The Mercenary Encyclopedia

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Mercenary troops are specialized fighters to be used in battle and gathering. Each one has their own attributes, and must be used accordingly. Some are best used in conjunction with other Mercenary troops.

The Basics

Mercenaries are trained in the mercenary portal to the left of your training grounds. Leveling the Portal takes only T1 RSS until Level 11. Thereafter it requires Mercenary Portal Architectural Plans. Each increase of the Portal Level gives an additional Base Mercenary Troop Capacity and Mercenary Troop Training Capacity. The maximum Mercenary Portal Level is 50.

Within the portal, you will see the mercs available to train. Note that not all mercenary troops are available at all times. They will come and go in terms of availability.

Mercs require special RSS. Each requires mercenary rations, food and a type-specific RSS. This RSS is available in packs and occasionally as a Global Gift.

You may also take advantage of the Mercenary Portal. This building allows you to upgrade older Mercs (such as Rally Troops) of a lower tier to a higher level.

Training Camp Level Merc Training Camp Arch Plans Needed
1 n/a
2 10,000
3 100,000

Take note of the bars within the specifics of each mercenary troop type. This gives you important information. The kill order is determined by health, not the highest bar level. For example;

Note that although the attack on these troops is Tier 4, their health is Tier 3. That means they will die at the same time as your Tier 3 troops. You cannot hide them behind Tier 4. If tiers are equal they will die concurrently, in a ratio to their tiered counterparts as shown below.

Mercenary Training Camp

Mercenaries come in different strengths within each troop. The Merc Training Camp allows you to upgrade your Mercenary Troops to a higher level (if available) for that type. Troops available to upgrade will show inside the Training Camp.

Training Camp Level Merc Training Camp Arch Plans Needed
1 n/a
2 10,000
3 100,000

 

Let’s take a look at the different mercenary troops and their uses.

Fokker D VII

The Fokker D is a good troop for gathering and are super speedy. They have a load of 20, as opposed to a Tier 2 operative with a load of 11. You can permanently unlock the Fokker D VII in the Xira skill tree. These troops have the following bar attributes at Level 3 and can be upgraded to Level 5;

  • Attack: 3 bars
  • Defense: 3 bars
  • Health: 3 bars
  • Speed: 7 bars

Semi Centaurus

These troops are also excellent for gathering, with a 50% higher load capacity (load 30) than Fokker D VII, and 140% faster gathering speed than Tier 4 troops. They have increased defense when looting enemy bases, and are strong against wall traps. These troops have the following bar attributes;

  • Attack: 3 bars
  • Defense: 4 bars
  • Health: 3 bars
  • Speed: 3 bars

Rally Infantry/Vehicle/Artillery

These Mercenaries were released as a trio to allow you to take advantage of leveraging your attack. They require Mercenary Rations and Rally Artillery Tokens to train. Match your attacking Rally Mercenary troop with your strong skill, or if an opponent is lopsided, their weak troop as well. These Mercs are strong when in a rally, especially when joined with Xira’s rally attack skilling. They have the following bar attributes at Level 4 and can be upgraded to Level 6/

  • Attack: 4 bars
  • Defense: 3 bars
  • Health: 3 bars
  • Speed: 2 bars

Remember, this means they will die with Tier 3 troops on attack or defense at Level 3, so it’s best to upgrade these.

  • Very strong against Syndicate Outposts and Rallied Targets
  • Increases Health based on the quantity of Nightingales and Machinas present (while defending)
  • Weak versus Wall Defenses, Bomber Aircrafts and respective types (leveraging).
  • Bypasses Enemy Counter Intelligence
  • Benefits greatly from Rally Attack Bonus
  • Benefits from all Troop type Attack/Armor/Health bonuses
  • Benefits from all general Troop Attack/Armor/Health bonuses
  • Requires Mercenary Rations and Rally Tokens to train.

P51 Mustang

Level 4

  • Attack: 4.5 bars
  • Defense: 3 bars
  • Health: 4.5 bars
  • Speed: 7 bars

Level 5

  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 7 bars

These Mercs have the following attributes;

  • Very strong versus Bomber Aircrafts and Syndicates
  • Increases its Health based on the quantity of Machinas present (while defending)
  • Strong versus Battlemarked targets
  • Weak versus Anti-Aircraft
  • Bypasses Enemy Intelligence
  • Benefits from Mercenary Aircraft Attack/Defense/Health Bonuses
  • Benefits from Troop Attack/Defense/Health Bonuses
  • Requires Merc Rations and P51 Mustang Tokens to train

Bombay 8-A

The Bombay 8-A are considered Tier 5 Mercenary troops. They have the following bar attributes;

Level 4

  • Bomber Aircraft
  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 7 bars

They are weak versus fighter aircraft, and strong against all ground troops. As mentioned above they are considered Tier 5, so will be the last to die.

  • Very strong against Ground Units and Syndicate Outposts
  • Increases Health based on the quantity of Machinas present
  • Strong versus Battle Marked targets
  • Weak versus Fighter Aircraft and Anti Aircrafts
  • Bypass Enemy Counterintelligence
  • Benefit from Mercenary Aircraft Attack/Armor/Health Bonuses
  • Benefit from Troop Attack/Armor/Health Bonuses
  • Requires Mercenary Rations and Bombay 8-A tokens to train.

Flak Vickers

These troops are Anti-Aircraft Artillery. They are strong versus Infantry, strong versus all Aircraft Mercs, strong against Syndicate Outposts and strong against Battlemarked Targets. They are weak versus Operatives and Transporters.

Level 5

  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 2 bars

Sky Wagons and Airborne Brigade

These Mercs are meant to be used in tandem. The more Sky Wagons present in the march, the stronger the Airborne Brigade troops hit. For example, a large amount of Sky Wagons, sent with 1 Airborne Brigade, can multiple the effect of the Airborne brigade as if 10 were sent.

Airborne Brigade

  • Attack: 7 bars
  • Defense: 4 bars
  • Health: 4 bars
  • Speed: 1 bars

Sky Wagons

  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 7 bars

Dragonfly

These air support vehicles add the Health benefits to the Airborne Brigades. The more Dragonflies present, the less Airborne will die.

  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 7 bars

Nightingale

These Mercs at first blush were easy to try and draw a correlation to Final Fantasy’s Guardians, but they are quite different. This Mercenary Medic has a number of benefits;

Level 5

  • Attack: 5 bars
  • Defense: 4 bars
  • Health: 5 bars
  • Speed: 2 bars
  • Very strong versus Mechanic, Infantry, Operatives and Syndicate Outposts
  • Defend well against Infantry, Operative, Squad Members and Bombers
  • Bypasses Enemy Counter Intelligence
  • Bonuses she benefits from: Troop Attack, Troop Armor, Troop Health, Mercenary Medic Heath/Attack/Armor
  • Increases the Health of ALL Infantry and Operative Troops (normal and Merc) while defending. For example; 100,000 Nightingales increase all Infantry and Operative troops’ Health by up to 7x. The maximum effectiveness of this is 10x. This effect is also used in the CP, but fewer Nightingales are required for a higher Health bonus.

Machina

This Mercenary Mechanic has a number of benefits;

  • Very strong versus Medic (ie Nightingale), Vehicle, Artillery and Syndicate Outposts
  • Defend well against Vehicle, Artillery, and Squad Members
  • Bypasses Enemy Counter Intelligence
  • Bonuses she benefits from: Troop Attack, Troop Armor, Troop Health, Mercenary Mechanic Heath/Attack/Armor
  • Increases the Health of ALL Vehicle, Artillery and Aircraft Troops (normal and Merc) while defending. For example; 100,000 Machina increase all Vehicle, Artillery and Aircraft troops’ Health by up to 7x. The maximum effectiveness of this is 10x. This effect is also used in the CP, but fewer Machina are required for a higher Health bonus.

ARMSV

  • Attack: 5 bars
  • Defense: 5 bars
  • Health: 5 bars
  • Speed: 3 bars

These mercenaries have  uses for both attacking and defending.

  • Very strong versus Helicopter, Artillery and Syndicates
  • Weak versus Land Mine
  • Bypasses Counter Intelligence
  • Benefits from Merc Transporter Attack/Health/Armor and Troop Attack/Health/Armor.
  • Increases the Health of all Nightingales and Machinas while defending, up to 10x.
  • Increases the Attack of all Mercenary Rally Troops when attacking together, up to 6x.

Helicob

  • Attack: 6 bars
  • Defense: 6 bars
  • Health: 5 bars
  • Speed: 2 bars

This aircraft has multiple uses, but has large benefits for the CP.

  • Very strong versus Squad Members, Rallied CP, Defenses, Syndicates and all Ground Units.
  • Weak versus Fighter Aircraft and Anti-Aircraft
  • Bypasses Counter Intelligence
  • Benefits from Merc Aircraft Attack, Armor and Health
  • Benefits from Troop Attack, Armor and Health
  • Attack doubles when solo rallying the CP, and quintuples when rallying the CP.
  • Double health with Fokker D VII or P-51 Mustangs present in greater numbers than the Helicob.

Phantom X

This is the first of it’s type, in that the amount hitting the opposing player is hidden in reports. 

Level 6

  • Attack: 6 bars
  • Armor: 5 bars
  • Health: 6 bars
  • Speed: 7 bars

The Phantom X gains twice the attack power when hitting troops two levels below it.

  • Very Strong versus Helicopter, Bombers and all Ground Units
  • Weak versus Fighter Aircraft and Anti-Aircraft
  • Bypasses enemy Counter Intelligence
  • Benefits from Mercenary Aircraft Attack/Armor/Health bonuses
  • Benefits from Troop Attack/Armor/Health bonuses
  • Increased health when defending with Machina
  • Conceals their population within a report
  • 2x Attack power when attacking weaker defending troops.

Masquerat

This mercenary has some interesting twists like the Phantom X. The opposing player cannot tell how many are hitting them, and they are geared towards taking out Nightingales and Machinas. They are available in Level 4 and Level 5, and are considered Operative Troops.

Level 4

  • Attack: 4 bars
  • Armor: 3 bars
  • Health: 4 bars
  • Speed: 2 bars

Level 5

  • Attack: 5bars
  • Armor: 4 bars
  • Health: 5 bars
  • Speed: 2 bars

They are geared towards being an offensive troop.

  • Strong versus Medics and Machinas
  • Weak versus Defenses
  • By pass enemy Counter Intelligence
  • Benefits from Operative Attack Bonuses and applies 3x to that bonus
  • Benefits from Operative Health/Armor Bonuses
  • Benefits from Troop Attack/Armor/Health bonuses
  • Requires Merc Rations, Masquerat Tokens, a Nightingale Token and a Machina Token to train.
  • Attack triples with Operatives in the deployment in a number greater than the Masquerat
  • Conceals population in reports
  • When attacking, reduces the effectiveness of the defender’s Nightingales and Machinas based on the ratio of herself over the maximum Solo Deployment or Rally Capacity.

Mercenary troops give an added benefit to your base. Be sure that you understand the strengths and weaknesses of each one before sending them into battle! This article will be updated as new mercenary troops are released.

Do you have an tip or comment about mercs? Let us know in the comments below!

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1 Comment
  1. Rhoda says

    Hi there! Such a great write-up, thanks!

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