Units

In order to progress in the game, the player has to use a team of various **units**.

Most units require purchasing with coins while some units are obtainable for free via the Star Reward system and annual events. Several units can only be unlocked by buying a unit pack with money and one with real money. Some of these units are inanimate, known as stationary units or "rage abilities."

Currently, there are 55 total units in the game: 47 are human units while the other 8 are stationary units.

## Mechanics

### Stats

Every unit has a number of parameters to abide by. Units' health, melee, and ranged damage can be improved by leveling them up, requiring power points and coins to do so. The stats are modified with a formula: `round(base × 1.1 ^ level)`. The vast majority of stats can also get boosted with upgrade items that can also provide an extra bonus if worn in a complete set. Certain characteristics can also be temporarily powered-up during battle with buffs.

Most units have perks that determine how they will function in combat. Reaching level 13 allows them to unlock their special ability. Most units will reanimate into a zombie after being killed.

When a unit is spawned their stats will be slightly randomized like so:

* Agility adds/subtracts -5 up to 5 (reaction times for approaching an enemy and delays between attacks are slightly slighter better or worse);
* Aggression adds/subtracts -5 up to 5 (it acts the same way as agility but it is instead for ranged unit's ranged atttacks [in-game, it is still called "agility"]);
* Speed is changed by the next formula: `Speed * -0.1 up to 0.1` (units move slightly slower or faster);
* Critical hit chance adds/subtracts -0.1 up to 0.1 (chances of landing crits are slightly lower or higher).
* Knockback resistance adds/subtracts -10% up to 10%.

If an unit is inspired, their agility or aggression stats will be set to +5, and their speed will be increased by 20%.

All units at the start of the level have their cooldown reduced by 10 seconds (so if an unit has a 13 seconds cooldown at the start of the level it will instead start at 3 seconds left).

### Behavior

During combat, the majority of units behave similarly: they always start by heading to the barricade, but if they sense an enemy along that path they will move towards them. Melee units can approach enemies at any angle without stopping, while ranged units need to move sideways (to players it would appear as if they are moving up or down), and stay in a certain distance away from the targeted enemy. This distance varies for each ranged unit, determined by their range stat.

Units only ever move to the right as that is where the barricade is located at. Units under normal circumstances cannot continuously move to the left. In some instances, units will be forced to face towards the left if an enemy attacks from behind. After killing them, they will simply turn back forward and start moving towards the barricade again. If a fire pool is in a unit's path, they will simply step around it until they're out of its way. They will only idly stand in front of them if several pools block the path entirely.

Certain abilities and unique AI will affect units' behavior. For example, Welder will move accordingly to approach and fix Generators and Turrets while avoiding enemies completely, Mechanic will rush through fire pools during his additional damage attack, and Light Soldier will target certain enemies in his path while ignoring others.

Units may utter random lines during battle. However, this effect is largely aesthetic and does not affect combat.

### Decks

In order to play regular missions and events, players have to create a battle deck with up to six different units from their collection. They are sent out of the bus and their role is to fight enemies and destroy the barricade. The deck the player creates always has six units. The only exception to this rule is at the beginning of the player's playthrough when the player only has five or fewer units available to them. Once the player has earned more than six units, it's impossible to remove units from the deck; they have to be replaced by others.

In Skirmish, the player can make a team out of any human units whose total cost does not exceed 100 points in both courage and rage.

## Identifiers

Each unit has three identifiers assigned to them: class, rarity, and synergy.

### Class

**Class** is an identifier used to give players an idea of how units will generally function during regular mission completion. Currently, the following classes exist in the game:

### Rarity

**Rarity** is an identifier used to differentiate the way certain units are earned in-game. Currently, the following rarity levels exist in the game:

### Synergy

**Synergy** is a special label indicating that a human unit belongs to a particular team. When a certain amount of said team's members are used in a deck a special bonus is activated. Currently, not every human is assigned a synergy. Some units can get access to a different synergy via skins.

For more information, see: *Team Power*.

Existing teams and their members include:

## Trivia

* Each unit used to have their own backstory on KTPlay written by developers. However, some time before the release of update 2.4.0 most of the stories have been deleted.
	+ This may be due to majority of them being copies of plots from different existing franchises. Either Mobirate became self-aware or they've received a copyright warning for them.
* Before update 2.8.2, there were more rarity levels among units. These retired rarity levels were Rare, Epic, and Legendary. However, the exact purpose of rarity levels, in general, was unknown. With the abovementioned update, it has been changed to separate units who can be earned in-game either with stars, coins, or unit packs and events.
	+ The addition of rarity levels is believed to be an attempt at copying Supercell's Brawl Stars character obtainment system, which is radically different from that of DA:ZW. Such rumor began to spread following a different one, stating that Soft-H is a big fan of the game.