Units | Risk Phase Divinity: DC Guide
Last update: 11 May 2016
This is the armies that you have under your command. There are three kinds of these - ground, sea and airborne units. Their kind also determines the number of fields they can travel during one round. Ground units, in general, are inferior to the remaining ones and, an army composed only of these, deployed against aircraft and ships is bound to lose. On the other hand, they are necessary to seize lands in the Risk phase, as well as of buildings in the combat phase. Do not underestimate any of the types, even ships, on maps predominantly made of mainland, can be an asset. You can take advantage of their long range to fire at the enemy at a distance. They can also be used to transport units into another region of the map.
Ground units
Trooper
Upgrades:
Enhanced engines - unit speed-up by 160%, 5 research points
Spoils of war -troopers can seize enemy buildings, 5rp
For the empire! -troopers self-destruct and inflict heavy land damage, 5rp
The most basic unit which is, in general useless, but valuable only in large groups. They are useful, though, thanks to the Spoils of war, which enables them to seize enemy buildings. A small trooper unit combined with e.g. warlocks, who can act as a cover for units, can cut into the side-base of the enemy without being detected, and take it over. On the strategy map, they have one movement point.
Grenadier
Upgrades:
Imp binoculars - increases the attack range by 25%, 5rp
Enhanced explosives - equips grenadiers with rockets that inflict heavy damage, 10rp
Chemical warfare - poisons the enemy and damages him for 3,5% hp per second, the poison can, additionally spread to the nearby units. Units remain poisoned until healed. 10rp
Decent infantry, which additionally come equipped with AA defense, thanks to which it is capable of defending against the enemy aircraft. Above all, they work well against armored vehicles and dragons. They are weak against hunters and heavy units. On the strategy map, they have one point of movement.
Shaman
Upgrades:
Immunity - decreases the damage taken by a friendly unit by 50% and also heals all of the negative conditions, 10 research points
Cripple - paralyzes units within 100 meters for 8 seconds, 20rp
Charm - The player takes over a selected enemy unit for 50 seconds and controls it, 40rp
In themselves, shamans are of no combat value and the will die quickly without any support. If properly protected, they can tip the scales of the battle. Enemy shamans should always be number one target for elimination. On the strategy map, they have one movement point.
Warlock
Upgrades:
Cloak - the warlock becomes "almost" invisible for 150 seconds, 5rp
Meet the beetles - turns the enemy unit into a bug for 56 seconds, 10rp
Death from above- a meteorite rain hits the designated area, 20rp
A support unit. Unlike the shamans, warlocks can defend themselves if necessary. Still, it should not be used for direct fight and will die quickly. When kept outside of the main heat of the battle, it can deal a lot of damage to the enemy. On the strategy map, warlocks have one movement point.
Hunter
Upgrades:
Revelation - exposes the enemy units within the radius of 1000 meters, 10rp
A Bird in the hand - allows engaging the airborne units, 20rp
Teleportation - hunter can teleport to a friendly unit, 40rp
Perfect against the enemy infantry. After upgrading, they are also very good against airborne units and dragons. Very weak against heavy equipment. On the strategic map, they have two movement points.
Armor
Upgrades:
Public transportation - allows the vehicles to transport soldiers, 5rp
Short, sharp shock- strong ground damage within the radius of 400 meters of the vehicle, 10rp
You are mine! - vehicles can drop mines onto the battlefield, which explode on contact with the enemy, 20rp
A decent and universal unit. It works against every other unit, apart from grenadiers and air attacks. On the strategic map, they have two movement points.
Devastator
Upgrades:
Enhanced Engines - moves faster by 140%, 10rp
Besiege - the devastator goes into the siege mode, at the cost of mobility it increases its range, 20rp
On the double - the devastator fires twice instead of once, but the destructive power of each shot is reduced to 75% of a regular shot, 40rp
Typical artillery, formidable against all ground and naval units, as well as against buildings. The greatest threat for them is dragons and airborne units. On the strategic map it has two movement points.
Naval units
Transport
Upgrades:
Minesweeper - the transport disarms the enemy mines, an absolute must-have, 5 research points
Cloak - The transport disappears from the enemy sight for 225 seconds. 10rp
For the Empire! - the transport self destructs and inflicts damage to the enemy units
A unit that is absolutely necessary if you want to win on the strategy map. During the battle, it is, in general, useless unless the map is crisscrossed with rivers that enable a surprise attacks from behind. In reality, however it involves a lot of work and does not necessarily have to be a good move. On the strategic map, they have two movement points.
Ironclad
Upgrades:
revelation - exposes enemy units within 1200 meters, 5rp
Sea Mine-Maids - plants a sea mine, 10rp
On Guard - for 18 seconds the ironclad can destroy all of the incoming projectiles.
The basic naval unit. Effective against Juggernauts, air units and dragons. Weak against infantry. On the strategic map it has two movement points.
Juggernaut
Upgrades:
Imp Backup - allows you to produce fighter planes that can protect the ship, 5rp
Imp Binoculars- increases the range by 25%, 20rp
Bunker buster - the strongest skill of all available in the game. Additionally, it can be reinforced with the permanent card from the Imps. The mighty bomb falls on the designated point on the map and destroys everything in its way. Still, it can be destroyed with a projectile before it hits the ground, 40rp
Formidable units but vulnerable to Ironclads. They can also be threatened by devastators and bomber balloons, which can be countered with reinforcements. On the strategic map, they have two movement points.
Airborne units
Imp fighter
Upgrades:
Iron Plating - increases hp by 50%, 10rp
Bombs Away - fighters can attack ground and naval units, 20rp
War of Attrition - fighters slow down the enemy units for 3 seconds with each shot they take, the effect cumulates, 40rp
By default an AA unit but, after you develop bombs, it also works against all types of infantry, apart from grenadiers and the hunter with the bird in the hand. They can be threatened by heavy ships. On the strategic map, they have four movement points.
Bomber Balloon
Upgrades:
Mine High Club - mines in the air, they activate after an enemy unit comes within 200 meters, 20rp
Revelation- exposes the enemy units within 1200 meters, 20rp
Enhanced Explosives - bolsters the balloon's basic attack, 40rp
Immensely useful against big enemy groups. They can be threatened by fighters, grenadiers and ironclads. On the strategic map it has three movement points.
Zeppelin
Upgrades:
"Fly my flaming pretties!" - the blimp shoots a series of 12, flaming projectiles, 5rp
Mustard Gas - the blimp drops a bomb that poisons everything within the range of 500 meters for 19 seconds, 20rp
Fog of war - the blimp can cloak all of the units within 500 meters for 225 seconds, 40rp
A support unit that is almost defenseless if alone. It increases the range of the nearby units but, in the long run, it is useless, at least by the time of developing the fog of war. Then, it is excellent for surprise attacks from behind. On the other hand, however if the enemy has the ability of revealing the map at his disposal, e.g. from a balloon, such an attack becomes risky and it is, probably, best not to pull it off. On the strategic map it has 3 movement points.