recursal/Fanatic-Fandom huggingface dataset:
Poaching Boxers

## Level Order

**Poaching Boxers** is the second level of the Legacy campaign in Totally Accurate Battle Simulator.

## Survey

A row of fifteen Boxers in front, and fifteen Poachers far back against the tree line. There are three Barrel Rollers hidden behind the church.

**Total units**:

15 Boxers, 3 Barrel Rollers, 15 Poachers

## Strategies

### Low Weight Class

Place 20 Balloon Archers near the Boxers, put 3 Painters spread out near the Barrel Rollers, and place 5 Hay Balers and 2 Harvesters near the Poachers.

The Painters will set off the Barrel Rollers before they get near the rest of your army. The Balloon Archers will pick off the Boxers and prevent them from getting into melee range. The Hay Balers will absorb the arrows from the Poachers while the Harvesters take them out.
Ice Giant Punch

## Statistics

###

Unarmed - Melee

###

###

5 s

###

###

4 WM

###

6 WM

## Additional Statistics

###

1.1 s

###

## Usage

###

 25

###

The **Ice Giant Punch** is a Secret melee weapon from the Viking faction. It is used by the Ice Giant.

## Characteristics

The Ice Giant Punch is a fist modifier that makes it heavier in attacks. It inflicts extremely high damage at a cost of an extremely long cooldown period.

For the Ice Giant, the mighty punch will create a shockwave simultaneously on the impacted area, injuring nearby units. However, the average unit may sometimes create a shockwave first, then punch, or even just collapse . They will also jump and attack as compensation for their small size.

## Trivia

* The average unit may experience troubles wielding this weapon
* There is a small change a unit may be punched into the ground with this weapon
Pumpkin

## Statistics

###

Artillery - Ranged

###

###

1

###

0.318 s

###

###

10 s

###

###

2.5 WM

###

25 WM

## Additional Statistics

###

1 s

###

13.5 WM/s

###

10 s

###

###

0

###

0

###

10

###

0 s

###

0

## Usage

###

 100

###

The **Pumpkin** is a ranged weapon from the Spooky faction. It is used by the Pumpkin Catapult.

## Characteristics

The Pumpkin is a halloween variant of the Catapult Rock and has many similarities. Both have similar range, cooldown and even max damage. Pumpkins also damage in the same principle where only hitting the map surface will cause it to explode properly and direct hit explosions only deal impact damage. Normal-sized units cannot take impact damage as well.

However, it is not a total reskin, as it has a couple differences. First is its elasticity, where the Catapult Rock roll harmlessly after hitting the ground, the Pumpkin will bounce into the air and cause more explosions each time it lands. Secondly, it is fired with a higher arc than the Catapult Rock. This is done so it has more bounce afterwards, but it comes with aiming compensation. So while it can hit approaching units right in the head, the compensation still apply even when the unit is not moving, resulting in the Pumpkin landing in front of them and bouncing behind them.

Overall, the Pumpkin can be useful against rows of weak enemies, where it can disrupt the front, mid and back lines of units with a single shot.
Solar Architect Wand

## Statistics

###

Wand - Ranged

###

###

1

###

0.8 s

###

###

3.5 s

###

21.43

###

1.5 WM

###

18 WM

## Additional Statistics

###

1 s

###

31 WM/s

###

30

###

5 s

###

###

###

0

###

0

###

0 s

###

0

## Usage

###

 200

###

The **Solar Architect Wand** is a ranged weapon from the Fantasy Good faction. It is used by the Solar Architect.

## Characteristics

The Solar Architect Wand is a prestigious wand that lobs Solar Orbs. As the projectile is lobbed, the projectile may lob over the unit when within certain range. When struck, the Solar Orb will inflict low damage and create a tiny explosion, injuring adjacent units.

Practically, the explosion can only inflict one-sixth of its damage due to its tiny splash radius. The Solar Orb can also headshot Units, inflicting twice the impact damage.

## Trivia

* The Solar Architect Wand used to have the icon for the Candle Fire in the Unit Creator.
* A cylinder at the center of the map will be highlighted when hovering above a unit with this weapon.
* If the projectile is deflected, it will explode instead of flying away from the unit that deflected it.
* The Solar Architect Wand was in Unit Creator long before the release of the Fantasy Good Faction. The reason for this was because the developers accidentally left it in UC.
Simulation (Campaign)

*"The Simulation Campaign"*
The **Simulation** campaign introduces the player to the Simulation maps, fighting against various units from the previous nine factions. The campaign features many tight corridors, dangerous holes and chokepoints, so plan accordingly!

## Levels

* Page 1
* Page 2

## Completion Message

Upon completing the campaign, you will receive the following message:

Well Done!
**The Simulation Campaign**

Thank you for playing through the Simulation campaign! ^^.
Scythe (Level)

*This article is about the level Scythe. For other uses, see Scythe (disambiguation).*

## Unit Order

**Scythe** is the sixth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

At the second intersection across the bridge are two Harvesters. There are also Halflings hiding in the wheat fields, six in the left field and five in the right.

Total units: 11 Halflings, 2 Harvesters.
Renaissance vs Tribal 3

## Unit Order

**Renaissance vs Tribal 3** is the eighteenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Four Protectors take up the front line, everybody else behind them are spread out across the field. there's three Chieftains being protected by two Protectors respectively, there's a Bone Mage in the middle of the back.

Total units:

10 Protectors, 8 Bone Mages, 10 Chieftains.
Renaissance Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

35

###

3 s

###

11.67

###

25 WM

## Additional Statistics

###

1 s

###

35 WM/s

###

15

###

###

200

###

###

0

###

15

###

1 s

###

3

## Usage

###

 150

###

The **Renaissance Bow** is a ranged weapon from the Renaissance faction. It is used by the Balloon Archer.

## Characteristics

The Renaissance Bow shoots a special arrow with a team-colored balloon attached to it. Upon impact, the balloon will inflate and lift light units into the air; heavier units may need more Balloon Arrows to be lifted into the air. 1 balloon will constantly lift with 5,000 force. For an average weight unit, 1 Balloon Arrow will only make them hover in the air, while 2 or more is needed to make them truly lift off.

The rope binding the unit to the balloon will snap after 5 seconds, and the unit mid-air will plummet to their demise when all rope snaps, unless they managed to not to land on their feet.
Ravaging Ambush

## Level Order

**Ravaging Ambush** is the twenty-sixth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Leaders of this land has gathered for a meeting and an ambush on them all will be a decisive strategy in conquering this land. It seems that Captains, each with four Blunderbusses guarding them is meeting up with the head of the land, the Pirate Queen. The Pirate Queen also has their share of guards, three Flintlocks in front and two Harpooners at the flanks.

**Total units**:

3 Flintlocks, 8 Blunderbusses, 2 Harpooners, 2 Captains, 1 Pirate Queen.

## Trivia

* You can place units anywhere on this level.
Righteous Paladin Mace

## Statistics

###

Bludgeon - Melee

###

65 - 130

###

2 s

###

65

###

2 WM

## Additional Statistics

###

1.2 s

###

325

## Usage

###

 120

###

The **Righteous Paladin Mace** is a melee weapon from the Fantasy Good faction. It is used by the Righteous Paladin.

## Characteristics

The Righteous Paladin Mace is a huge double-sided hammer with glowing materials on its surface. It is rather boring, inflicting moderately low damage and has an average cooldown period.

## Trivia

* The Hammer does not spawn the big glowing hammer, as it is a separate ability.
* Being a Fantasy weapon, the fact that the hammer had another face would make the weapon itself heavier, thus limiting its practicality.
Searing Fortification

## Level Order

**Searing Fortification** is the seventh level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Two Solar Architects with three Celestial Aegises in the front and four Radiant Glaives in the back.

**Total units**:

3 Celestial Aegises, 4 Radiant Glaives, 2 Solar Architects.

## Strategies

### Boulders

Place 2 Catapults on the left and 2 more on the right. Make sure the Catapults on the right are far enough to not draw the Radiant Glaives' attention.

The left Catapults will draw all the attention and take out the Celestial Aegises while the right Catapults obliterate the Radiant Glaives and Solar Architects.
Sahara

## Overview

The **Sahara** Map in TABS was a battle setting based in the Sahara desert located in northern Africa. It would have been most likely the map of the Desert Kingdom faction. It was the map with the greatest changes in elevation in the Pre-Alpha and Open Alpha, but in the Closed Alpha it got surpassed by Denmark and Japan. In the Closed Alpha the map was given a pyramid, that released a plague when a Unit falls into the pyramid.
Renaissance (Campaign)

*"The Renaissance Campaign"*
The **Renaissance** campaign introduces the player to the Renaissance (Faction), showing off the characteristics of the Renaissance units. The campaign starts off by fighting against the Renaissance faction with the previous six factions; afterward, the player would in turn face the previous six factions using the Renaissance faction.

The first part teaches the player how to face against the Renaissance faction, the latter teaches how to utilize them.

all levels on the Rennaisance map have a solution for all of them; put a unit in the bottom-left building, posses it and don't move.

## Levels

* Page 1
* Page 2
* Page 3

## Completion Message

Upon completing the campaign, you will receive the following message:

Well Done
**The Renaissance Campaign**

Thank you for playing through the Renaissance campaign showing the new faction.
Prospecting Tool 01

## Statistics

###

Polearm - Melee

###

65 - 130

###

2.5 s

###

52

###

1.85 WM

## Additional Statistics

###

0.9 s

###

25

## Usage

###

 30

###

N/A

The **Prospecting Tool 01** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Prospecting Tool 01 is a digging implement used as an improvised polearm. It is the first Prospecting Tool variant, the second being Prospecting Tool 02. Its damage is modest, but is has a slightly long cooldown between attacks.

Units using the Prospecting Tool 01 attack by swinging it downward at their opponents. The weapon is rather short; units will have to get very close before they can attack.
Radiant Glaive

* Red
* Blue

## Statistics

###

###

 500

###

180

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Full Release 1.0.0

## Characteristics

The Radiant Glaive is equipped with a shield that protects them from most incoming projectiles as well as a throwing glaive. The glaive inflicts low damage and its projectile can bounces between units, acting as a less powerful version of Zeus. The number it can bounce depends on the enemy's unit weight; the higher it is, the less it will bounce.

## Appearance

The Radiant Glaive has a golden square shaped helmet decorated with a team colored strand that pokes out the back, gold and team colored diamond shapes, the latter over the former, placed at the front. It has a team colored vest trimmed with gold, a baggy white undershirt with uneven sleeves, golden cuffs to go with them, and a cape of the same color draped over the back of its vest with a singular gold line running along the bottom of it. Over its legs it wears team colored pants with golden colors scattered on it, a half diamond shape made at the start of them and two lines of the same color trimmed at the knees and a third down the shins. Lastly, it dons short white shoes with a singular golden band each that have a diamond attachment on both sides.

## Unit Voice

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

## Strategies

### Usage

If you want to max out its full potential, then its best that you try to use these things in groups. The glaive will usually bounce to the unit that has the least distance between it.

Radiant Glaives are essentially cheaper versions of Zeus, with the Glaives acting similar to the lightning being able to chain and hit multiple units at once. As such, it is noticeably very effective against hordes, with several Radiant Glaives able to eliminate many hordes. Notably, unlike other ranged units, it has a small shield, meaning you can use it against other ranged units as well, although some will inevitably hit. Additionally, Radiant Glaives have a melee attack with their shield, able to defend itself from units. In general, the Radiant Glaive is somewhat versatile, having excellent anti-horde capabilities, having semi-ranged unit protection, and being able to defend itself.

### Counter

Using Samurai or other projectile deflecting units is a great way to deal with them. Using tough and giant units like The King and Mammoth are also good options as the Glaives don't affect them much, although the knockback may be a hindrance. Distraction units like the Wheelbarrow actually work against the Radiant Glaives as well, as the glaives move slowly and thus can avoid and distract them, allowing other units to eliminate them.

## Trivia

* It has the old voice lines of the Ballooner.
* The earlier version of this unit was the Pegasus unit. However, the Pegasus unit was eventually scrapped and it's rider was turned into the **Radiant Glaive** unit.

## Gallery

An example of the glaive bouncing to other units.
Rocket Launcher

## Statistics

###

Gun - Ranged

###

###

1

###

0.5 s

###

###

8 s

###

###

6.5 WM

###

20 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

15

###

5 s

###

###

###

0

###

0

###

0 s

###

15

## Usage

###

 200

###

N/A

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

## Characteristics

The Rocket Launcher is a long tube that can launch a rocket-propelled projectile. Upon impact, the projectile will create a big fiery explosion that injures all nearby units. As it inflicts splash damage, damage will fall off the farther the unit is from the center of the explosion. After firing the rocket, the weapon will have to reload for a while before it can fire again.

The Rocket Launcher has fine range and remarkable accuracy. Distance between targets is best kept long when using the weapon, as it can inflict self-damage when fired too close. In addition, the splash damage may injure any allies that are too close to the explosion.

Unit using the Rocket Launcher will also attempt to lie down for a couple seconds when firing the weapon.

## Trivia

* The Rocket Launcher is based on the M1A1 Bazooka.
* Rocket launchers in real-life does not produce recoil when fired.
	+ Despite that, the in-game Rocket Launcher creates a somewhat noticeable recoil when fired.
Shooting Balloons

**Shooting Balloons** is the twenty-ninth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

All ten Ballooners take front, forming a barrier for the six Halberds behind them. There's an additional twelve Musketeers behind the Halberds.

**Total units**:

12 Musketeers, 6 Halberds, 10 Ballooners.
Pirate chest

## Statistics

###

Throwable - Ranged

###

###

1

###

0.7 s

###

###

###

N/A

###

13 WM

## Additional Statistics

###

1 s

###

13.5 WM/s

###

N/A

###

10 s

###

0

###

0.50x

###

25

###

2

###

0

###

0 s

###

0

## Usage

###

 460

###

The **Thrown Chest** is a weapon from the Pirate faction. The Present Elf uses the newer version. It cannot be accessed by using the Unit Creator or Mods.

## Characteristics

The **Thrown Chest** is a medium sized treasure chest where instead of inflicting harm directly, it pops out 2 random Pirate or Secret(Pirate Themed) ally units after getting thrown. All Pirate styled units could pop out from the chest, from Flintlocks to Blackbeard. It also includes sub-units such as Bomb Cannon Riders and Cannon Riders, but cannot summon a clam. The time it takes for the unit to pop out is seemingly random; it may take up to 4 seconds or immediately after landing.

Although the **Thrown Chest** is used by throwing it at an enemy with seemingly great amount of vigor, it is generally harmless as it has little impact force. Certain units however many take great damage when struck by the chest, more likely if they are big or quick. Interestingly, in testing, some units are completely invulnerable to the deadly chest.

The **Thrown Chest** can only be thrown once; after that, the thrower will switch to their fists and punch any opponents they encounter.

## Trivia

* The Thrown Chest has a unique projectile that cannot be selected otherwise.
* The Thrown Present was initially concepted for a chest throwing pirate before it was remodeled to be holiday themed instead.
* If you want to try it for your own, use the Advanced UC Guide and give a unit the Present and use the ID: 774409235, for the projectile!
Pirate (Campaign)

*"The Pirate Campaign"*
The **Pirate** campaign introduces the player to the Pirate (Faction), showing off the characteristics of the Pirate units. The campaign starts off by fighting against the Pirate faction with the previous seven factions; afterward, the player would in turn face the previous seven factions using the Pirate faction.

The first part teaches the player how to face against the Pirate faction, the latter teaches how to utilize them.

## Levels

* Page 1
* Page 2

## Completion Message

Upon completing the campaign, you will receive the following message:

Yaaargh!
**The Pirate Campaign**

Thank you for playing through the Pirate campaign showing the new faction.
Stay Banner

## Statistics

###

Polearm - Melee

###

60 - 120

###

6 s

###

20

###

3.6 WM

## Additional Statistics

###

1.15 s

###

800

## Usage

###

 50

###

The **Stay Banner** is a melee weapon from the Legacy faction. It is used by the Banner Bearer.

## Characteristics

The Stay Banner is a support weapon that makes all ally units in a radius of 6 WM stop advancing and stay in place. When undisturbed, the unit bearing the flag will create such effect every 5 seconds, where all units within the circle, including the banner bearer, will cease to move and have a blue circle surrounding each unit.

This effect does not change the units' AI, but rather make their movement speed practically zero; units will also attack if an opponent enters their weapon range. The effect will disperse after 5 and a half seconds, allowing the banner bearer time to reset the effect. However, some units may try to escape this effect. Ranged units that does not have a line of sight of an opponent will slowly drag themselves out of the area of effect, eventually breaking free from the Stay Banner. Momentum from swinging a weapon can also fling a unit out of the circle.

When approached by an opponent, the banner bearer will defend themselves by striking them with the Stay Banner; it inflicts moderately low damage and has an extremely long cooldown period. It can hit more than one person if they're grouped.
Rivaling Kings

## Unit Order

**Rivaling Kings** is the twenty-seventh level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

Two group of armies present themselves at the fields. The first one is a King with their flanks protected by four Squires each. The group is supported by two Healers at the back. The second group consists of six Bards in an arrow formation, with a King inside the arrow. Behind are seven Archers grouped together in the shape of an egg.

Total units: 6 Bards, 8 Squires, 7 Archers, 2 Healers, 2 Kings.

## Strategies

* Place 3 bards at the very top right next to the line. This should be under a tree. Then place as many snake archers as you can at the very bottom, also next to the line.
* 2 Jarls in front of each group of enemy, and a Dragon behind each of them.
Solar Architect

* Red
* Blue

## Statistics

###

###

 1,200

###

576 ()

###

1.20x

###

3.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Full Release 1.0.0

## Characteristics

The Solar Architect wields two sun wands that can shoots rays of light at enemy units. When close to a unit, they will cast a golden spinning maelstrom that blasts enemy units away from an area and heals all ally units within it, before imploding and sucking any nearby enemy units in.

## Appearance

The Solar Architect uses the Wobbler unit base. The Solar Architect is bald, but has a giant Decorative Halo over its head, and wears white garments, with golden outlines. They also have some team-colored, ankle-length pants, also outlined in gold, and has white shoes to finish it all off, and for the units weapons, it holds two rods, each with a golden ring on the main end.

## Unit Voice

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

## Strategies

### Usage

The Solar Architect works best in tight or grouped spaces, as the maelstrom can hit/heal multiple units at once. Using it in places like the arch in Ancient 1 will force units to walk into the maelstrom since it doesn't count as a blockade to change the enemies' pathfinding, with the same thing happening to heal allies. In short, combined with its decent health, ability to defend for itself, and AOE of healing, you can use this as an expensive Healer that, not counting cost, that can be much more versatile if used right.

## Changelog

 Full Version 1.0.0
* The Solar Architect was added to the game.

## Trivia

* This is the second unit to heal allies, the first being the Healer.
* The Gloria that floats over its head has collision, so when hit, incoming projectiles will stick into it. This also accounts as outputted damage, so enough damage dealt to the crown will cause the Solar Architect itself to die.
* The Solar Architect along with the Necromancer both create things that will *block* units from moving, being the Golden Maelstrom and the Graves.
* It shares the voice of the Righteous Paladin.
* The developers accidently left the Solar Architect's projectile in the UC before it came out.
Something Sneaky

## Unit Order

**Something Sneaky** is the thirtieth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

A line of Protectors split into two groups with a big opening in the center, with each group having six units. At the center are two Bone Mages side-by-side. Ambushing from the shrine on the mountain are fourteen Spear Throwers.

Total units: 12 Protectors, 14 Spear Throwers, 2 Bone Mages.

## Strategies

* Use Raptor Riders.
* Place a Hwacha at the back, a Righteous Paladin with 3 Devout Gauntlet at the front.
Shooting Fish in a Barrel

## Unit Order

**Shooting Fish in a Barrel** is the second level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

It's not looking good, Captain! They pushed us back to our ship and now they control most of the island!

The combatting pirates have Blunderbusses at the doorstep of our ship, ready to board! The secondary entrances have only three each, while the main entrance has four waves of two Blunderbusses! But, luckily for us, it seems there are also some highly confident slackers in the back from what we can tell, that being six Flintlocks as they haven't even gotten off the main deck of the ship yet.

**Total units**:

6 Flintlocks, 14 Blunderbusses
Royal Guard

## Unit Order

**Royal Guard** is the forty-eighth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

To deter wild and hyperactive fans, the solo Bard has charmed a few people to surround and protect them. Of royalty even, 8 Kings to be exact.

## Strategies

* Place 2 Senseis.
* Place Tree Giant(or 2 of them).
* Place 10 Ballistas.
* Place 9 Divine Arbiters.
Medium Army

*Can't Load The Cannons*
This article needs INFO! Please help us expand it, or you may be defeated!

## Unit Order

**Medium Army** is the nineteenth level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

Ten Brawlers in a curly formation, five each side, in front of three Jarls grouped together with no social distancing, along with nine Ice Archers at the very back to support the army.

**Total units**:

9 Ice Archers, 10 Brawlers, 3 Jarls
Reinforcements

## Level Order

**Reinforcements** is the thirty-fifth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

A squad consisting of 19 Squires and 2 Knights is escorting the King at the castle's front while behind at the edge of the map is a platoon of Squires, Knights and Healers ready to aid their ruler. Be sure to quickly defeat the King before their reinforcements arrive and overwhelm your forces.

**Total units**:

31 Squires, 24 Knights, 12 Healers, 1 King.

## Trivia

* This level starts the introduction of Win Conditions added in the Wild West update.
Revolver Bullet Rain

## Statistics

###

Gun - Ranged

###

###

3 ()

###

###

 ()

###

12 s

###

105

###

2.5 WM

###

15 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

25

###

2 s

###

3,500 ()

###

###

5

###

0

###

0 s

###

15

## Usage

###

 305

###

The **Revolver Bullet Rain** is a ranged weapon from the Wild West faction. It is used by the Gunslinger.

## Characteristics

The Revolver Bullet Rain is a pair of revolvers held in one hand. When within weapon range, units using these six-shooter twins will aim up into the sky before unloading a barrage of bullets into the clouds. Each Revolver will form a rain of bullets on the targeted unit, with a choice of concentrated fire by having three bullet showers on a specific target or split it for crowd control. Each cloud can rain bullets in a 2 WM radius.

Those who get to experience this natural phenomenon of bullets raining down from the sky will get bounced from the shockwave of the rain, as well as taking quite a beating as twelve bullets fall from the sky. Do note that the shockwave is the main damage source, as much of the bullets falling are more of a cosmetic purposes rather than a dangerous piece of falling lead. Damage falloff will also apply to units further from the center of the downfall.

## Trivia

* The bullets shot up do not actually come down; rather, the revolvers create an invisible cloud high above units that will rain down the bullets.
Monkey King (Level)

## Unit Order

**Monkey King** is the eighth level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

A Samurai is seen at the bottom of the middle stairs, followed by three more Samurai and then eight more Samurai with the legend himself, the Monkey King.

Beneath and above the Samurai guards and the Monkey King, there is a Dragon respectively, with three Samurai on the bottom and top right bridges.

Total units: 18 Samurai, 2 Dragons, 1 Monkey King.

## Strategies

* Use Ice Archers, try to group them in a side of the map and place a distraction unit(like Bard) to distract most of the units to the other side, so they kill them one by one.
* Use a Mammoth in the middle, and Chieftans, Bone Mages, Spear Throwers and Squires behind it.
Random Chickens

## Overview

In TABS Early Access and Full Release, there are **Chickens** randomly scattered throughout most of the Maps. They are sometimes hidden and sometimes just out in the open. The reason why they are there is unknown. They may be a throwback to the Chicken Man, may just be for fun, or there's always the possibility the developers are just nuts.

## Locations Found (Incomplete)

Pirate Map: One in this map is found on top of a barrel on the water and a few are also found on one of the pirate ships.

Medieval 2: There are a few on top of vines wrapped around the castle. A whole chicken coop house full of them. One on top of the castle sitting on a gravestone.

Spooky 2: One sitting on top of a tree.

Tribal 2: This one is hard to find, because it is a dark cave and you have to navigate yourself around the dark to find it, but there are chickens around an indoor/cave campfire.
Searing Vacuum

## Level Order

**Searing Vacuum** is the second level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Three Mad Mechanics between two Void Cultists to one side of the player, and three Exiled Sentinels on the other.

**Total units**:

3 Exiled Sentinels, 3 Mad Mechanics, 2 Void Cultists.

## Strategies

### Bone Fan & Enjoyer

Place a Chieftain on the left and a Reaper on the right.

Although outnumbered, the Chieftain's outstanding damage per second should let them come out on top. The enemy's lack of any true ranged capabilities should also make the Reaper's job a cakewalk.
Reaper Wings

## Characteristics

    The Reaper Wings are a pair of six dark tendrils that looms behind their host; three on the left, three on their right. They seek and impale units who have 250 or less base hitpoints and whose size are less than 2.90x. Impaled units are instantly killed and hung up for display, forever left that way if the tendrils remain unused. If more weak units were to show up, the tendrils will ruthlessly discard their former occupiers and impale their new victims once 10 seconds had passed since their previous impaling.

The Reaper Wings are autonomous and requires no interfering when possessing a unit with the ability. It can cover a full 360° 6 WM radius in its operation, but prefers targets who are infront of its host. Occasionally, it may accidently impale a friendly unit, wasting a tendril and an ally.

## Trivia

* The tendrils always strike for their victim's torso.
	+ As Stiffies break apart when defeated, only their torso will be hung when impaled.
Small Tribe

**Small Tribe** is the seventeenth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

The five Clubbers group up at the front center of the blue side, with three Chieftains to each side of them and three Bone Mages behind them as well.

**Total units**:

5 Clubbers, 3 Bone Mages, 6 Chieftains.

## Strategies

* Place several dynamite throwers and miners for distraction in the front and 2 Quick Draws in the back.
Stairs

## Unit Order

**Stairs** is the sixth level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

Two Hwachas are seen behind the middle right bridge as well as 3 Ninja on the top and bottom stairs that runs into the canal.

Total units: 6 Ninja, 2 Hwachas.

## Strategies

* Place shielded units in the front and ranged units (like Spear Throwers and Archers) in the back.
Scythe

*This article is about the Harvester's Scythe. For other uses, see Scythe (disambiguation).*

## Statistics

###

Polearm - Melee

###

75 - 150

###

3 s

###

50

###

2.3 WM

## Additional Statistics

###

1.15 s

###

65

## Usage

###

 220

###

The **Scythe** is a melee weapon from the Farmer faction. It is used by the Harvester.

## Characteristics

The Scythe is a big harvesting tool that is utilized as an improvised weapon. Units will use it to swing and swipe opponents with the big scary blade, dealing moderately high damage.

## Appearance

The Scythe is a tool with a crooked poll and a sharp curved blade stuck on top.

## History

The Scythe is an ancient farming tool, with a thin, long blade, these tools were used for cutting fields of grass. While war scythes did exist, the blades were attached to the top at a 0° angle, as opposed to the 90° angle of a scythe proper. While they could be used as weapons the blades were normally too thin to be used effectively. Historical scythes had much more curved handles that the ingame counterpart.

## Trivia

* The Scythe used to be used by a unit by the same name, that of which being a previous version of the harvester.
* The Scythe use to have an AoE damage wave but that now belongs to the Reaper's Scythe.
* The Scythe's blade faces at the wrong angle.
Pumpkin (Level)

## Unit Order

**Pumpkin (Level)** is the fifth level of the Spooky campaign in Totally Accurate Battle Simulator.

## Survey

Dead keep coming, they keep cornering your force on the bridge, it'd be best to move.

Four Pumpkin Catapults are on both sides of the map, they're all gaurded with two Candleheads each.

**Total units**:

16 Candleheads, 8 Pumpkin Catapults
Spire

## Overview

The Simulation Map **Spire** is a giant tower with two spiral paths around it. Each path starts at a large flat area then units walk up the ramps to the second level of platform. They fight from there or on the ramps.

## Strategy

It is a very good point to put ranged units as they can rain their weapons down on enemy soldiers, and once those soldiers get out of range, your Units will most likely fight again on the ramps and if you have a Unit like the Stoner, they can destroy enemy Troops on the ramps. Also the general shape of the Map is hard for Siege Units to get up.
Short Sword

## Statistics

###

Sword - Melee

###

60 - 120

###

1.5 s

###

80

###

1.8 WM

## Additional Statistics

###

0.9 s

###

40

## Usage

###

 150

###

(Formerly)

The **Short Sword** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Short Sword is a short and thick sword that inflicts moderate damage with each cut. After swinging a blow, the weapon will have a slightly short cooldown period before it can attack again.

Although short in length, the Short Sword has the same attack range as most non-polearm melee weapons. Still, as a melee weapon its range is not remarkable. Units use it by swinging it forward and slice to their side.

## Trivia

* The Short Sword was replaced by the Knight's Sword in the Knight's arsenal.
Root of Carnage

## Level Order

**Root of Carnage** is the seventh level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The team line is rotated 90 degrees. A Death Bringer is in the center of the map, with two Tempest Liches on the two cliffs. At the bases of both of the side stairsets are 2 Mad Mechanics and three Exiled Sentinels.

**Total units**:

6 Exiled Sentinels, 4 Mad Mechanics, 2 Tempest Liches, 1 Death Bringer.

## Strategies

### Healing Death

Place 2 Reapers at the bottom of the map. Spend the rest of the money by placing Healers in front of the Reapers.

The first assault by the Shadow Walkers should be instantly repelled by the Reaper's wings. The lone Death Bringer is also no match against the 2 Reapers and may even get yeeted to their demise. A skirmish by one of the group though may severely injure the Reapers, which is where the Healers come in to make sure they are healthy to fight the second group. Do not expect the Healers to come out alive though.
Sarissa (Weapon)

## Statistics

###

Polearm - Melee

###

###

2 s

###

###

5 WM

## Additional Statistics

###

1.15 s

###

25

## Usage

###

 60

###

The **Sarissa** is a melee weapon from the Ancient faction. It is used by a unit with the same name, the Sarissa.

## Characteristics

The Sarissa is a weapon of long reach. It inflicts high and powerful damage with an average cooldown period; the shaft inflicts much reduced damage than the spear tip.

## Appearance

It looks like a long dark brown wooden pole with a small dark grey bit at the bottom and a light grey metal spike at the top.

## Trivia

* The wielder of this weapon has the same name (Sarissa).
* The Macedonian Sarissa was designed to have longer reach than a Hoplite so the wielder wouldn't need to have as much body armour.
Spooky 2

## Overview

The second **Spooky Map** is a modified version of the Dynasty Map. The changes include the water being replaced with fog, being nighttime, the map being rotated 180 degrees, the trees having black bark and no leaves, the pagoda is gone, there are giant thorns blocking the pathways on the left and right sides, the hole has been blocked, preventing units from falling in and there's jack-o-lanterns everywhere.

## Secret Units

The following secret units can be found on this map.

* Necromancer: The necromancer lantern is found by the arch on the right side.

## Trivia

* The water replaces fog.
* The fog has no flow.
* The thorns don't hurt units.
* One of the few maps to take place at night. (The others being farmer snow and spooky 1)
* The map used to look closer to the dynasty map, this can be seen in the spooky faction trailer.
Super Boxer's Glove

*This article is about the Super Boxer's glove. For the Boxer's, see Boxer's Glove.*

## Statistics

###

Unarmed - Melee

###

###

0.25 s

###

###

1.75 WM

###

2 WM

## Additional Statistics

###

0.2 s

###

## Usage

###

 1,500

###

The **Super Boxer's Glove** is a melee weapon from the Legacy faction. It is used by the Super Boxer.

## Characteristics

The **Super Boxer's Glove** is a golden glowing boxing glove that leaves a golden trail and deals very high damage. Each successful punch will create an area of effect (AoE) blast that injures all nearby Units. They also attack at extreme speeds, as well as an exaggeratingly quick warm-up time. It seems to cause a lunge of some sort while punching.

## Trivia

* It's positioning is offset from the unit's hand.
Shattering Standoff

## Level Order

**Shattering Standoff** is the twenty-ninth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The map is split into top and bottom, with the enemies on the top. Six Miners are formed in a wedge formation with three Deadeyes stationed at their back. On their sides are alleyways which each consists of 2 Gunslingers and 2 more Miners at the back.

**Total units**:

10 Miners, 4 Gunslingers, 3 Deadeyes.
Shogun's Katana

*This article is about the Shogun's Katana. For other uses, see Katana (disambiguation).*

## Statistics

###

Sword - Melee

###

250 - 600

###

0.7 s

###

714.29

###

8 WM

## Additional Statistics

###

0.4 s

###

1,500

## Usage

###

 750

###

The **Shogun's Katana** is a Secret melee weapon from the Dynasty faction. It is used by the Shogun.

## Characteristics

The Shogun's Katana is a Jintachi, wielded by the Shogun. The Shogun's Katana is proficient in inflicting very powerful strikes in very short bursts of energy. Units wielding this weapon will constantly dart towards their opponents when within weapon range, though are usually unable to reach them with their blade.

## Trivia

* The Shogun's Katana does not automatically make units deflect projectiles, it is rather the Master Projectile Block ability that grants the skill.
Short Spear

## Statistics

###

Polearm - Melee

###

###

1.5 s

###

###

2.2 WM

## Additional Statistics

###

0.8 s

###

35

## Usage

###

 60

###

The **Short Spear** is a melee weapon from the Ancient faction. It is used by the Hoplite.

## Characteristics

A fairy simple weapon, the Short Spear can inflict moderately high damage with a slightly short cooldown period. However, due to the way the Hoplite attacks with it's spear and it's form, it may miss a lot and not do as much damage.

## Trivia

* The short spear seems to look like a Dory which was used by Greek Hoplites.
Spearman (Alpha)

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

## Usage

### Attack Type

Melee

 The **Spearman** is a melee Unit belonging to the Greece faction with a longer range than most other melee Units, which allows it to get the first hit on most other melee units due to its long weapon.

## Appearance

The Spearman takes on the appearance of a basic Wobbler with smaller, round eyes and a spartan helmet. It wields a long spear which it uses to stab its enemies from a distance.

## Usage

Placing down Spearmen behind and Shields, in a phalanx formation, is quite effective, as the Spearmen's long weapons can get around the Shields' shields and stab enemies, while the Shields provide protection from ranged Units.

Another effective strategy is placing down alternating Spearmen and Shields, known as the flip-flop strategy.

It must be kept in mind that a Spearman's spear can get stuck on terrain, such as extruding boulders, leaving the Spearman completely immobilized and vulnerable to enemy attacks.

## Gallery

CHARGE!A video showcasing the new Spearmen.The current replacement for the Spearman, the Sarissa.The new animation system for the Spearmen.
Spooky 1

## Overview

The first **Spooky Map** is a modified version of Medieval 1. The changes include the water being replaced with fog, being nighttime, the trees having black bark and no leaves, and there's now jack-o-lanterns and candles everywhere. There is a graveyard on the right side of the map. Despite there being no water, units will still take damage and die if placed in the fog.

## Secrets

Click "Expand" for spoiler potential information =>

Beneath the bridge is a room, which can be reached down a ramp on the left side of the island. Contrary to the Medieval 1 map however, the door appears to be broken, and there is a large hole inside with black tentacles in it. Going down the hole will unlock the fantasy evil map, campaign, and faction.

Due to a bug the faction is unlocked at the start of the game.

## Secret Units

The following secret units can be found on this map.

* Banshee: In the woods on the left side of the map.

## Trivia

* One of the few maps to take place at night. (The others being Farmer Snow, and Spooky 2)
* At the top of one of the trees you can find a snowy owl, which is probably a reference to Harry Potter
Quash the Reawakening

## Level Order

**Quash the Reawakening** is the twenty-third level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The Renaissance is prepared for your raid and has ambushed you. Each side has a group of three Fencers coming to attack, along with a Halberd at each of the corners.

Behind each of the Halberds are three Balloon Archers, ready to provide assitance. Behind each of them again is a nosey Painter, itching to join in the connotion.

**Total units**:

4 Painters, 12 Fencers, 12 Balloon Archers, 4 Halberds.
Shovel

## Statistics

###

Shovel - Melee

###

80 - 160

###

2 s

###

80

###

1.6 WM

## Additional Statistics

###

1.2 s

###

35

## Usage

###

 30

###

N/A

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

## Characteristics

The Shovel is a digging implement used as an improvised weapon. It inflicts decent amount of damage and has a short cooldown period between attacks.

The Shovel has a very short attack range. Once within range, units using it will swing it downward at their opponents, with the occasional swing to their side. A poor swing to the limb will often deal the lower end of damage.
Resolute Rogues

## Unit Order

**Resolute Rogues** is the twenty-sixth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

The enemy team is in a circle with four Flintlocks on the outermost layer. Then, moving inwards, are six Blunderbusses, then four Harpooners, and lastly two Pirate Queens in the center.

**Total units**:

4 Flintlocks, 6 Blunderbusses, 4 Harpooners, 2 Pirate Queens.
Pillage This!

## Unit Order

**Pillage This!** is the nineteenth level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

Two Jarls stay in front of the frosty force composed of seven Berserkers behind them. It also seems as if a few members of Odin's army have also come down to assist them, and to be specific, are six Valkyries in the back of the force.

**Total units**:

7 Berserkers, 6 Valkyries, 2 Jarls
Radiant Glaive Shield

## Statistics

###

Shield - Melee

###

25 - 50

###

3 s

###

16.67

###

1.3 WM

## Additional Statistics

###

1.3 s

###

50

###

0.50x

## Usage

###

 90

###

The **Radiant Glaive Shield** is a melee weapon from the Fantasy Good faction. It is used by the Radiant Glaive.

## Characteristics

The Radiant Glaive Shield is a small shield capable of blocking most projectiles. It inflicts abysmal damage and has a long cooldown period.
Raptor Rider Shield

## Statistics

###

Shield - Melee

###

80

###

2 s

###

40

###

1.5 WM

## Additional Statistics

###

1.15 s

###

100

###

0.25x

## Usage

###

 100

###

The **Raptor Rider Shield** is a Secret melee weapon from the Tribal faction. It is used by the Raptor Rider.

## Characteristics

The Raptor Rider Shield is a primitive round shield decorated with bones. It works just as well as most shields, capable of blocking non-piercing projectiles as well as melee attacks. The shield is good-sized and covers an average Wobbler's lower torso and upper legs.

In melee range, units will use the Raptor Rider Shield to bash their opponents. Each bash inflicts a consistent but low damage and has a medium cooldown period afterwards.

## Appearance

It appears to be a round, crudely-made shield made of wood. At the top of it is some rope, with the bones of some sort of animal.
Samurai Master (Alpha)

The **Samurai Master** is a melee unit belonging to the Asia Faction. It is an upgraded version of the Samurai.

## Appearance

The **Samurai Master** appears as a Wobbler, either red or blue. It also holds a katana with both hands above its head, in the stance of *Jōdan-no-kamae*. On their head, it wears a kabuto like the Samurai. They also have a samurai flag on their back and it notably appears to have a mask. The tip of its katana glows when they attack.

## Behavior

(Open Alpha) - The **Samurai Master** will charge at the nearest enemy unit, when they get in close range they will jump/frontflip over the enemy and will usually hit the head of their enemy with their sword while in mid-air, similar to an Axe.

(Closed Alpha) - The **Samurai Master** will charge at the nearest enemy unit and when in close range, instead of jumping over their target and hitting them in mid-air, they swing their sword downwards much like Axes and Barbarians.

## Usability

The **Samurai Master** can be used for jumping over shield formations allowing them to take out the Shields and units behind them.

They can also be used to take hits and to round up enemy units into one pile allowing for other units like Ninjas, Cannons or Archers to clean up easily. They can be used to lead a push or take out a high health enemy. This can also be a single tank unit and kills a horde of weak health units.

## Strategy

To kill the **Samurai Master**, you may use any of the high tier Misc. units, ranged units with knockback (Catapults, Cannons, Muskets, etc) or crowds of melee units, though the latter may be less effective. A bunch of Energy Swords can easily kill a **Samurai Master**, due to the high damage of their swords.

## Trivia

* The tip of the **Samurai Master's** katana glows.
* As of the Closed Alpha update, it does not flip at their opponents. Instead, it swings downward.