recursal/Fanatic-Fandom huggingface dataset:
Double Barrel

## Statistics

###

Gun - Ranged

###

###

1 ()

###

2

###

0.25 s

###

15 () | ()

###

0.15 s

###

2.5 s

###

1,000 | ()

###

5 WM

## Additional Statistics

###

0.10 s

###

65 WM/s

###

25

###

2 s

###

2,000 ()

###

###

20

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Double Barrel** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Double Barrel is a break-action shotgun with two barrels, a short ranged weapon that offers high knockback at the cost of range. It can discharge both barrels extremely quickly, releasing 20 pellets almost instantaneously. The weapon is incredibly powerful at point-blank range, capable of blasting units to the edge of the map with its exceptional knockback.

However, the Double Barrel has a tremendously short range. Even so, it still suffers from poor accuracy due to its wide bullet spread, making it ineffective when used beyond point-blank range as most of its already extremely low damaging pellets miss the target entirely. The weapon also needs a couple of seconds to reload its clip after firing two shots.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* Due to its reload time for each shot being faster than its warm-up, the first shot may fire both barrels at once.
* The Double Barrel's clip reload time is longer than the reload animation.
* Landfall made a typo with its projectile, calling it "Bouble" instead of "Double".
Get Them, Fast!

## Level Order

**Get Them, Fast!** is the thirty-eighth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

You are surrounded at the peninsula with two crew of pirates coming at you from the ships. Each crew consists of eight Flintlocks and led by a Captain. Do not idle or delay, else you will be declared lost when you failed to defeat them all after 25 seconds.

**Total units**:

16 Flintlocks, 2 Captains.

## Strategies

* Use 5 Quick Draws, 3 on the left and 2 on the right.
* Use 12 Valkyries, 6 for both enemy directions.

(Credit to Gameskiller for the strategies listed, as seen here)
Fire

## Overview

**Fire** is a non-controllable substance that deals lots of damage in Totally Accurate Battle Simulator. It is shot from the Skeleton Archer's bow and blown by the Dragon and Wheelbarrow Dragon, it can spread after it hits a unit close to another. If in large groups or clumps, the fire can eventually spread to every unit nearby, causing them to all die quickly.
Hero Unit

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Overview

The **Hero Unit** was to-be a special Unit which you would have possessed as long as it's alive and on the battlefield. It was planned planned as a DLC/update. But was scrapped due to limitations. An example of the hero unit in action is here and here.

## Features

While you can customize it with all the props from the Unit Creator, The Hero unit will have a few special "hero weapons" to choose from. (A.K.A special exclusive weapons)

The hero unit will have directional attacks, meaning that you can choose to swing from the left/right/up/down - more movements and choices than the current Unit Possession system.

Also, according to Landfall, when the hero is placed, you will immediately go into first person control of the hero when the battle starts.

## Trivia

* The Hero Unit was originally planned as an update for Early Access, but due to Landfall wanting to add enough that it would extend the release date of the Full Version, there are no plans for the Unit that they can squeeze in just yet.
Fantasy Good (Faction)

## Fantasy Good

An example of all of the units in the faction

The **Fantasy Good** Faction (Called **Good** in the game) is an unlockable faction in Totally Accurate Battle Simulator.

The UI icon color of the faction is '*Pale-Yellow*'.

## Description

The faction consists of valiant and righteous units donning in bright clothes. They make themselves as holy units with many magical powers.

This Faction is centered around crowd control. The Devout Gauntlet, Celestial Aegis, and Righteous Paladin are more focused as distraction units or defensive units, although the Devout Gauntlet is capable of doing lots of direct damage in groups.

## Units

\***Hitpoints** is modified by the unit's size. For the unit's base hitpoints, please refer to their page.

## Gallery

Devout Gauntlet concept artRighteous Paladin concept artDivine Arbiter concept artChronomancer concept artMore Cronomancer concept art
## Trivia

* The Faction was moved to the Full Release update instead of the 0.12.0 update due to the fact that the developers thought that it would fit it better than the 0.12.0 update.
* The devs stated that the faction was not fantasy to mislead people.
Flintlock (Weapon)

## Flintlock

* Flintlock
* Flintlock - Drop

## Statistics

###

Gun - Ranged

###

###

1

###

0 s

###

55

###

5 s

###

11

###

10 WM

## Additional Statistics

###

1 s

###

65 WM/s

###

12

###

2 s

###

800

###

###

5

###

0

###

0 s

###

0

## Statistics

###

Gun - Ranged

###

###

1

###

0 s

###

55

###

###

###

N/A

###

10 WM

## Additional Statistics

###

1 s

###

65 WM/s

###

12

###

2 s

###

800

###

###

5

###

0

###

0 s

###

0

## Usage

###

 30

###

The **Flintlock** is a ranged weapon from the Pirate faction. It is used by a unit with the same name, the Flintlock.

## Overview

The Flintlock is a weapon used by the Flintlock, it does a low amount of damage, but is used well when in groups. The Flintlock comes in two versions; one that's dropped after firing its shot, as used by the Flintlock unit, and one that is not dropped and can be reloaded, which is only available through the Unit Creator.

## Appearance

It looks like a traditional flintlock pistol, with a wooden handle and metallic and gold accents. It uses the flintlock firing mechanism.

## Historical Information

In real life, the flintlock pistol was used as mainly either by civilian, or generals who were not carrying a Musket as a primary weapon. In battle, compared to the flintlock musket the flintlock pistol had less range and a lesser chance of actually going through its target, but had a slightly shorter reload time as it required less gunpowder and that made it better for close combat. But with long range, it was terribly inaccurate.

## Trivia

* The Flintlock was a firing Mechanism that hit a piece of Flint across some Steel, thus firing the Gun. it was one of the more advanced firing mechanism compared to some older mechanisms like the matchlock or wheellock.
* It, along with the Pike, are the only weapons that are thrown away after use.
* If the attack speed of the droppable version of the weapon is set to a very high number or negative, it can fire multiple times in quick, albeit inaccurate, succession before being discarded.
* The unit Flintlock's behavior is somewhat accurate, as in real life most of the time people who fired the flintlock would change to a melee weapon, or use the flintlock as a makeshift club in a pinch, or resort to fist fighting after firing it. even though throwing the gun outright is not ideal for later in combat.
* The reloading speed of the reloadable Flintlock is unrealistically fast.
* When holding the One-Use Flintlock with both hands, the unit will continue to hold it in their left hand after firing and hit units with it while still punching them with their right hand.
	+ This comes at the cost of units occasionally holding the flintlock behind their backs and crippling their accuracy, however...
* Making the attack speed of the weapon incredibly high can cause the flintlock to fire more than one shot before being emptied.
Melee Dodge

## Characteristics

The Melee Dodge can prove useful in allowing the unit to evade swings from a colossal weapon by sliding out of harm's way. But when facing against conventional melee weapons, the ability causes the unit to dodge into the attacker, usually getting hit by the weapon they are trying to dodge in the first place. Its reaction time is also quite slow, often failing to evade basic melee weapons such as the Squire Sword.

Each dodge has a 1 second cooldown. Using the ability as a possessed unit will always prompt them to dash a few steps back.
Neon Beam Bombard

## Statistics

###

Gun - Ranged

###

###

1

###

2 s

###

150

###

8 s

###

18.75

###

20 WM

## Additional Statistics

###

1 s

###

150 WM/s

###

0

###

2 s

###

6,500

###

###

0

###

0

###

0 s

###

15

## Usage

###

 250

###

N/A

The **Neon Beam Bombard** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

An RPG-style laser weapon that exhibits a laser to target foes momentarily before delivering a massive energy beam. Notably, this weapon possesses the capability to penetrate multiple units, although it is worth noting that its attacks are nullified by Shields. The laser is cosmetic and does not always determine where the shot will go.
Fan Bearer

* Red
* Blue

## Statistics

###

###

 200

###

40

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.2.0

## Characteristics

The Fan Bearer uses their long handheld fan in an attempt to blow away approaching enemies. They are very fragile and exposed. The wind they create can cause extremely light damage; if close enough, they will smack enemies with their fan and cause minor damage.

A lone Fan Bearer is often insufficient to keep a normal Wobbler at bay, with two being required to hold them off consistently. The wind blows every unit in its area, bunching up will provide no resistance at all.

## Appearance

The Fan Bearer is a Wobbler wearing ancient egyptian clothes, with a sash over its right shoulder and a three piece skirt, all of which are different shades of team color. They wear wrist guards and shoes identical to those of the Sarissa, and wield a long poled, large team colored fan in the same manner of the unit.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Strategies

### Usage

Fan Bearers work best against melee units, especially in conjunction with friendly ranged units, as the two work together to keep the enemy at a distance. Despite this, they have limited effectiveness against large enemies because of their higher weight, so they aren't blown back as easily.

Fan bearers are especially effective on maps with narrow bridges and steep cliffs, as they can easily send enemies over the edge if well positioned. Despite their close range and high vulnerability to projectiles, their cheap cost makes up for it, so they can be placed in large groups, thus minimalizing a large drop in numbers from most attacks.

## Changelog

 Early Access 0.2.0
* The Fan Bearer was added to the game.

 Early Access 0.5.1
* Added sound for the Fan Bearer.

 Early Access 0.6.0
* Increased the attack speed of the Fan Bearer.
* Slightly decreased the knockback effect of the Fan Bearer.

## Trivia

* As a group of Fan Bearers can keep away melee units while dealing chip damage, it is feasible for them to defeat a Super Boxer, Although this takes a very, very long time.
* When in numbers or with nearby melee, it is often possible for the Fan Bearer to blow around ally units and themselves.
* Even though their skirt is entirely team colored on the actual unit, the same prop found in the Unit Creator has one of its cloth segments colored in gold.
* As of the Full Release update, the Fan Bearer was given a new voice that makes sounds identical to that of Pingu, though the sounds are very quiet.
	+ Previously, they had the same vocals as the Sarissa.

## Gallery

The UI icon of the Fan BearerClose-up of a Red Fan BearerClose-up of a Blue Fan BearerGone With The Wind (Way Gone)NOOT NOOOT!IM UR BIGGEST FAN!!!!!!!!!!!!!An example of the fan bearers location
Colossal Spike

## Unit Order

**Colossal Spike** is the eleventh level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

The player is surrounded on two sides. One side contains three Protectors guarding two Chieftains with eight Spear Throwers in the back. The other side contains two Mammoths.

**Total units**:

3 Protectors, 8 Spear Throwers, 2 Chieftains, 2 Mammoths.
Neon Plasma Pulses

## Statistics

###

Gun - Ranged

###

###

1

###

8

###

0.3 s

###

250 | ()

###

0.35 s

###

2 s

###

714 | ()

###

150 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

0

###

2 s

###

3,500

###

###

0

###

0

###

0 s

###

10

## Usage

###

 450

###

N/A

The **Neon Plasma Pulses** is a ranged weapon from the Neon faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

A plasma weapon that can reduce units to atoms. It has a magazine that requires reloading after 8 shots. Like many guns, it cannot penetrate through Shields.

This weapon stands out as one of the longest-range options in the game, extending to 150 WM, a range that significantly surpasses the Winchester.
Order Units Charge

This ability is used by the Flag Bearer. Any units within the circle created will run quickly with the bearer towards the enemy when the battle starts. Units affected by the ability will have movement speed increased and has small dust cloud effects at their feet, like a Mammoth's, just much smaller.

A Flag Bearer creating a stampede
Pharaoh Flail

## Statistics

###

Bludgeon - Melee

###

###

2 s

###

###

1.8 WM

## Additional Statistics

###

1.1 s

###

## Usage

###

 30

###

The **Pharaoh Flail** is a melee weapon from the Legacy faction. It is used by the Pharaoh.

## Characteristics

The Pharaoh Flail consists of cylindrical striking heads attached to a handle with a larger and flexible head. Swinging the Pharaoh Flail can inflict great damage, with the handle being just as capable as the head in damaging enemy units. However, it lacks in precision and takes longer time for units to swing it.

## Appearance

It looks like a flail, at the top there are 3 lines all are bronze-coloured and cerulean. At the middle of the fail there is a copper-coloured sphere. Finally at the bottom of the fail is deep blue and tanned orange.
Lightning Projectile Block

**Lightning Projectile Block** is a defensive Ability that belongs to the Thor unit. The Ability makes the unit equipped to it (or the Thor unit) block a sharp projectile when the player controls the unit and turns Mjölnir to face the sharp projectile and block it. The unit (or Thor) for some reason needs the sharp projectile to hit Mjölnir, which has a small chance of happening, due to the unit usually always going towards the unit that shoots them, where that unit usually shoots towards the stomach or head, not Mjölnir.

This ability can deflect 15 projectiles at the same time.
All the Bullets

**All the Bullets** is the twelfth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Two Cacti take the front to sponge in all incoming projectiles, while the two Gatling Guns wind up speed and bullets with assistance by four Gunslingers, two on each side of the two Gatling Guns.

**Total units**:

2 Cacti, 4 Gunslingers, 2 Gatling Guns.

## Trivia

* This level introduces the Gatling Gun unit.
Ninja (Alpha)

## Overview

*Not to be confused to it's greater counterpart, the Ninja Master.*

**Ninjas** are ranged units found in the Asia Faction. Ninjas throw powerful shurikens at enemies. While firing far slower than Ninja Masters, Ninjas are much more accurate. They are the possible reason why the Poacher was removed from the game.

## Appearance

It looks like a Peasant wearing a black hood, covering its face. Only the eyes are visible. It is red or blue depending on the team.
Kings United

## Unit Order

**Kings United** is the sixteenth level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

Kingdoms have heard of trouble brewing in another kingdom and have united to terminate the problem before it possibly spread to theirs. The Kings have gathered the best of their forces to fight the threat.

Three Kings stand in the open field, front of the castle doors, with four Archers and a Catapult to their left and five Archers and a Catapult to their right.

**Total units**:

9 Archers, 2 Catapults, 3 Kings
Exploding Lasso

**Exploding Lasso** is the ninth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Three rows led by a Cactus each and followed by three Dynamite Throwers, another two rows consisting of the same units are seen slightly behind in between gaps made between the front three rows. Three Lassos position; behind the rows of cacti and Dynamite Throwers, each Lasso spread out in a line.

**Total units**:

15 Dynamite Throwers, 5 Cacti, 3 Lasso.
Mad Mechanic

* Red
* Blue

## Statistics

###

###

 500

###

242 ()

###

1.10x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Full Release 1.0.0

## Characteristics

The Mad Mechanic wields two claws that spews out light-blue fire that can burn through hordes with ease.

## Appearance

The Mad Mechanic has two mechanical claws, a spiked ball with tentacles behind it, goggles with 3 eye holes, tattered clothing, and some tools.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Strategy

### Usage

The Mad Mechanic is most effective against small, weak groups of units due to the big area of effect of it's flames. The Mechanic, however, is quite a glass cannon, so its best used as a support unit while other units take damage for it. When in groups, Mad Mechanics excel at dealing with high health units because of their knockback and damage.

### Counter

The Mad Mechanic can be countered via ranged units or fast units.

It's flamethrowers have a blind spot so units very close to it might be unaffected by it's flames.

## Trivia

* Unlike other units with fire, the Mad Mechanic's fire does not spread.
* The Mechanic's Energy Tank can block projectiles.
* This unit may be based on the Flamethrower.
MP-40

## Statistics

###

Gun - Ranged

###

###

1

###

32

###

0.5 s

###

20 | ()

###

0.135 s

###

6.5 s

###

148.15 | ()

###

15 WM

## Additional Statistics

###

0.1 s

###

90 WM/s

###

25

###

2 s

###

2,000

###

###

5

###

0

###

0 s

###

15

## Usage

###

 200

###

N/A

The **MP-40** (**Maschinenpistole 40**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The MP-40 is a submachine gun, capable of firing bullets with considerable speed. That the bullets it fires inflict extremely low damage, but can deliver decent knockback on the target. With its rapid fire-rate, it can stall a target and slowly chip away their health.

The MP-40's range is sub-par at best, fairing worse the longer the distance as the bullets spread more. After firing 32 shots, it will have to reload its clip before it can fire again. The clip takes a while to reload, giving opponents ample time to advance and strike.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* The The MP-40 uses the same ammunition as the PPSh-41 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire two to three bullets at once.
* The MP-40 fires 9×19mm Parabellum ammunition in real-life.
* MP-40, or *Maschinenpistole 40*, literally means "machine pistol 40".
* Despite no being its default ammunition, the MP-40 does have its own bullets, each dealing 35 damage.
Mirror Shield

## Statistics

###

Shield - Melee

###

###

1.5 s

###

###

2 WM

## Additional Statistics

###

1.2 s

###

10

###

0.30x

## Usage

###

 190

###

N/A

The **Mirror Shield** is a melee weapon from Misc. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Mirror Shield is a large handheld mirror that is used as a shield. Instead if blocking projectiles, the shield reflects it back to its shooter. Almost every projectiles, including Ballista Bolts and Tank Rounds can be reflected. The exceptions are large, round projectiles such as Catapult Rocks and Cannonballs

As an extreme setback, The Mirror Shield will shatter after reflecting once, where it will become practically useless as it loses its physical properties. As such, despite it still being visually intact, it has no collision and any projectiles and melee attacks will pass right through. Still, the shield is capable of reflecting multiple projectiles if they hit all at once, making volley fire against this shield ill-advised.

Units using the Mirror Shield will approach their opponents with it, where they will bash them with the shield when close. The shield however regularly does not inflict any damage, and is completely harmless when it is "shattered". Still, despite its innocuous properties, units will still try to attack with it. It also has a slightly shorter cooldown than most melee weapons... though this will not help much at all.

## Trivia

* Glass shards will fall off the shield after reflecting a projectile.
* The Mirror Shield has been in the files for a while as it was found and used in mods last year.
* If a Snake makes contact with the shield while airborne, it will convert the Snake to the shield bearer's team.
Painter

* Red
* Blue

## Statistics

###

###

 50

###

60

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.5.0

## Characteristics

The Painter attack units with their paintbrush and palette which deal low damage. They can dodge incoming projectiles.

## Appearance

The Painter wears stereotypical Renaissance-era "foppish" clothing, complete with beret and jabot. They wield a paint brush and palette, which it uses as melee weapons. When the Painter attacks with its brush, splotches of paint fly through the air.

## Unit Voice

 Bite Vocals
 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

In battle, the Painter functions as a basic melee unit, hitting enemies with their paint brush and palette. Both the brush and palette deal considerably low damage, even compared to other cheap units at this cost. Even if the damage of a single painter is a bit mediocre, a large swarm can overwhelm most lone units which do not specialize in fending off multiple small units. Compared to a Halfling, which costs the same amount of gold to place, Painters are taller and their melee attacks do not stick to the enemy, making them a suitable alternative for swarming. The palette can also block projectiles, though this is rare given the placement and size of the palette itself.

One of the key abilities that the Painter brings to the battle is their ability to dodge projectiles by jumping to the side. While this jump tends to halt their movement for a bit as they return to their feet, this dodge makes them great anti-projectile units. Projectiles such as Arrows, Bullets, and even Ballista Bolts can be avoided, allowing one Painter to waste the time of the enemy team's ranged units. In this context, comparing a Painter to the Shadow Walker as a back-line disruptor, the Painter is a quarter of the price in exchange for not instantly warping to the back lines.

This ability is limited however, where projectiles with a large volume or rate of fire can outpace the dodge's cooldown. Several attacks can also instantly hit the Painter before the dodge comes into effect, making the Wizard and similar enemies much more threatening. The dodge also does not prevent damage through adjacent Area of Effect attacks, presenting a hard counter to swarming strategies using painters. Finally, the dodge activates automatically when the Painter is fired upon, meaning a player-possessed unit will dodge regardless of the player's input.

## Trivia

* They were released without their dodging ability.

## Gallery

The painter finishing a cheerleader's portrait.PAOLO!!! ⋋\_⋌
Jouster Shield

## Statistics

###

Shield - Melee

###

80

###

2 s

###

40

###

1.5 WM

## Additional Statistics

###

1.15 s

###

100

###

0.25x

## Usage

###

 150

###

The **Jouster Shield** is a melee weapon from the Renaissance faction. It is used by the Jouster.

## Characteristics

The Jouster Shield is a uniquely shaped plate that can block most incoming projectiles and weak melee attacks. The lower half of the shield is yellow, while the upper part is team-colored.
Neon (Faction)

The **Neon Faction** was an available Faction in the game that only appeared in the Closed Alpha. The Neon Faction could not be used in sandbox mode until all five of the Neon levels were completed in the campaign. The Neon faction made up levels 21 - 25 of the campaignin the Closed Alpha. Neon faction units were generally considered the most powerful faction (besides some of the units in the Misc. Faction) for its cost to effectiveness ratio.

* Energy Sword unit
* Energy pistol unit
* Tesla unit
* Gravity dude unit
* Box gun unit
* Energy sword master unit
* Beamer unit
* Projectile shield unit
1/8

## Closed Alpha

### Map

* Neon - The map appeared as a semi-flat map with five large pillars, one in the center, one in the back, and three on the bottom right part of the map. The map was mainly a purple color. It also had small pillars on the edges of the map. In the left part of the map, there were four large tubes near the edge and only one tube on the right. Sometimes, the large pillar in the back would shoot some kind of Neon Cube which passed through the hole of the pillar in the center.

## Full Release

With the full release, the Neon Faction makes its return; however, only weapons, attire, and radiant color options inspired by this faction have been introduced to the Unit Creator.

## Trivia

* The Neon's Faction name is a reference to their glowing equipment, resembling neon lighting.
* It is possible that Landfall took some inspiration from sci-fi or fantasy movies while creating the units, for example, the Energy Sword and the Energy Sword Master's weapons greatly resembling the Lightsaber from Star Wars.
* The Neon Faction is the only faction from the Closed Alpha to have no units from it return for the full release (Though, weapons from the faction have been added to the Unit Creator.)
M1911

## Statistics

###

Gun - Ranged

###

###

1

###

9

###

0.15 s

###

20 | ()

###

0.35 s

###

6 s

###

57.14 | ()

###

15 WM

## Additional Statistics

###

0.2 s

###

90 WM/s

###

25

###

2 s

###

2,000

###

###

3

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **M1911** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The M1911 is a semi-automatic pistol, a fast-firing weapon but lacking in damage. While it can fire relatively quick, its bullets are extremely low damaging, needing a couple shots to even kill weak units. Still, it can knock around units and thwart their advances.

That said, the M1911's accuracy is mediocre at best, struggling to hit accurately even at mid-range. It also only holds a clip size of nine shots, which will take a while for it to reload, leaving it vulnerable for the next few seconds.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* The M1911 fires .45 ACP ammunition in real-life.
* It is also known as the "Colt 1911".
* As the name suggests, it was designed in 1911.
	+ It is still currently in use by some units of the US military, meaning it was in service for over a century.
Mega Slap

## Statistics

###

Unarmed - Melee

###

80 - 160

###

0.5 s

###

320

###

1.5 WM

## Additional Statistics

###

15

## Usage

###

 60

###

The **Mega Slap** is a melee weapon from the Farmer faction. It is used by the Traveller.

## Characteristics

The Mega Slap is a powerful variant of the Fist, with each slap having the lethality of a sword and one-third the cooldown of a normal Fist.
Safe to say, units who have such slaps are menaces to say the least. Unfortunately, it is not available in the Unit Creator without the use of Mods.
Peasant Fist

## Statistics

###

Unarmed - Melee

###

15 - 30

###

1.5 s

###

20

###

1 WM

## Additional Statistics

###

40

## Usage

###

 0

###

The **Peasant Fist** is a melee weapon from the Legacy faction. It is used by the Peasant.

## Characteristics

The Peasant Fist is a weaker variant of the Fist, having mostly similar stats but with lower damage per hit and shorter range. It is not available in the Unit Creator.
Laughing Knights

**Laughing Knights** is the twenty-first level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

All Jesters make a diamond on the land bridge and followed by two Knights, two Executioners, and two Healers in that order.

**Total units**:

2 Healers, 2 Knights, 4 Jesters, 2 Executioners.

## Strategies

* Place 3 Deadeyes(optionally space them)
Icicle Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

3

###

0.5 s

###

15 | ()

###

###

15 | ()

###

15 WM

## Effect Statistics

###

10 s

###

25/s ()

###

0/s

## Additional Statistics

###

0.5 s

###

25 WM/s

###

15

###

5 s

###

500

###

###

0

###

0

###

0 s

###

0

## Usage

###

 290

###

The **Icicle Throw** is a Secret ranged weapon from the Farmer faction. It is used by the Ice Mage.

## Characteristics

The Icicle Throw is a throwable piece of ice that can periodically encapsule units it hits in a block of ice, temporarily freezing them from any movement. Units hit by the Icicle will take minor damage from its impact and also get their hitpoints quickly drained from the frost. The heath drain does not stack with more shots.

The Icicle Throw's effect lasts for 10 seconds during which the unit's hitpoints is drained and ice blocks can form. The ice blocks, from formation to dissolving, last for 1.3 seconds and can form 3 times on a single hit. While the effect cannot be stacked, the Icicle itself can be thrown rapidly though from a short distance.

## Trivia

* Although similar, its freezing attributes are rather different from the Ice Bow, as the unit's body does not become fully rigid when frozen to death.
Napoleon

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Overview

The **Napoleon Faction** is a faction in Totally Accurate Battle Simulator Open Alpha. Hailing from the early 19th century in the First French Empire and Napoleonic Wars (1795-1815), these Units are based on Napoleon Bonaparte's French Imperial Army. Following the thematic, most units wear the characteristic French shako decorated with a tricolored cocard.

   It and would have released a very range-heavy faction, focusing on the Musket as its principal unit. It can deal with heavy enemy mobs via Barrelrollers' flames, and the Cannon Crew can be an effective Unit if used correctly.

According to Wilhelm Nylund (the CEO of Landfall), this faction was split into the Renaissance and pirate factions.

## Units

* Musket - Was in this faction before it was moved to the Renaissance faction.

* Barrel Roller - Was from the Open Alpha to the Closed Alpha in this faction before it was moved to the Legacy Faction.
* Cannon Crew - Was in this faction before it was moved to the Pirate faction.

## Trivia

* Despite the fact that it's scrapped, you can still find Napoleonic and French Empire units made by fans in the Workshop.
Kicks and Bolts

**Kicks and Bolts** is the twenty-seventh level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Five Taekwondo stand on the right-side staircase, with seven Chu Ko Nu behind them. In addition, the side bridges on the right side have an additional single Taekwondo and two additional Chu Ko Nu.

**Total units**:

7 Taekwondo, 11 Chu Ko Nu.

## Strategies

* Use some Gunslingers or Deadeyes in the back and some Cactuses in the front to tank the bolts.
Miscellaneous

**Miscellaneous** weapons are assorted weapons in Totally Accurate Battle Simulator.

## Characteristics

Weapons that fall into the Miscellaneous category are simply weapons that have no specific similarities in class to be categorized with other weaponry. The former applies to Axes, Knives and Staffs.

### Axes

An axe is a type of melee weapon that has a handle and an edge on its head to concentrate force on the area of impact. Axes that have a long handle are considered polearms instead.

### Knives

A knife or a dagger is a type of bladed weapon that is simply too short to be considered a sword. These are often best wielded with one hand.

### Staves

A Stave (staff in-game) is a long, slender stick that is intended for casting spells from a distance rather than being used as a bludgeon. While focused primarily on ranged attacks, all staffs except the Priest Staff can still bash any unit that gets too close after casting its spell, though this bash attack has a far longer cooldown than most melee weapons.

## List of Miscellaneous

* All
* Axes
* Knives
* Staffs
* Misc
Monkey King Jump

The Monkey King Jump is a supportive movement Ability used by the Monkey King.

## Characteristics

When a Unit is given this ability, they will jump up a certain height when a Unit is in a reasonable distance. Moreover, it also has the additional perk of giving the Unit temporary invincibility when they jump, and giving them a tail as well.

### Strengths:

* Temporary invincibility whilst jumping
* Overloading amounts of distraction for your team to take advantage of

### Weaknesses:

* Areas open to the void
* Small radius of attack can be exploited

Many Monkey Kings leaping onto a Mammoth
Lasso (Weapon)

*This article is about the weapon Lasso. For the unit, see Lasso.*

## Statistics

###

Rope - Ranged

###

###

1

###

0.8 s

###

30

###

5 s

###

6

###

20 WM

## Additional Statistics

###

1 s

###

20 WM/s

###

15

###

15 s

###

150

###

###

0.15

###

0

###

0 s

###

0

## Usage

###

 65

###

The **Lasso** is a ranged weapon from the Wild West faction. It is used by a unit with the same name, the Lasso.

## Characteristics

The Lasso is a weapon that will rope a unit from a far distance and pull them over to the lassoer. It inflicts very low damage on contact; it does no damage when pulling in the unit.

## Trivia

* The Lasso was used for catching horses and cattle.
* It will still spin even when the Lasso Unit is frozen by either the Ice Giant, Ice Archer, or Ullr.
Odds Against You

## Unit Order

**Odds Against You** is the sixtieth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

There are 2 Squires far apart from each other, but you can only place 1.

## Strategies

### Strategy by Bouncer

The real trick is to put the squire under the arch. The enemy squires can fall to their doom or get in awkward spots allowing your squire to sweep.

It is also a good idea to posses your squire.

## Trivia

* It is the first level that isn't in the Challenge Campaign that you need to do some tactics
Hammer

## Statistics

###

Bludgeon - Melee

###

140 - 280

###

1 s

###

280

###

1.5 WM

## Additional Statistics

###

0.6 s

###

10

## Usage

###

 90

###

N/A

The **Hammer** is a melee weapon from Misc. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Hammer is a construction tool used as a forceful improvised weapon. It is capable of delivering high damage rapidly, but is immensely inconsistent with its damage output. As it is small in size, it needs to get awfully close to inflict damage.
Dynasty (Faction)

The **Dynasty Faction** is a Faction in Totally Accurate Battle Simulator.

The UI icon color of the faction is '*Mauve*'.

## Dynasty

An example of all of the units in the faction

Early Access

Full Version

## Description

The Dynasty faction is one of the 14 available factions in Totally Accurate Battle Simulator that got released alongside the open alpha version. During the campaign, (it's the first faction that has its own) you must fight against the Dynasty faction in its own section of the campaign. These units are based on oriental (Japanese, Chinese and Korean) warriors from the 1300s to around about the years 1500–1600, with ninjas and samurais. Then you have to beat some levels using only the Dynasty faction.

This faction has a particular relation to projectiles: most units are ranged units, or have something against projectiles. For examples, the Samurai can parry every (light) projectile (and Blackbeard's cannonballs), while the Firework Archer fire fireworks, the Dragon can serve as a flamethrower, and the Hwacha is capable of crowd-control fire, or the Ninja throws several shurikens in a fast manner. This makes compromises between a fair defense, and a fair offense.

## Units

\***Hitpoints** is modified by the unit's size. For the unit's base hitpoints, please refer to their page.

## Trivia

* The Hwacha, the Ninja, and the Samurai are the oldest units in the Dynasty faction as they were in TABS since Pre-Alpha and are the only Dynasty units that were in Pre-Alpha, Open Alpha and Closed Alpha.
* The Lady Red Jade is found on this faction's map along with the Sensei, the Shogun, the Samurai Giant, and Taekwondo.
* Chu Ko Nu can be considered a Dynasty unit, although it is found in an Ancient map.
* The Wheelbarrow Dragon could also be considered a Dynasty unit, but it could also be a Farmer unit because it's based on the Wheelbarrow unit from said faction.
* The Dynasty, alongside the Medieval faction, have the most Secret units.
* The faction has a lot of scrapped maps for it that could possibly be added in a future update.

## Gallery

Ninja and samurai concept artNunchuck concept artMap concept art
Firework Archer

* Red
* Blue

## Statistics

###

###

 180

###

50

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.2.0

## Characteristics

The Firework Archer is an archer variant that shoots firework-propelled arrows. They can be used in most situations, against groups, single targets, or even other ranged Units.

## Appearance

It appears to look like a Wobbler with black long hair with a bun. It is wearing a Chinese styled robe and holds a bow that shoots fireworks.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

The Firework Archer is quite a versatile Unit in terms of use. Their rocket-propelled arrows work well to keep units at distance or to knock them off balance and keep them from fighting. While most ranged units have trouble fighting shielded units, the Firework Archer is an exception, as shields are helpful to this unit, providing a bigger target to shoot. Though the Firework Archer does not deal much damage with the initial shot, when an arrow explodes, it deals damage in a wide area, but a pretty low amount. The arrow's rocket power is substantial, as most regular-sized units can be held back with a single shot. Using multiple arrows at once makes it possible to lift a unit high above the battlefield before detonating.

## Trivia

* Due to fireworks being able to push enemy units, a lot of people like to "send them to space" by using a lot of Firework Archers.
* Like other archers, the Firework Archers lose accuracy when dealing with close quarters enemies.
* Firework Archers are not immune to their arrows, making large clusters of these units prone to friendly fire.
* Their impact of the arrows deal very low damage, despite resembling the arrow that Archer shoots, with only difference being a firework attached to it.
* As of the Bug DLC, You can make the fireworks too big and too powerful (in terms of how fast it will push Units) by toggling the bug "make fireworks more powerful". The AoE and seemingly the damage don't change though.
* In real History, weapons such as these were the first Gunpowder weapons.

## Gallery

A blue Firework Archer.A group of Firework Archers.A unit getting launched by one
King's Sword

## Statistics

###

Sword - Melee

###

220 - 440

###

2.5 s

###

176

###

3.2 WM

## Additional Statistics

###

1.4 s

###

1,500

## Usage

###

 230

###

The **King's Sword** is a melee weapon from the Medieval faction. It is used by the King.

## Characteristics

The King's Sword (commonly referred as the Zweihänder) is the weapon used by the King whom was once known as the Zweihänder Giant. It is a huge two handed sword that the King uses to slice through units, and does substantially high damage. However, it has a long cooldown, leaving them vulnerable to enemy attacks (like the Jester and Shogun).

### Historical Information

The Zweihänder was developed from the longswords by the Renaissance period, and became quite a hallmark weapon in Germany. The name actually means "two-handed" in German, and with its sheer size, you could technically call it something of a "great sword".

## Trivia

* The Zweihänder was commonly associated with Swiss and German mercenaries.
* The Zweihänder itself is actually anachronistic for the medieval faction, considering it is actually a weapon made in the *Renaissance era.*
* It has a Flaming version of it.
Legacy Impale

## Statistics

###

Ability - Ranged

###

###

###

###

## Additional Statistics

###

## Usage

###

 2,000

###

N/A

## Characteristics

A notorious ability of the alpha Dark Peasant, the Legacy Impale spawns a black stake out of the ground and impales every enemy unit within a radius of 10 WM. Units take a burst of damage upon impaled, and take minor damage at short intervals. Staked units are completely immobile and cannot swing their weapons, though they can still fire their ranged weapon. After 2.3 seconds, the stake will go away and the unit will be released. Ironically, them getting released may incur the most damage due to fall damage.

If within radius, the stake will reappear every 3 seconds. The ability is passive and does not require the unit to trigger it, though units with the ability will perform a daunting hand raise in spite of it. The ability also allows the unit to use their weapons.
Knight's Sword

## Statistics

###

Sword - Melee

###

60 - 120

###

1.5 s

###

80

###

1.8 WM

## Additional Statistics

###

0.9 s

###

40

## Usage

###

 150

###

The **Knight's Sword** is a melee weapon from the Medieval faction. It is used by the Knight.

## Characteristics

The Knight's fast swinging sword has a slightly shorter cooldown period compared to other weapons.

## Appearance

It looks like a sword with a light brown, dark grey bottom and also dark grey in the middle plus it has light grey on the top.

## Trivia

* It replaced the Short Sword in the Knight's arsenal.
Mace Spin

## Statistics

###

Bludgeon - Melee

###

15 - 30

###

1 s

###

30

###

1.9 WM

## Additional Statistics

###

0.45 s

###

250

## Usage

###

 50

###

The **Mace Spin** is a Secret melee weapon from the Medieval faction. It is used by the Mace Spinner.

## Characteristics

The Mace Spin is a metal bludgeon with six sharp edges protruding on its head. This weapon is not used typically as where units swing normal weapons vigorously, units using this weapon swing it down slowly with no power. While this method can still inflict damage on one's feet, its main attack is by swinging it physically.

Unlike most melee weapons, the Mace Spin can inflict damage as long as it hits a unit with slight speed. As such, it can continuously inflict damage as long as it is hitting a unit with any speed. Its damage depends on the momentum, inflicting from 15 - 20 damage with slow impacts to 25 - 32 damage with high speed attacks. Although its swing attack is useless practically, it still has a 1 second cooldown.

## Trivia

* There is a normal variant of the Mace Spin called the Mace which does not need to rely on spinning to attack.
Ice Archers and Friends

## Unit Order

**Ice Archers and Friends** is the first level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

A group of three Headbutters are standing up front, flanked by four more Headbutters grouped together on each side. Their further flanks are protected by a group of five Berserkers on each side. At the back of the Headbutters are seven Ice Archers, loosely formed in a rightward arrow.

Total units: 11 Headbutters, 7 Ice Archers, 10 Berserkers.
Mad Mechanic Fire

## Statistics

###

Gun - Ranged

###

###

1 ()

###

0.5 s

###

 ()

###

2 s

###

6

###

1.25 WM

###

4.5 WM

## Effect Statistics

###

4 s

###

13/s () ()

###

0/s

## Additional Statistics

###

1 s

###

N/A

###

N/A

###

N/A

###

450 ()

###

0

###

0

###

0

###

0 s

###

0

## Usage

###

 225

###

The **Mad Mechanic Fire** is a ranged weapon from the Fantasy Evil faction. It is used by the Mad Mechanic.

## Characteristics

The Mad Mechanic Fire is a mechanical gauntlet that spews out bursts of blue flames that will burn unfortunate souls. While it has great damage output, it has a remarkably short range, and its burst of flames are very inconsistent. They appear as flame throwers with the gas containers connected close to the handle.

## Trivia

* It creates the same sound as the Priest Staff when it shoots.
* The burning effects last a few seconds longer than the burning damage.