Units are a fundamental part of Royal Revolt, both when Attacking and Defending. Most unit types can be unlocked by upgrading the Troop Academy, where they can be upgraded as well. Other units – Monsters – have to be unlocked and upgraded by finishing their respective levels in the Dungeon.
You can equip up to 3 Units (at the cost of 400 Gems for the 3rd Unit Slot) in a battle. These Units can be unlocked and upgraded in your Troop Academy.
List of Units[]
Regular Units[]
Unit | Damage | Range | Speed | Attack Rate |
Resistances | Weaknesses | Max Forging Pearl Cost |
---|---|---|---|---|---|---|---|
Knight 1 |
Normal (Can Be Improved Through Forging) | 0.80 | 2.25 (Can Be Improved Through Forging) | 0.85 | 50% | 100 | |
Archer 2 |
Piercing (Can Be Improved Through Forging) | 3.50 (Can Be Improved Through Forging) | 1.73 | 1.00 | 50% | 100 | |
Paladin 3 |
Blunt | 1.00 | 1.73 (Can Be Improved Through Forging) | 0.85 (Can Be Improved Through Forging) | 75% 50% |
100% 95% 25% |
100 |
Ogre 12 |
Blunt | 1.20 | 1.73 (Can Be Improved Through Forging) | (Can Be Improved Through Forging) | 25% | 50% | 300 |
Froster 3 |
Ice (Can Be Improved Through Forging) | 5.70 | 2.25 | 0.75 | 90% 75% Varies ▲ |
100% | 150 |
Gargoyle 4 |
Blunt (Can Be Improved Through Forging) | 3.50 | 3.00 (Can Be Improved Through Forging) | 1.00 | 50% 50% |
50% | 200 |
Cannon 5 |
Blunt (Can Be Improved Through Forging) | 6.00 | 1.99 | 0.20 | 50% 50% |
100% 100% ▼ |
200 |
Pyromancer 4 |
Fire | Varies (Can Be Improved Through Upgrading Or Forging) | 1.73 | 0.50 (Can Be Improved Through Forging) | 75% 75% |
100% 50% |
200 |
Mummy 14 |
Poison | 1.00 | 2.00 (Can Be Improved Through Forging) | 0.50 (Can Be Improved Through Forging) | 50% 50% Blunt Resistance Can Be Added Through Forging |
50% | 400 |
Arblaster 4 |
Piercing | 5.50 (Can Be Improved Through Forging) | 1.73 | 4.00 (Can Be Improved Through Forging) | 100% | 200 | |
Werewolf 16 |
Normal | 1.00 | 4.00 | 1.20 (Can Be Improved Through Forging) | 50% 25% |
75% | 400 |
Mortar 5 |
Poison (You Can Add Blunt Damage Through Forging) | 6.00 | 1.73 | 0.25 (Can Be Improved Through Forging) | 100% 50% |
100% | 200 |
Monk 10 |
Normal (Can Be Improved Through Forging) | 1.20 | 2.00 | 0.50 | 100% 50% |
300 | |
Necromancer 15 |
Normal Lightning (Can Be Improved Through Forging) |
0.80 2.00 |
2.25 | 0.85 | 100% 80% |
100% 100% |
400 |
Viking 16 |
Blunt | 0.80 | 2.00 (Can Be Improved Through Forging) | 0.50 (Can Be Improved Through Forging) | 0% (Wrong Symbol)
50% Blunt Resistance And 50% Ice Resistance |
0% (Wrong Place) 75% |
600 |
Cultist 8 |
Piercing | 3.00 | 2.00 (Was Buffed From 1.20 , Can Be Improved Through Forging) | 0.25 | 100% 50% |
50% 25% |
600 |
Ninja Units[]
Unit | Damage | Range | Speed | Attack Rate |
Resistances | Weaknesses |
---|---|---|---|---|---|---|
Ninja Instant |
Normal | 0.80 | 4.00 | 4.00 | 100% 100% |
200% |
Toxic Ninja Instant |
Poison | 4.00 | 3.00 | 0.50 | 100% 100% |
|
Frost Ninja Instant |
Ice | 0.80 | 4.00 | 4.00 | 100% 100% |
|
Pyro Ninja Instant |
Fire | Varies | 3.00 | 0.50 | 100% 100% |
100% 50% |
Brute Ninja Instant |
Blunt | 0.80 | 3.00 | 4.00 | 100% 100% |
200% |
Stone Ninja Instant |
Normal | 0.80 | 3.00 | 4.00 | 100% | 200% |
Heal Ninja Instant |
Normal | 0.80 | 3.00 | 4.00 | 100% 100% |
200% |
Lightning Ninja Instant |
Lightning | 0.80 | 3.00 | 4.00 | 100% 100% |
200% |
Special Event Units[]
Unit | Damage | Range | Speed | Attack Rate |
Resistances | Weaknesses |
---|---|---|---|---|---|---|
Yeti Instant |
Ice | 4.50 | 2.25 | 0.50 | 100% 100% |
75% |
Zombie Instant |
Normal | 0.80 | 1.50 | 0.50 | 100% 90% |
100% |
Some Units have additional weaknesses and resistances that are not listed in the card summary. |
Unit Characteristics[]
Each troop type has its main attack and abilities, as well as resistances and weaknesses.
Morale Cost[]
Using troops in battle requires Morale. When attacking, morale recharges and can be spent to call more troops. In defense, waves provide limited morale to be spent on troops (upgrade your waves to get more morale). In general, stronger units have a higher Morale cost.
Health[]
Health, or hit points (HP), determines how much damage a unit can take before dying. Health can be restored through healing.
Movement Speed[]
Some units are faster than others. Except for the Werewolf, which is significantly faster, the differences aren't that large. For more information, see this page.
Attack Rate[]
A unit's attack rate refers to the number of attacks it can perform in a second. A unit's attack rate can also affect its de facto moving speed since it has to stop until a strike is completed. As with movement speed, attack rate differences between most units are not large (except for Arblasters and Ogres, which are significantly faster and slower, respectively).
Damage[]
In Royal Revolt 2, a unit's damage always refers to damage per hit, which does not factor in attack rate. This gives a good view of how much potential the unit has per hit. For example, a cannon deals only moderate damage per second but takes five seconds to shoot, resulting in a lot of damage per shot, thus its ability might be over-estimated. A boosted storm cannon, at the same time, has a higher attack rate which can mean less damage per shot. Similarly, an Arblasters' attack might seem low, but its damage per second, (DPS) would be very high given that it has an attack rate of 4.00.
Damage Type[]
All Units deal some type of Damage on enemy troops or structures. With Elite Boosts, sometimes a second damage type is added.
Resistances[]
Units can have resistances against several damage types, reducing the damage by a proportional amount they receive. For example, a 25% resistance against Fire damage means that a unit will receive 3/4 (100% - 25%) of all fire damage.
Weaknesses[]
Contrary to resistances, units can also have weaknesses against damage types. When hit with such a damage type, the unit takes additional damage.
Range[]
Some units only deal melee damage while others have a bigger range. Ranged units can attack across lanes.
Attack Area[]
While some units only attack a single target, other ones have an area of effect ("AoE damage"), allowing them to hit multiple targets at once.
Behavior[]
Most units travel along the path until they see a target to engage and then go for it. However, not all units behave in the same way. For example, some units make exceptions in what they attack and ignore.
Special Abilities[]
In addition to their primary attack, some units have other abilities. For example, a mummy can stun enemies.