recursal/Fanatic-Fandom huggingface dataset:
Double Sword

## Statistics

###

Sword - Melee

###

45 - 90

###

1.2 s

###

126.67

###

4 WM

## Additional Statistics

###

0.7 s

###

450

## Usage

###

 30

###

N/A

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

## Characteristics

The Double Sword is a sword with a blade on either end of its grip, forming a quarterstaff-like weapon. It can be swung with incredible speed at the cost of inferior damage. Their attacks deal moderately low damage but have slightly faster speed than average; the weapons have moderately long range combined with moderately long leaping and lunging movements. Damage done often depends on where the weapon hit; impacts from the tip of the blade will deliver more force and damage while a hit from the lower blade to the grip will deliver less. It has a very short cooldown period after an attack and can attack much more frequently.

The Double Sword also allows for a much longer attack range than most typical swords. Boosting its range is the ability it give units to lunge into their opponents to quickly close in the distance. When wielded properly with both hands, units start their attack by swinging the lower blade up toward their opponent's face, with the next attack using the upper blade to swing it from the side to side.

## Trivia

* Contrary to popular depiction, such a weapon would be quite impractical due to the chance of hitting yourself with the unwieldy weapon it would be.
Farmer 2

## Overview

**Farmer 2** is a Map for the Farmer Faction. This Map is separated into eight sections due to the cobble walling and has bushes and trees as well as a large open pathway on the left side, with a single farm house present in the back of the left side. The left side also has half of an open field filled with hay bales in the front middle shared with the right side. To the left of the open hay bale area is a narrow alleyway with a broken fence cutting it off from the open pathway.

Up near the house is a bunch of trees and bushes with a wooden cart, a water trough, and a few barrels near the middle alleyway, which is also blocked by a wooden cart full of pumpkins. The cart is also next to more wooden carts full of pumpkins. The same alleyway also opens up into a small wheat area with a scarecrow. The right side of the map is mainly a larger wheat field with the middle of it being cut and opening into the large open pathway and the small hill on the far right side.
Giant Stiffy Shield

*This article is about the Skeleton Giant's shield. For the Skeleton Warrior's, see Stiffy Shield.*

## Statistics

###

Shield - Melee

###

65 - 130

###

3 s

###

43.33

###

3 WM

## Additional Statistics

###

1.1 s

###

850

###

0.25x

## Usage

###

 20

###

The **Giant Stiffy Shield** is a Secret melee weapon from the Spooky faction. It is used by the Skeleton Giant.

## Characteristics

The Giant Stiffy Shield is a huge round shield that can block most incoming projectiles and weak melee attacks. It can also be used to bash opponents. It is the second largest shield in the game at 2 WM x 2 WM, being beaten out by the Wall Shield.

When wielded by a Skeleton Giant, it provides the unit with some moderate protection against ranged attacks. The greatest application in this regard is against the Hwacha or the Cannon, since their projectile(s) aim high and/or for center mass of the target, which the Giant Stiffy Shield will block out. Unfortunately due to the positioning of the shield and the overall size of the Skeleton Giant, this protection does not cover most ranged unit attacks, which end up hitting below the shield and inflicting damage.

As a damage source, the performance of this shield varies wildly. When attacking with the shield, the Skeleton Giant will swing its shield downwards to attack hits enemies, dealing quite a bit of damage and potentially hitting multiple opponents due to the shield's large surface area. Since enemy units are placed below the giant however, this lunge downwards can destabilize the unit and cause it to fall down for extended periods of time.

When used on a Custom Unit, many of the weaknesses of the Giant Stiffy Shield are removed. On a normal sized Custom Unit, having the shield face directly towards an enemy will almost completely protect the unit, with only their feet being visible.

The most obvious comparison would be to the Wall Shield in this regard, where the size of the shield provides substantial defensive capabilities to the Custom Unit. Where the Wall Shield provides more surface area overall, the Giant Stiffy Shield provides more practical protection by not having the Wall Shield's bottom grate and window opening. It also boasts a superior damage output in comparison, dealing good damage as a shield.
Hero Rapier

## Statistics

###

Sword - Melee

###

120 - 240

###

1 s

###

240

###

3.2 WM

## Additional Statistics

###

0.65 s

###

25

## Usage

###

 90

###

N/A

The **Hero Rapier** is a melee weapon from the Renaissance faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Hero Rapier is a one-handed sword with a sharp and slender blade as a physically identical but still special variant of the Rapier, it is both powerful and very quick to attack, with having a very short cooldown period after an attack.

But notably is the Hero Rapier's unique ability of disarming units, where units have a chance to drop all their weapons to the ground after getting sliced by the rapier. This forces them to use their fists instead, diminishing their combat abilities. The disarming ability only works within a range of hitpoints; units with 1,000 hitpoints or above are immune to having their weapons removed. As such, the disarm ability is rarely impactful as most infantry units will perish in one hit and dangerous boss units are too tough to disarm.

Held horizontally, the Hero Rapier has a slightly longer attack range than a typical sword. Units start their attacks by lunging toward their opponents swiftly and deliver a strike. Unlike the weapon's normal variant though, units using this weapon has no fighting discipline and will continuously swing it from side to side.

## Trivia

* The Hero Rapier uses the same model as the Rapier.
* It is referred as "Zorro\_rapier" in the game files.
	+ Zorro is one of the developers for Totally Accurate Battle Simulator.
	+ Zorro is also the name of a fictional protagonist of multiple stories of the early 1900s.
Fantasy Good (Map)

## Overview

The map contains several waterfalls along with a huge shrine and several floating islands. There are several statues of light around along with a few being corrupted with darkness. Light runs everywhere along with trees.

## Secrets

The map can be found on medieval 1 by looking at the door and going through the portal that forms after a while.

Secret Units* Solar Architect is found on the closest floating island on the blue side of the map.

## Trivia

* It appears that the Void Monarch, Chronomancer, and Super Boxer can absorb the dark energy in the corrupted statues, possibly with other certain Units.
Encasing Force

## Level Order

**Encasing Force** is the fifth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of four Radiant Glaives on either side of the player with seven Devout Gauntlets in front.

**Total units**:

7 Devout Gauntlets, 8 Radiant Glaives.

## Strategies

### Armored Shotguns

Spend all your money on Blunderbusses, you should be able to afford 25 of them. Place them all in a line at the middle of the map.

The Blunderbusses should easily eliminate all the Devout Gauntlets and proceed to the Radiant Glaives who, unlike the Blunderbuss, are not fully protected. Even with the shield, they should succumb to the copious amount of pellets while being unable to penetrate the Blunderbusses' tough barrel.
Extinguishing Onslaught

## Level Order

**Extinguishing Onslaught** is the twenty-second level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The first army may have been subjugated, but reinforcements come from the right, this time with more firepower. Three Monks now stand on the middle right bridge, protecting the two masterful Senseis at the back who came to quench this battle.

At the very back of the platform are the artillery. Two Hwachas capable of sending 60 arrows in one volley singlehandedly are deployed, protected by three Samurais each. They know the capabilities of your Shadow Walkers.

**Total units**:

6 Samurais, 3 Monk, 2 Hwacha, 2 Sensei.

## Strategies

Place 2 infernal whips on each side of the bridge before placing the rest as shadow walkers.
Farmer Uprising (Evil)

## Unit Order

**Farmer Uprising** is the fourteenth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of three Hay Balers on two sides of the player. The group in the open field is accompanied by three Harvesters, while the group on the hill is with three Scarecrows.

**Total units**:

6 Hay Balers, 3 Harvesters, 3 Scarecrows.
Flamethrower

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

## General Information

### Attack Speed

Unknown (Extremely Fast, probably 0.01 seconds)

## Overview

The Flamethrower is an unreleased Unit in Totally Accurate Battle Simulator. It would have been in the now scrapped WW Faction but may be in the Secret Faction as confirmed in a tweet.

## Appearance

It is a wobbler wearing a WW2 military M1 helmet, while also wielding an M2 napalm flamethrower, also from WW2. He also seems to wear a backpack, containing propellant and fuel.

## Combat

It is extremely deadly in combat against melee units, killing an army of Footmen/Squires in seconds.

## Usability

The Flamethrower seems to be great at crowd control, able to decimate hordes of cheap units with relative ease. To compensate for that, it has very low health, as demonstrated in the video, where one hit by a Footman kills it. It is possibly also as dangerous to its allies as it is to its enemies, due to friendly fire.

## Trivia

* This unit is rather similar to the Tesla, as they have the same stance and their weapons of choice are also very similar.
* Originally, flamethrowers as weapons were used in trench warfare during World War 1. In World War 2, their use greatly increased (they were even mounted on tanks).The Wehrmacht first used these weapons in 1939 against the Polish Post Office in Danzig.
* The current unit appears to wear an M1 helmet.
* Apparently, there is no shadow beneath the flame trail.
* It is possible that it has been replaced by the Dragon.
* This unit may be added in the Secret faction as confirmed in a tweet.
* The Icon It uses can be found in the Faction Creator in the icons in the Beta Unit Creator.
Health Bars

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

## Overview

**Health Bars** appear above a units’ head and display their health. This setting can be turned on or off in the gameplay settings menu. It can be found in the in full version. The player can also change the size of the health bars’ display. It is a good feature to look at the remaining hitpoints of one unit without having to possess it.

The health bars have their respective team color, and the amount of health lost after an attack is displayed as a retracting white bar. When a unit dies, its health bar disappears. Some units like the Ice Giant may have their **Health Bars** blocked.

Usually, the more hitpoints a unit has, the bigger its health bar is, with a size limit, however.

## Trivia

* There is a mod for health bars called BetterHealthbars that gives you the option to turn on a setting that displays the amount of hitpoints a unit has. There are three health bar displays Health, Fraction, and Percentage.
	+ If you want more information, then go to the TABS Mod Wiki here.
Final Destination The King

## Unit Order

**Final Destination The King** is the fifty-ninth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch, you will face the King, a tall Monarch armed with a large Zweihänder in which they used to slice through enemy Units, causing great damage to them.

## Strategies

* Use Jester, don't put them on the bridge because the fall will kill it; try putting it somewhere in the map.
* Use Ballista (it **usually** one-shots them).
* Another King, Although he only has a 50% chance of winning.
Farmer Snow

## Overview

**Farmer Snow** is a variation of Farmer 1, in which the map is covered in snow. The hay field in the upper-right corner is now a grouping of evergreen trees, and there are lights, trees, and snowmen strewed about. The river is also frozen over, meaning that units can no longer be pushed to the edge of the map and that units can now walk over it.

## Secrets

Farmer Snow is unlocked via Farmer 1. Behind the taller blue building, there is a snow globe on an overhang. Stare at it and the festive map will be unlocked.

Secret Units
The following Secret units can be found on this map:
* Present Elf: Found on the default red side of the map on one of the house's balcony.
* Ice Mage: Found on the default blue side behind the watermill.

## Trivia

* This map will not be removed, much like the Christmas units.
* This map was made in the 2.0 animation era.
	+ This explains the fact that there is a snowman that is a perfect sphere.
* The player could, at one point, pop off the watermill.
	+ This was patched, however.
* This map is one of the three maps that need to be unlocked. (The others being Fantasy Good and Fantasy Evil)
* One of the few maps to take place at night. (The others being spooky 1 and spooky 2)
* This is one of the only maps that are towns, the others being Farmer 1, Ancient 1, Renaissance, Ancient 2, and Wild West.
Halfling Grab

## Statistics

###

Unarmed - Melee

###

10 - 20

###

3 s

###

6.67

###

1 WM

## Additional Statistics

###

1.15 s

###

1

## Usage

###

 5

###

The **Halfling Grab** is a melee weapon from the Farmer faction. It is used by the Halfling.

## Characteristics

The Halfling Grab is a Fist modifier. It has reduced damage and an increased cooldown period, but can grab on to most enemy units that it contacts.
Dragon Punch

## Statistics

###

Ability - Melee

###

###

5 s (Charge Only)

###

###

7 WM

###

5.5 WM

## Additional Statistics

###

## Usage

###

 550

###

N/A

## Characteristics

The Dragon Punch one of the two Dragon abilities in the game, the other being the Dragon Kick. It greatly enhances the unit's Fist damage and knockback force, making them very powerful and lethal in fisticuffs.

In addition, the Dragon Punch has a charge for an explosive punch. When available and within range, the unit will charge forward while their hand burn in a trail of flames. A massive explosion is created on impact, though at the cost of a cooldown afterwards. Combined with the deadly punch, a charge attack can inflict almost 1,000 damage on a single opponent and injure surrounding units severely.

Being unarmed is not required for the Dragon Punch to work, but damage from the Fists will become limited. As the name suggests, it only enhances the Fists; other weapons' stats will remain unchanged.

## Trivia

* Along with the Dragon Kick, the Dragon Punch has the largest explosion radius in the game.
* Occasionally, the charge may inflict significantly less damage because the explosion landed but the fist did not.
Headbutter (Alpha)

## Icon

 The **Headbutter** is a cheap melee unit belonging to the Viking Faction. They attack by ramming the opponent with their horned helmets. They are fast and have good health for such a cheap unit, but have a long attack cooldown. It is a light unit that is known for being one of the swiftest land units. In addition they can be seen flipping over an enemy unit.

## Appearance

The Headbutter unit appears to be wearing a stereotypical viking helmet with horns. They ram into foes by headbutting them. After the initial attack, they go into some sort of rest, (or short concussion) then get back up and start attacking again.

## Usage

The Headbutter is very overpowered in the campaign due its cheap cost. It can be spammed and, along with a few siege engines, can easily defeat most of the levels. Headbutters are best used in large numbers to cause lots of damage and overwhelm the enemy. They are a good counter to muskets, as their cheap cost and great speed makes them a great counter for the slow firing musket. When using them, keep in mind that they have high movement speed, but low attack speed.

## Advantages and Disadvantages

### **Advantages**

* They can easily win a battle by swarming.
* They are good cannon fodder/diversions.
* In a large number and dispersed they can overcome powerful units such as a beamer, catapult, ballista, etc.

### **Disadvantages**

* Units such as a Tesla or Flamethrower makes them useless and dangerous for their own team if there is a Tesla unit (there is some kind of glitch where when the ray touches multiple units, it will throw away the victim with a huge speed.)
* Strong units such as the Samurai Master, Axe, Neon Energy Sword/Sword Masters can heavily damage their ranks.
* In some levels they can damage themselves if they jump and land on their own teammates.

## Trivia

* Despite popular stereotypes, Viking helmets did not actually have horns.
* Headbutters are the only unit in the Viking factions whose eyes are seen clearly. (Before the update.)
* It is not clear if it is a glitch or random event, but after performing an attack there is a chance that they die without reason.
* Headbutters are the second fastest unit in the game.
* Headbutters have been renamed "Velociraptors," by the popular TABS YouTuber BaronVonLetsPlay. He also uses them in what he calls the "Velociraptor Technique."
Devout Gauntlet (Weapon)

## Statistics

###

Unarmed - Melee

###

75 - 150

###

2 s

###

75

###

4 WM

## Additional Statistics

###

1.15 s

###

85

## Usage

###

 60

###

The **Devout Gauntlet** is a melee weapon from the Fantasy Good faction. It is used by a unit with the same name, the Devout Gauntlet.

## Characteristics

Units wearing the Devout Gauntlet will lunge and punch their opponents with the Devout Gauntlet; while only capable of inflicting moderately low damage, it has an average cooldown period. Sparks can be seen when the gauntlet punches a unit.

## Appearance

The Devout Gauntlet looks like a sort of Tekko, with the blade part a neon golden shade, and the "handles" seem to be made of wood and plain yellow.
Giant Fear

**Giant Fear** is a ability That is very similar to Stiffy Fear. It summons a aura around the unit, giving all enemies in the radius fear. Causing them to flee. Much unlike Stiffy Fear. It ignores health and stats. So even units like the Super Peasant will get the effect. Making them (temporarily) useless.
Farmer Uprising (Good)

## Unit Order

**Farmer Uprising** is the fourteenth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

Two groups of fifteen Farmers followed by three Harvesters and three Wheelbarrows.

**Total units**:

30 Farmers, 3 Harvesters, 3 Wheelbarrows.

## Strategies

Place a Sacred Elephant in the front and 4 Radiant Glaive spaced out in the back.
Divine Arbiter

* Red
* Blue

## Statistics

###

###

 1,000

###

50

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Full Release 1.0.0

## Characteristics

The Divine Arbiter holds a magical book that launches homing projectiles of light at an enemy unit; the projectiles themselves do no damage, but they will summon powerful rays of light from above, decimating the targeted enemy as well as anyone near them including friendly units.

## Appearance

The Divine Arbiter uses the wobbler unit base. It wears a hat reminiscent to that of a pope, and has a collar that stands out considerably, like petals on a flower. It has puffy sleeves, and wears two yellow gloves, with both carrying an enchanted book. The bottom part of its robe is rather short, and underneath you will find that it wears a tight pair of grey pants. Curiously, the Divine Arbiter may have forgotten to bring some shoes.

## Unit Voice

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

## Strategy

### Usage

The Divine Arbiter deals a lot of damage, dealing about the same damage as a Ballista Bolt if all of the orbs of light attach to one opponent, however, it can end up killing allied units, so do not put units up close to you enemies, and moreover, it is not recommended to use them against fast moving units. However, it is best used in multiple groups, as the combined amount of spells will deal quite a bit of damage, and as an additional bonus, take less time to reload. So overall, if you are skilled enough, the Divine Arbiter can be a very versatile unit for you if you use it well.

## Trivia

* Arbiter is a fancy word for Judge, meaning that you could technically call this Unit the "Divine Judge."
* When LOD quality is set to a low setting, when viewed from far away enough on the Blue Team, the Divine Arbiter's shirt will turn red.
* The Divine Arbiter had an unintended effect when shooting, in which it became invulnerable.
* The Divine Arbiter was called “Smite Priest” in the concept art.
* Judging by the concept art, the Divine Arbiter was likely supposed to have its book floating above its hands, but in the actual game, the unit is directly holding it instead.
* The Skeleton Giant can block Divine Arbiter's spell with its shield.
* The Divine Arbiter's attacks have infinite range meaning when a player controls it, the player can just stand in the back and pick off any enemy units while still being a a safe distance away from enemy range.
* The Divine Arbiter attacks will not miss if there is nothing in the way of the Divine Arbiter and the enemy unit.
* The Projectile Block ability cannot deflect the Divine Arbiter's attacks despite being solid objects.

## Gallery

The Divine Arbiter casting an orbital bombardment.Some Divine Arbiter Concept Art.
Flintlock Blunderbuss

## Statistics

###

Gun - Ranged

###

###

1 ()

###

0 s

###

50 ()

###

2 s

###

300

###

3 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

20

###

2 s

###

3,000 ()

###

###

35

###

0

###

0 s

###

0

## Usage

###

 350

###

The **Flintlock Blunderbuss** is a ranged weapon from the Pirate faction. It is used by the Captain.

## Characteristics

The Flintlock Blunderbuss is the weapon used by the Captain, it is similar to the Blunderbuss, but smaller and more powerful, with point blank shots capable of launching units off the map.

## Appearance

It appears as a 18th Century Dragon Pistol, with a Flintlock mechanism, again, like the Blunderbuss, the tip seems to be too big.

## History

The Dragon Pistol is basically a smaller Blunderbuss. Dragon pistols were typically issued to Dragoon cavalry, who needed a lightweight, easily handled firearm while mounted. It was also common among civilians, as a kind of early Flintlock Pistol. It also became popular in Indonesia. The Term 'Dragon Pistol' now is most associated with Western culture.

## Trivia

* It is not to be confused with the Colt Dragoon Pistol, as the Dragoon Pistol was a revolver made in 1840s, while the Dragon Pistol(this one) is a shortened version of the Blunderbuss.
* The ‘Flintlock Blunderbuss’ is not the proper designation for the weapon.
Dynamite Thrower

* Red
* Blue

## Statistics

###

###

 100

###

50

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.11.0

## Characteristics

The Dynamite Thrower is the weakest Unit in the Wild West faction and wields a single piece of dynamite. The dynamite is thrown and explodes on either a timer or a manual detonation, depending if the player possesses it or not.

## Appearance

The Dynamite Thrower appears to wear black boots, a team color skirt with gold lines on it, a rope around its waist, and a team color shirt. It also has a bandanna around its neck, braided hair, and a fancy team color hat. It wields a piece of dynamite that it holds with both hands.

## Unit Voice

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

## Usage

The Dynamite Thrower is similar to the Bomb Thrower, but weaker, and a suicide bomb unit. It walks up to the enemy units, throws the dynamite, walks up to the enemy units to punch them, and usually blows up with the enemy units. When possessed, the player can throw and manually detonate the dynamite after being thrown.

## Trivia

* The Thrower was thought to be named Miner.
* The Dynamite Thrower is similar to Bomb on a Stick in that both are meant to be suicide units.
* If the unit dies whilst throwing the TNT, then they would drop it; but it would not explode.
	+ Now, as of version 0.13.0, the dynamite simply disappears.
* The Dynamite Thrower used to cost 120 instead of its current price of 100.

## Gallery

Dynamite throwers appearance in the faction trailerDINA!!! ⋋\_⋌Some Dynamite Throwers throwing dynamite at a group of Squires
Defend the Bridge

## Unit Order

**Defend the Bridge** is the thirteenth level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

Three Halflings line up on the bridge, followed by two rows of five Farmers. On both sides of the Farmer group, a Potionseller stands idly by while a single Scarecrow hovers behind the Farmers.

**Total units**:

3 Halflings, 10 Farmers, 2 Potionseller, 1 Scarecrow
Est. Performance Impact

**Est. Performance Impact** is a now removed UI element from the Open and Closed Beta versions of TABS it was shown near the bottom of the screen, dictating approximately how much lag the number of units you have placed will cause. The higher the Impact is, the more likely the game will crash or lag out.

Est. Performance levels go in the following order: Light (0 units), Medium (50 units), Heavy (100 units), Very Heavy (150 units), Super Heavy (250 units), Incredibly Heavy (350 units) and as a kind of joke, the last one is called Stahp (500 units). But as you add more units, the "Stahp" gets longer, by adding A's into it, until it reads "Staaaaaaaaaahp" with 10 "a"s. If even *that* is somehow exceeded, it will simply read "404" as a joke. In the Pre-Alpha version, it only went to Incredibly Heavy. This feature is not current build of the game, as it was removed after the Closed Alpha.

## Images of Various Stages

### Pre-Alpha

Good performance, the lowest performance impact. (0-50 Units)Medium performance. (51-100 Units)Bad performance. (101-500 Units)Horrible performance, the highest performance impact. (501+ Units)
### Open Alpha/Closed Alpha

Stahp The number of A's increases at a regular interval.404 The max EST. Performance Impact goes to.
Flail

## Statistics

###

Bludgeon - Melee

###

###

2 s

###

###

1.7 WM

## Additional Statistics

###

1.2 s

###

## Usage

###

 30

###

N/A

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

## Characteristics

The Flail is a spiked ball chained to a long thick handle. It packs good, consistent damage and have an average cooldown period. Though not as pronounced as other flails, it can inflict damage multiple times, as long as the spiked ball is touching the unit.

## Trivia

The Flail has a couple counterparts in the Unit Creator, the much longer Large Flail and the ridiculous Triple Flail.
Clustertruck

**Clustertruck** is a PC and console game by Landfall Games.

## Gameplay

In Clustertruck, the player controls a character from a first-person perspective. They are set to jump onto a moving line of trucks, avoiding obstacles and truck pile-ups and crashes. The player is usually unable to touch anything other than trucks, and will otherwise fail their task of reaching the goal at the end of the level.

On each stage, the player is scored based on how fast they reach a goal line and a number of style points based on various tricks, such as jumping off a truck that is currently in mid-air. The player's cumulative score points can be used to purchase one of several abilities, such as a double jump or a quick boost of speed, which can then be used to either successfully pass more difficult levels or to improve one's time and scoring on earlier ones.
Crab Claw

## Statistics

###

Unarmed - Melee

###

85 - 170

###

3 s

###

56.67

###

3.2 WM

## Additional Statistics

###

1.15 s

###

100

## Usage

###

 140

###

N/A

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

## Characteristics

The Crab Claw is an unarmed weapon of a gigantic crustacean, and also its hunter. This hefty claw can deliver good damage with each hit, but has a long cooldown period between attacks.

The Crab Claw has an extended attack range, increased further by making its wielder spring toward their opponents when nearing range. They will close in and deliver forceful punch.

## Trivia

* The proper term for a crab claw is "chela", with its plural form being "chelae".
Muskets On Your Side

## Unit Order

**Muskets On Your Side** is the fifteenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

Five Squires are seen standing in the middle of the field with a Bard on each side of them playing a little tune to cherish the moment as they think they've won. Behind them are six Archers with guard high as they're split down the middle 3:3 as a single Cavalry rushes into the formation.

Total units: 2 Bards, 5 Squires, 6 Archers, 1 Cavalry + 9 musketeers on your side.

## Trivia

* The Musketeers that are on your side may be looking the right direction in the picture, but are actually admiring the houses behind them once you see the field.
Oh No, Run Away

## Unit Order

**Oh No, Run Away** is the sixth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

Ten cowardly Bards are hiding at the edge of the cliff, playing their banjos harmoniously.

**Total units**:

10 Bards

## Strategies

Control any unit to make them run away and fall into the river, Then kill the remaining ones
Fantasy Evil (Faction)

## Fantasy Evil

An example of all of the units in the faction

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

The UI icon color of the faction is '*Deep and rich magenta*'.

## Description

The Fantasy Evil serves as the antithesis to Fantasy Good. Its theme centers around demons, dark cults and diabolical practitioners.

The fantasy evil faction has several crowd control units such as Mad Mechanic or Void Monarch. The Shadow Walker, Exiled Sentinel, and Void Cultist are more focused as distraction units or defensive units. The Tempest Lich, Death Bringer and Void Monarch, however, are more for dealing heavy damage to enemies and hopefully destroying them in one swift offensive breaching. Overall, this faction is one of the best factions in the game, mixing in offense, defense, and support to be able to save your army.

## Units

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

## Gallery

Death Bringer concept artTempest Lich concept artMore tempest lich concept artMiscellaneous fantasy evil unit artVoid Monarch concept artMore Void Monarch concept artEven More Void Monarch concept art
## Trivia

* The Faction was released along with Fantasy Good.
* 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 latter.
* The developers stated that the faction was not fantasy to mislead people.
* The Fantasy Evil Faction has been in the game files much longer than the Fantasy Good faction, Possibly from early 2018.
Gravity Dude

## Icon

The **Gravity Dude** is a Neon Unit in Totally Accurate Battle Simulator. It is a unique unit that attacks by sucking its foes around so that your units can finish them off. The Gravity Dude can also blow units away with its air tube that it holds.

## Appearance

The Gravity Dude appears as a Wobbler with a gravity pack on its back. It is red or blue depending on what team it's on. The pack is black with glowing team coloured stripes along it. It is surrounded by electricity.

## Usage

Once the Gravity Dude gets close enough, the backpack activates, spawning a vortex that sucks in all nearby units and throws them around. It can suck all kinds of units including such as the Chicken Man Man and the Dark Peasant. Electric charges are emitted from the backpack almost as a sign that the backpack is about to go off. Due to the high probability of friendly fire, at least 1/3rd of the targets will die, and some melee units can possibly get the Energy Collector killed in the process. After the vortex dissipates, the Gravity Dude attacks like a normal Peasant would, but its arms swing at a much faster rate. As shown in a video, they were completely invincible to projectiles (i.e. Catapult boulders or Ballista shots) for the duration of the vortex. It is a good way to funnel in enemies as well.

A good way to cause a huge explosion is to place a lot of Barrelrollers around it, so that the Gravity Dude sucks the rollers in, causing a huge explosion, and wiping out the enemy.

## Trivia

* The gravity backpack appears to be rather heavy, as the Gravity Dude that is wearing it is hunched over when carrying it but it seem to be lighter after its gone off.
* When the Gravity Dude finishes its attack, usually they begin to dance, as if it is trying to attack something. However, this could be a glitch.
* Their backpack, now called the Neon Force Flux Pack, is found in the Unit Creator.
Giant Foot Stomp

## Statistics

###

Ability - Melee

###

###

3 s

###

###

4 WM

###

7.5 WM

## Additional Statistics

###

3 s

###

## Usage

###

 400

###

## Characteristics

The Giant Foot Stomp gives units the ability to flip into the air and send down a ground-shaking stomp, blowing dust everywhere they land. The impact zone can wipe out weak units in the surrounding area, including allies of the stomper as well as the user of the ability itself. The ability can be activated frequently due to its short cooldown, which can prove very useful against hordes.

The ability has a 3 second warm-up before it becomes available. In addition, it needs to be within range of a target for its warm-up and cooldown timer to start up.

## Trivia

* Units flip leg-first.
* Units will not use this ability when facing a unit whose hitpoints exceed 3000.
Hello

## Unit Order

**Hello** is the fifth level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

Every dawn comes a new morning, it's time to figure out cultivation.

Ten Halflings, in pairings of two in front of one another, find themselves standing in front of a wall of nine Farmers.

**Total units**:

10 Halflings, 9 Farmers

## Strategies

### Primitive, but Effective

First, put two Bone Mages at the start of the bridge. Put three Spear Throwers behind the cobble fence next to the house in the back. Then put three Protectors back towards the start of the path, the Bone Mage will take care of the Halflings. The Spear Throwers and Protectors will fight the remaining enemies.

## Trivia

* The Mammoth and the Chieftain are introduced in this level, but the Mammoth can't be placed as it is too expensive
Heavy Swings

## Unit Order

**Heavy Swings** is the eighteenth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

3 Harversters in the front row, 2 Jarls and the second row and 1 King at the back.

## Strategies

### Magic Swords

Since these heavy brutes are slow and they lack any ranged attacks, Swordcasters are excellent choices. Their high knockback and damage per second can keep the towering giants at bay and shower them with longswords.

* Use the Sensei.
* Use Da Vinci Tank.
Final Destination Mammoth

## Unit Order

**Final Destination Mammoth** is the sixty-second and final level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your true final destination; 2 units enter, 1 unit leaves. On top of the arch before the statue, you will face the Mammoth, a ginormous proboscidean that, in this level, is prone to getting stuck on the arch itself, which is too thin for them to walk on.

## Strategies

* Use the Hwacha.
* Use the Jarl.
* Use The King.
* Use the Captain.
* Use Thor.
* Use Divine Arbiters.
* Use Deadeyes on the roof of buildings.
* Use Sacred Elephant.
* Use The Necromancer and Cheerleader.
Dragon Kick

## Statistics

###

Ability - Melee

###

###

5 s

###

###

7 WM

###

5.5 WM

## Additional Statistics

###

## Usage

###

 550

###

N/A

## Characteristics

The Dragon Kick is one of the two Dragon abilities in the game, the other being the Dragon Punch. It gives the unit's foot rocket propulsion when attacking, where the left foot of the unit will burn with flames while they are launched into the air. They then dive into their enemy for a kick that creates a huge explosion on impact.

It is one of the most powerful kicks in the game; an attack can easily inflict nearly 1,000 damage on a single opponent and severely injure surrounding units. Thankfully, the unit performing the kick is immune to the explosion damage. Occasionally, the unit will kick more than once, especially if they are still airborne and within kicking range.

## Trivia

* Along with the Dragon Punch, the Dragon Kick has the largest explosion radius in the game.

## See Also

* Pirate Kick
* Jester Kick
* Taekwondo Kick
Enveloping Tempo

## Level Order

**Enveloping Tempo** is the eighth level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A Chronomancer on the far side stairs behind two Righteous Paladins and three Celestial Aegises.

**Total units**:

3 Celestial Aegises, 2 Righteous Paladins, 1 Chronomancer.

## Strategies

### Mr. Da Vinci

Seek help from Da Vinci and have a Da Vinci Tank placed on the top-right corner of the middle intersection.

When the Da Vinci Tank is in attack range, it should be in a position when it can knock everyone down into the void with its cannonballs, including the Chronomancer.
Defend the Ship

## Unit Order

**Defend the Ship** is the forth level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

They are already invading our ship again, and this time it seems and looks rougher! They have gotten four Flintlocks to go up the secondary entrances whilst six Flintlocks walk up the main! A Bomb Thrower is behind each group of Flintlock, much like what is to be said next, a Harpooner is behind each Bomb Thrower. How are we going to keep up?

**Total units**:

14 Flintlocks, 3 Bomb Throwers, 3 Harpooners

## Strategies

### Shielded Scythes

Use a few Shield Bearers on each entrance to block the Filntlocks' bullets. Further back place Harvesters to kill the rest of the enemies where the Shield Bearers could not.

As well as blocking the bullets, (if they aren't already blown up by the Bomb Throwers) the Shield Bearers can also be harpooned, potentially wasting the Harpooners' shots, giving the Harvesters enough time to lumber down.
Fantasy Evil (Campaign)

*"The Evil Campaign"*
The **Fantasy Evil** campaign introduces the player to the Fantasy Evil faction, showing off the characteristics of the Fantasy Evil units. The campaign starts off by fighting against the Fantasy Evil faction with the previous eleven factions; afterward, the player would in turn face the previous ten factions using the Fantasy Evil faction.

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

## Levels

* Page 1
* Page 2
* Page 3

## Completion Message

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

Well Done!
**The Evil Campaign**

Thank you for playing through the Evil campaign!
Fortified Formation

## Unit Order

**Fortified Formation** is the thirty-second and final level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

The enemy team is arranged in a circle with two Tanks facing in opposite directions and two Pharaohs also back-to-back. The remainder of the circle is filled in by twelve Pikes, in groups of three, guarding the four quarters.

**Total units**:

12 Pikes, 2 Pharaohs, 2 Tanks.
Fast Fire

**Fast Fire** is the sixteenth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

All Cacti take front, covering all six of the Miners from potential incoming fire. Five Gatling Guns station back to get through the wind-up time.

**Total units**:

6 Miners, 4 Cacti, 5 Gatling Guns.

## Strategies

* Use Berserkers.
* Use Musketeers.

## Trivia

* This is the first level for the Wild West campaign to have a budget of above 10000.
Desert Eagle

* Default Bullet
* Deagle Bullet

## Statistics

###

Gun - Ranged

###

###

1

###

6

###

0.15 s

###

20 | ()

###

0.45 s

###

8 s

###

44.44 | ()

###

20 WM

## Additional Statistics

###

0.2 s

###

90 WM/s

###

25

###

2 s

###

2,000

###

###

1

###

0

###

0 s

###

10

## Statistics

###

Gun - Ranged

###

###

1

###

6

###

0.15 s

###

35 | ()

###

0.45 s

###

###

77.77 | ()

###

20 WM

## Additional Statistics

###

0.2 s

###

90 WM/s

###

25

###

2 s

###

2,500

###

###

1

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

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

## Characteristics

The Desert Eagle is a semi-automatic pistol, infamous for its large-calibre and high stopping power. However, this defining attribute is not reflected in-game at all, as it fires extremely weak bullets. While it can deliver decent knockback on its targets, it lacks the damage to take out units. Its slow fire-rate cannot compensate its lack of firepower either.

The Desert Eagle does possess good range and accuracy. However, it has a clip size of only six shots, in which the clip takes an exceedingly long time to reload after firing all shots. This dreadful attribute of the weapon completely cripples its firepower and damage capabilities, leaving it even more vulnerable.

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.

In the projectiles menu are Desert Eagle Bullets, which are ironically not used for the Desert Eagle. They pack a little more punch than PPSh bullets.

## Trivia

* It uses the same ammunition as the PPSh-41 in-game.
* The Desert Eagle fires .50 Action Express in real-life, exponentially larger than the PPSh bullet used in-game.
* It is referred as Deagle by some, including in the game files.
Harvester (Level)

## Unit Order

**Harvester** is the fourteenth level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

Five Hay Balers are seen guarding the bridge over to their side. There is a group of ten Halflings each on both sides of the Hay Balers and two Harvesters behind the Hay Balers.

Total units: 10 Halflings, 5 Hay Balers, 2 Harvesters.

## Strategies

* Use 2 Dragons facing the bridge(a dragon behind the other one) to kill the enemy units before they pass it, and place some distraction units in the front.
Elude the Army

## Level Order

**Elude the Army** is the thirty-sixth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Two squads containing ten angry Berserkers each stand at the flanks of nine Valkyries in the air. It is almost impossible to take on them all with your measly budget, delay them as long as you can until triumph comes in 15 seconds

**Total units**:

20 Berserkers, 9 Valkyries.

## Strategies

Place a high-health unit, like a King or Jarl, as far as possible from the army, and if needed, possess it and make it run away.
Defend The Tower

## Overview

This is a Simulation Map with a big tower that units can be placed in or on. The tower has a little hole where you could place ranged units. In the back of the tower, there is a patch of land that you could place units on. On the side of the castle, there are side areas where you could place units on.

There is a square ramp leading up to the tower for the attackers to use. You can easily place units inside the tower through a transparent wall without having to move in preparation mode, making this map unique.
Enrage

**Enrage** is an ability used by the Jarl. When a unit that has this ability has taken enough damage (50% or more of its health) and takes another hit, red swirls appear around it, the unit's movement and attack speed are increased, and it also becomes invulnerable temporarily. This can be activated several times. However, movement speed only increases ***after*** the first Enrage.

## Trivia

* When a Unit enrages, it will say out Jarl's voicelines no matter what voice the units have.
* Enrage is capable of activating a unit's Tornado.
Flanking Motion

## Level Order

**Flanking Motion** is the third level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A central group containing five Devout Gauntlets, two Celestial Aegises, and three Divine Arbiters coming up from the far side stairs, and two Righteous Paladins coming up from both of the side stairsets.

**Total units**:

5 Devout Gauntlets, 2 Celestial Aegises, 2 Righteous Paladins, 3 Divine Arbiters.

## Strategies

### Axes and Rifles

Place 2 Deadeyes on each of the left corners of the intersection. Then place 2 Chieftains at each of the side stairs and 6 more Chieftain at the center for the main group of enemies. Spread the center group out to minimize splash damage.

The Chieftain's DPS is unrivaled and can easily win the melee battles, especially when they have the edge in numbers. The Deadeyes will then be able to pick off the pesky Divine Arbiters at the back with their superior range.
Final Destination Hoplite

## Unit Order

**Final Destination Hoplite** is the twenty-third level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch, you will face the honored Hoplite of the Ancient (Faction), with their Spear and Shield.

## Strategies

Put a Spear Thrower on top of the dome nearest to the bridge.
Encircling Tribe

## Unit Order

**Encircling Tribe** is the eleventh level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The player is in a circle. To either side is a group of Protectors guarding two Bone Mages. The left group has six Protectors, while the right group has five. Up ahead are two Chieftains, each with three Spear Throwers behind them.

**Total units**:

11 Protectors, 6 Spear Throwers, 4 Bone Mages, 2 Chieftain

Strategy: Place 4 shadow walkers and an death bringer in the middle of the circle.
Flaming Demon

## Level Order

**Flaming Demon** is the ninth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The enemy team is in a circle with six Shadow Walkers on the outside layer, two Exiled Sentinels farther in, two Tempest Liches on the two cliffs, and a Void Monarch in the center.

**Total units**:

6 Shadow Walkers, 2 Exiled Sentinels, 2 Tempest Liches, 1 Void Monarch.

## Strategies

### Royal Peacekeepers

Place a Barrel Roller for each of the Tempest Lich. Then place 3 Kings in front of the Void Monarch.

By placing the Barrel Rollers first, Shadow Walkers will teleport to them and get blown, as well as the Tempest Liches. The 3 Kings can then defeat the Void Monarch and their subjects. Even if the Void Monarch transforms, they are still no match against 3 Kings.