the frontline, defending your backliners and base from unburrowing or reviving Zombies, and its huge negative Omni reach means few Zombies can escape its wrath. All of this together makes Thermae one of the single most dominant anti-Zombies in the game, able to trivialize almost the entire trait. Unlike other hyper-specialists, its general stats are not at all bad either, especially with its Strengthen talent letting it put out over 9000 base DPS (16k vs Zombies) while still having plenty of life left due to its nice HP and KB count. Lastly, Soulstrike can also enhance its utility as a base protector by letting it clear Zombie corpses while other units continue to advance.

While Thermae effortlessly defeats most Zombies, it has no answer to Zamelle, who can outrange and juggle it. A big weakness, affecting its prowess both as an anti-Zombie and a generalist, is its long cooldown, leaving you defenseless for nearly 3 minutes if Thermae falls early in battle. While its speed is good for Zombie stages, in general use it makes it lag behind other units, and its 425 range is similarly more than sufficient for Zombies, but a little below par for a Backliner in general use.

Thermae is a broken anti-Zombie; its mixture of high effective stats, plentiful negative reach, defense-oriented low speed and powerful Freeze ability lets him one-sidedly destroy most Zombies. its general use is also respectable, outperforming non-Uber options as a backline attacker throughout early-mid game, and with its Strengthen talent remaining capable into the late game even.



Mighty Rekon Korps



Mighty Rekon Korps is a good backline Nuker with 41k HP, 470 range, 12.4k DPS, 4.4s foreswing and 8 KBs. It has the Target Only ability towards Traited - it cannot attack Traitless. It additionally has Omnistrike from -470 to 470 range and Zombie Killer. Rekon Korps is still good without its True Form, but Evolved Form has 2000 less DPS, 20 less range and lacks Omnistrike, so it is recommended to get the TF. Its cooldown is 178s.

Rekon Korps's main strengths are its extremely high general DPS, above average backliner range, and great survivability thanks to a high KB count. While these are remarkable generalist qualities, Rekon also has a specialist domain as an anti-Zombie, with negative Omnistrike range to hit and Z-Kill Zombies that have burrowed or revived close behind it, with its significant DPS.

Obviously, Target Only is a glaring weakness on any unit with it. Unlike most Target Only units, Rekon does not just target one or two traits, though, but instead all but Traitless. This means it is less of a weakness than usual, but still causes problems in mixed stages where commonplace Traitless peons can cause Rekon to stand there doing nothing until a Traited enemy reaches the frontline. Rekon Korps's main weakness, however, is its extremely long foreswing. It's one of the longest in the game, longer than even Crazed Bahamut's foreswing. This can cause it to miss quite a lot, lowering its effective DPS, or be interrupted by fast-pushing enemies, especially with its low endurance. It's also undesirable especially in an anti-Zombie, where it leaves a huge window of opportunity for Zombies to burrow, or for a Cadaver Bear to jump in and stop the attack. Another weakness is its low health. This means that against enemies with decent damage per hit, it cannot fully utilize its 8 KBs, and you have to hope for peons to chip away at it before it loses a huge chunk of life to a heavier attack. Stages in late game don't favor generalist backline nukers like Rekon Korps, Curse completely disables it, and while its immense general stats mean it'll never fully fall out of use, the situations in which you can most effectively wield it become more limited as you progress. Its cooldown is also quite long.

Rekon Korps carries early/mid game Traited stages very well as a superb generalist, but has fewer uses in late game as this role becomes less in demand. Its backline DPS is insane, but comes with drawbacks in inaccuracy and being shut down entirely by even the most trivial Traitless peon. He's got some of the highest Z-Kill DPS and a bit of negative range to give it some extra firepower against Zombies, but doesn't have the greatest matchups with the trait as a whole.



Mighty Bomburr



Mighty Bomburr is an average Backliner with an okay anti-Zombie niche. Bomburr has good survivability with 71k HP and 7 KBs, a safe 450 range, average attack stats with 4900 DPS and 6.3s attack rate, decent 10 Speed, higher cost of around 5000, with a 3 minute Cooldown, much longer than the average CD of Backliners at around 2 minutes. It also has 100% KB VS Zombies and Z-Killer, and gains Soulstrike, Toxic Immunity and a +50% Strengthen that triggers at 43% HP via talents.

Bomburr's biggest strength is its good stats as a Backliner. In terms of survivability, it is very strong, as its combination of good range, good health and high KB count makes it able to survive for very long in the battlefield, and deal a respectable amount of damage over its lifetime. Its attack stats are quite good as well, mostly due to Strengthen talent boosting its DPS to a very good 7300 DPS with Z-Kill, and its base DPS without is still respectable for early to mid-game. Its AoE KB VS Zombie can be used to control most Zombies decently well, including Cadaver Bear. This is unlike Ectoweight, which having Single Target means it can only reliably control several tanky frontline Zombies. Toxic Immunity can also allow it to work well in most Gobble and Zollow stages, while Soulstrike lets it fulfil a rare but not all that needed niche of anti-Corpse control.

The biggest downside of Bomburr is its very long CD, a common problem of most Iron Legions which significantly damages their general viability. You will likely not spawn multiple Bomburrs unless in very long fights, and if you lose it early, it won’t be available again for a long time, which is risky. Most Zombies can also burrow past Bomburr, avoiding its control effects. Cadaver BearCat may patch this weakness somewhat in late game, as it destroys most burrowed Zombie peons quite easily. However, also by late-game, Awakened Ururun outclasses/replaces Bomburr as a generalist Backliner, unless you choose to talent it, an expensive investment for a mediocre improvement.

Bomburr is a decent unit. As a Backliner it has lots of competition, but it can stand out somewhat even with its 3 minute CD. With that, it is just decent at the job. Its anti-Zombie ability is pretty decent in controlling most Zombies, but it can't do much when Zombies burrow past it. It also will see use in stages with Toxic enemies if you struggle with them, thanks to its talents, if you do decide to sink in the required NP. Overall, although it might seem unremarkable, it is quite a reliable unit that can work decently well generally, as well as in its niches.



Mighty Drednot



Mighty Drednot, or in True Form BCS Tigerclaw, is a great anti-Red/Zombie backline Nuker and works well as a generalist backline attacker. It has 64.6k base Damage with a 10s attack cycle and a 4s foreswing, granting it 6400 base DPS, 81.6k HP, 3 KBs, 440 range, 178s Cooldown and Massive Damage against Red and Zombies enemies. As standard for an anti-Zombie, it also wields the Z-Killer ability. It can unlock Soulstrike with talents, though it is not recommended. Its Evolved Form is still functional for the job, however it has a 3s slower attack rate (4900 DPS) which makes it somewhat worse overall.

Tigerclaw's main strength comes from its great anti-Red/Zombie nuking ability. Comparable to Thundia as an anti-Red but with an extra anti-Zombie niche, Tigerclaw outputs an incredible 258.4k effective Damage per hit. Even one hit against its traits potentially turns the tides of battle or even outright kills many enemies. With its 25.6k effective DPS and its comfortable range, outranging most relevant Red/Zombie enemies, Tigerclaw is able to safely eviscerate its targeted traits. It works particularly well against Cadaver Bear, killing him in 1 or 2 hits depending on magnification, a blessing many players strive for. Not only does it work well against its niche, it works rather well as a generalist Backliner. With its above-average base DPS for its backline range, it works, for the most part, as a better C. Bahamut/Ururun for early-mid game.

However, it's not all positives. Tigerclaw suffers from a long foreswing and attack cycle; with a nearly 4 second long foreswing, Tigerclaw is prone to missing enemies, particularly enemies with a high KB count, lowering its effective DPS. Coupled with a rather long attack cycle, a single whiffed attack leaves Tigerclaw vulnerable to powerful enemy pushers for an uncomfortably long time with no way to fight back. This, combined with its KB count, also leaves him vulnerable to being interrupted and even potentially juggled, which is especially bad against Zombies with burrow. Additionally, Soulstrike is a poor ability for him due to it causing him to waste attacks on peon corpses instead of aiming them at important targets. Tigerclaw also suffers from its long cooldown, meaning if it falls early in the battle, it won't be available again for a long time. Finally, as a generalist Backliner, it is mostly replaceable late-game by A. Ururun who has similar DPS and isn't dragged down by Tigerclaw’s attack rate issues.

Tigerclaw is an Uber with many great strengths and heavy weaknesses, namely its long foreswing, attack cycle and cooldown. However, with support and correct usage to mitigate its weaknesses, its incredible effective DPS and damage can shine through and completely annihilate the majority of two major enemy traits. A rewarding Uber to own throughout the game.



Mighty Kat-A-Pult



Mighty Kat-A-Pult is an ok LD Sniper Uber with Resistance to Zombies, Zombie Killer as well as a 50% chance to weaken Zombies to 50% attack for ~8 seconds. In True Form, CAT-8-Behemoth has an effective range of 150 to 725 from 400 standing range, 136k base HP, 3200 DPS and 3 KBs. It also has a 4875 cost and a 3 minute long recharge. Talents give it a 20% chance to create a Level 4 wave with each attack.

Behemoth is a decent LD anti-Zombie Uber. Its attack can hit every long ranged Zombie in the game such as Zamelle, Lord Gravey and Cadaver Bear, making it an effective counter to these as long as there isn’t a spam of stronger burrowing enemy peons like Zeals, Zang Roo and Zory. For general usage, Behemoth works decently well on specific levels as it has a very huge coverage range. With 325 piercing and a small 150 blindspot, it can easily hit most enemies in the field, from frontliners to enemy backliners like Nyandam variants. It also has the highest HP among all Snipers in the game without Resistance applied. This gives it some interesting usage such as being used on stages that would normally stop you from using a backline LD unit entirely, with the main example being stages with piercing enemies (Dolphina/Mr.Mole etc). Despite the low proc chance, its wave is particularly helpful by increasing its damage per hit from time to time, and its wave covers its blindspot. Behemoth’s wave also has higher reach, thus allowing it to damage super backliners like Sunfish Jones variants.

Behemoth's biggest weakness is that being a LD unit doesn't fit well as an anti-Zombie. Most Zombie enemies have the Burrow ability, and they can easily burrow into Behemoth's blindspot (150 range blindspot + 320 hitbox). This leaves Behemoth unable to do anything other than just stand there and receive a lot of damage. Behemoth also has a below average DPS for a backline Sniper, so you will probably end up not using it as one unless boosted. While it is true that Behemoth’s wave talent can improve its usage and niche, it is not really worth the cost and more recommended to spend the NP on other units.

In conclusion, Behemoth is still workable as a counter to higher ranged Zombies like the infamous Cadaver Bear, but it requires support to clear out burrowing enemies. Behemoth works quite well as a general Sniper with huge LD coverage, but low base DPS might lower its usage.



Mighty Kristul Muu



Mighty Kristul Muu is an excellent midrange anti-Zombie Legend Rare, being one of the best anti-Zombies out there, standing at 400 range with base stats of 6400 DPS and 153k HP with 1 KB. It has Insane Damage and Resistance against Zombies and as standard for an anti-Zombie Uber, Z-Killer. It's also a Wave Blocker. Additionally, it has 1 Speed, 175s Cooldown and Omnistrike, extending from -450 to 400.

Muu's base HP and DPS are both on the high end of Ubers. Its base HP is comparable to that of some Tankers, while its DPS is comparable to that of your average Backliner generalists. This is coupled with Muu's abilities of Insane Damage and Resistant against Zombies, making it an exceptionally strong anti-Zombie unit with an effective HP of 765k and effective DPS of 38k with full Zombie fruits. Its foreswing is relatively short, able to get all but the fastest of Zombies before they burrow. Even if they burrow however, Muu also has Omnistrike which can snipe Zombie peons when they come up from burrowing, given a stepping stone. It also has the bonus of being a ranged Wave Blocker, but given Muu's speed keeps it behind your units usually, this requires you to lure enemies and play defensively.

The most obvious of Muu's weaknesses is its incredibly slow speed, being the slowest of any unit in the game. While this is beneficial against its niche vs Zombies as staying close to your base and getting Zombies as they unburrow is ideal, it is far less ideal in general usage as it will take ages to get to your frontline, if it even gets there at all. The speed also means you have to take in account boss spawn shockwaves, else you will end up with Muu stuck behind your base. It also has 1 KB, dragging down survivability, but this is generally not an issue as Muu rarely gets anywhere fast enough to need repositioning.

Mighty Kristul Muu can shut down any Zombie stage, regardless of how strong the Zombies are. It's so strong in fact, you can actually brute force stages you're supposed to cheese using it. Outside of Zombies however, it is rarely used, as while the stats are not bad, there are equally good replacement units that do not have 1 Speed. The Wave Blocker ability can be used on specific stages that can be made easier with a ranged Wave Blocker.