Insect talents

9. \*Tough Body (6) – Special Ant Skill Defense + 2.5% when leading any kind of Soldiers
10. \*Hunting Perception (6) – When attacking Wild Creatures, the caused damage of all squads + 5.0%
11. \*Attract Firepower (6) – The taken damage to the front lines - 1.5%
12. \*Fighting Spirit (6) – All Squads Invasion Attack + 4.0%
13. Enhanced Defense (4) – All Squads Defense + 4.0%
14. Health Boost (6) – All Squads Health + 2.0%
15. Enhanced Defense (4) – All Squads Defense + 4.0%
16. \*Elite Guards (8) – When invading the Antill, all our squads' Damage + 1.5%
17. \*Hidden Hill (8) – When defending the Anthill, all our squads' Health, Attack, and Defense + 2.5%
18. \*Safe Victory (10) – The normal attack and skill damage of all our squads + 1.0% when entering a battle

### Defense

1. Enhanced Defense (2) – All Squads Defense + 3.0%
2. Enhanced Attack (6) – All Squads Attack + 3.0%
3. Enhanced Defense (6) – All Squads Defense + 3.0%
4. \*Defensive Lineup (6) – All Squads' Defense + 1.0% per round till the end of the battle
5. \*Life Instinct (6) – The taken normal attack damage to all squads - 1.0%
6. \*Protective Shell (6) – The taken skill damage to all squads - 1.5%
7. \*Combat Pioneer (6) – Defense of all squads increases (Star Level of the Insect \*0.5%) when entering a battle
8. Enhanced Attack (2) – All Squads Attack + 4.0%
9. Enhanced Attack (4) – All Squads Attack + 5.0%
10. Scud (4) – March speed of all squads + 5.0%
11. Health Boost (2) – All Squads Health + 4.0%
12. Enhanced Defense (4) – All Squads Defense + 4.0%
13. \*Spiked Shell (6) – Normal attack and strike back damage of all squads + 2.0%
14. \*Timidity (6) – The taken damage to all squads - 2.0% and damage caused by them - 1.0%
15. Health Boost 46) – All Squads Health + 4.0%
16. \*Protection Posture (8) – When a battle starts, the effect of being healed of our 2 random squads + 1.0%, and their defense + 5.0%
17. \*Fear Deterrence (8) – When a battle starts, the normal attack and skill damage of enemy's all squads - 2.5% for the first round
18. \*Emergency Tactics (10) – When the Power of one squad of us is less than 50.0% of the initial Power, all our squads will be healed. The healing ratio is 25.0%

### Synthesis

1. Enhanced Defense (2) – All Soldiers Defense + 3.0%
2. Enhanced Attack (6) – All Soldiers Attack + 2.0%
3. Enhanced Defense (6) – All Soldiers Defense + 2.0%
4. \*Tough Body (6) – Taken Damage to Our All Soldiers - 1.0%
5. \*Strong Body (6) - All Soldiers Health + 1.5%
6. Enhanced Attack (4) – All Soldiers Attack + 4.0%
7. Enhanced Defense (6) – All Soldiers Defense + 2.0%
8. Enhanced Attack (4) – All Soldiers Attack + 4.0%
9. \*Viscous Acid(6) - Special Ant Skill Attack +2.5% when leading any kind of Soldiers
10. \*Focus Fire(6) - Damage caused by All Soldiers + 1.0%
11. \*Tenacity(6) - All Soldiers' Control Resistance Chance + 1.0%
12. \*Velvet Shield(6) - Special Ant Skill Defense +2.5% when leading any kind of Soldiers
13. Enhanced Defense (4) – All Soldiers Defense + 4.0%
14. Enhanced Defense (4) – All Soldiers Defense + 4.0%
15. \*Hybrid Attack (8) - If there is more than one type of Soldiers in the formation, the normal attack damage dealt by all our squads + 2.0%
16. \*Alternative Cover (8) - If there is more than one type of Soldiers in the formation, the taken skill damage to all our squads - 2.0%
17. Enhanced Attack (4) – All Soldiers Attack + 4.0%
18. \*Surprise Move(10) - If there is more than one type of Soldiers in the formation, the taken damage to our front lines - 1.0%, and damage to the back lines + 1.0%