Advance Wars: Dual Strike/COs

About Abilities
Most COs have certain abilities that offset them from the standard. The standard is determined by Andy, who is considered to have 100% attack and defense for all units, with no movement, range or any other type of penalties or benefits. These abilities may range from bonuses to direct damage, to movement or sight range bonuses. However, most COs with bonuses will have some kind of penalty as a counter. This may be more expensive units or weaker sea type. While this makes it so that each CO is considered equal because of benefits and penalties, some COs will be better in situations that maximize the use of their benefits and minimize their penalties.

About CO Power Gauge
The gauge will have the form xxXXXX or some other combination of lower and upper case 'x's. Each 'x' corresponds to the "stars" that need to be filled in order to use a CO or SCO power. The lower case stars, or 'x's show what needs to be filled in order to use a CO power. The full gauge, including the large stars, or 'X's, show what needs to be filled to use a SCO power. These stars are different from defensive stars. They represent, in a sense, money. Each star initially represents 9000 money. However, whenever a power is used, the amount required to fll a star goes up 18000. To fill up the gauge you either need to kill enemy units or have your own units killed. For every HP lost to a unit you control, you gain 1/10 of its total cost to your CO gauge. For every HP of damage you do to an enemy unit, you gain half of 1/10 i.e. 1/5 of its total cost to your CO gauge. Rumors say that cost of units does not relate to CO Gauge anymore. Rather, there is a set amount that units fill up the gauge that is independent of cost. How does this work exactly?

About CO Power
The CO power is the first tier special ability of a CO. It requires all of the small stars of the CO power gauge to be full. Unless explicitly stated otherwise, CO Powers grant all units at least +10% to attack and defense. If stated that specific units receive more, then those units receive the higher bonus and the rest still receive the +10%. When a CO Power gives a +X%, that X% is in addition to any inherent bonuses the CO receives, not in place of, unless explicitly stated otherwise.

About SCO Power
The SCO power is the second tier special ability of a CO. It requires all of the stars of the CO power gauge, small and large, to be full to use it. Unless explicitly stated otherwise, SCO Powers grant all units at least +10% to attack and defense. If stated that specific units receive more, then those units receive the higher bonus and the rest still receive the +10%. When a SCO Power gives a +X%, that X% is in addition to any inherent bonuses the CO receives, not in place of, unless explicitly stated otherwise.

About Tag Power and Tag Affinity
After maximizing the SCOP gauge for 2 of your COs, you may use the tag power. Tag power is very special power, which makes 2 of your COs move in one day. Some tag powers are usually shown as 'Dual Strike' and only show 100% effectiveness. But however, there are some COs who have special tags with other COs, like Max's and Grit's tag power, Big Country. It boosts their attack power to 130%.

There are also tag stars which are shown at the COs menu. For every star when using the tag power, the COs get +5% luck, which also show the tag power's effectiveness.

About Description
This is just the in game description of the CO. Hit and miss are likes and dislikes.

About Special Notes
Any special information for COs is put here.

Guideline For CO Info

 * [US Name] ([JPN Name])
 * Abilities:
 * [List abilities]
 * CO Gauge: [xxxXXX]
 * CO Power: [Name]
 * [Description]
 * SCO Power: [Name]
 * [Description]
 * Tag Affinity:
 * [Tagable CO]: [X], [Name]
 * Description:
 * [Description]
 * Hit: [Hit]
 * Miss: [Miss]

NOTE: All Romaji spellings of their Japanese names are taken directly from Nintendo's website. When I noted a possible spelling mistake, this is due to the text being obstructed by another image. Other than that, these spellings are 100% official. Check the website yourself. http://www.nintendo.co.jp/ds/awrj/chara/index.html

Orange Star (Known as Red Star in Japan)

 * Andy (Ryo)
 * Abilities:
 * No inherent weaknesses or strengths. All units have 100% stats.
 * CO Gauge: xxxXXX
 * CO Power: Hyper Repair
 * All units recover 2 HP of damage.
 * SCO Power: Hyper Upgrade
 * All units recover 5 HP of damage.
 * All units get +1 movement points.
 * All units get +30% to attack.
 * Tag Affinity:
 * Max:    X, Power Wrench
 * Eagle:  XX, Air Lift
 * Hawke:  X, Shaky Alliance
 * Description:
 * Hit: Mechanics
 * Miss: Waking up early

Max (Max)
 * Abilities:
 * All direct units do 120% damage.
 * Indirects have -1 maximum range.
 * CO Gauge: xxxXXX
 * CO Power: Max Force
 * Directs get a further +40% to attack.
 * SCO Power: Max Blast
 * Directs get a further +70% to attack.
 * Tag Affinity:
 * Andy:   X, Power Wrench
 * Grit:   XX, Big Country
 * Description:
 * Hit: Weight training
 * Miss: Studying

Sami (Domino)
 * Abilities:
 * Infantry and mechs do 120% damage.
 * Soldiers capture properties at 1.5 times the normal rate, rounded down.
 * Direct units do 90% damage.
 * CO Gauge: xxxXXXXX
 * CO Power: Double Time
 * Infantry/Mechs get +1 movement points.
 * Infantry/Mechs get a further +20% to attack.
 * SCO Power: Victory March
 * Infantry/Mechs get +2 movement points.
 * Infantry/Mechs get a further +50% to attack.
 * Infantry/Mechs can instantly capture properties, regardless of HP.
 * Tag Affinity:
 * Sonja:  X, Girl Power
 * Eagle:  XXX, Earth and Sky
 * Description:
 * Hit: Chocolate
 * Miss: Cowards

Nell (Catherine)
 * Abilities:
 * All units are lucky and may do extra damage.
 * There is a small chance, about 15% of doing +1 HP damage above the rounded up value of the percent attack.
 * This chance gets reduced greatly when the target has 2 or more stars of terrain defense.
 * The luck chance of her natural ability is also unlikely when a weak unit attacks a strong unit. Say, an infantry attacking a Md Tank and will be less likely to do +1 HP damage in these cases.
 * CO Gauge: xxxXXX
 * CO Power: Lucky Star
 * All units get even luckier.
 * Units have about a 15% chance of doing +5 HP damage and about a 15% chance of doing between the default and the +5 HP damage. Thus, only about a 70% chance of doing "normal" damage.
 * These odds reduce as her attacking units are at lower HP.
 * Weak units have mucm more noticeable chances of getting lucky on strong units. Infantry can hurt Anti-Air and Md Tanks or heavier if lucky.
 * SCO Power: Lady Luck
 * All units have about a 70% chance of doing +3 to +10 HP damage, evenly distributed in that range.
 * All units have about a 15% chance of doing +1 to +2 HP and 15% chance of "normal" damage.
 * These odds reduce as her attacking units are at lower HP.
 * Weak units may now OHKO strong units. Infantry may OHKO Neotanks.
 * Tag Affinity:
 * Rachel: XXX, Windfall
 * Description:
 * Hit: Willful students
 * Miss: Downtime

Hachi (^Need Romaji^) ^Need to unlock for latest info, in case of changes^
 * Abilities:
 * All units cost 90% of their normal price.
 * CO Gauge: xxxXX
 * CO Power: Barter
 * All units cost 50% of their normal price.
 * SCO Power: Merchant Union
 * All units cost 50% of their normal price.
 * Land units can be built on controlled cities, in addition to bases.
 * Tag Affinity:
 * Sensei: XX, Grizzled Vets
 * Description:
 * Hit: Tea
 * Miss: Medicine

Jake (John)
 * Abilities:
 * All land units on plains do 110% damage.
 * CO Gauge: xxxXXX
 * CO Power: Field Break
 * Units on plains get +20% to attack.
 * Indirects get +1 to attack range.
 * SCO Power: Hyper Combat
 * Units on plains get +40% to atack.
 * Indirects get +1 to attack range.
 * All vehicles get +2 movement points.
 * Tag Affinity:
 * Jess:   X, Heavy Metal
 * Rachel: XX, Orange Crush
 * Description:
 * Hit: Clubbin'
 * Miss: Easy listening

Rachel (Rachel)
 * Abilities:
 * Units on appropriate her properties repair at +1 HP/day but repair costs increase proportionately.
 * CO Gauge: xxxXXX
 * CO Power: Miracle Chance (Lucky Lass)
 * Increases luck of all units and they may do extra damage. Extra damage is in HP (so +1 or +2 HP dmg), not percent damage.  ^Find exact odds^
 * SCO Power: Red Star Bomb (Orange Star Bomb)
 * Three missile strike is launched at enemy. ^Find specifics.^
 * Tag Affinity:
 * Nell:   XXX, Windfall
 * Jake:   XX, Orange Crush
 * Description:
 * Hit: Hark Work
 * Miss: Excuses

Blue Moon
Olaf (Whip)
 * Abilities:
 * No penalties due to the snow.
 * All units get +20% to attack in snow.
 * CO Gauge: xxxXXXX
 * CO Power: Blizzard
 * Snow falls for 2 days.
 * SCO Power: Winter's Fury
 * Snow falls for 2 days.
 * All enemy units take 2 HP damage.
 * Tag Affinity:
 * Grit:   X Snow Patrol
 * Description:
 * Hit: Warm Boots
 * Miss: Rainclouds

Grit (Billy)
 * Abilities:
 * Indirect units do 120% damage.
 * Indirects have +1 to their maximum range.
 * Direct units do 80% damage.
 * CO Gauge: xxxXXX
 * CO Power: Snipe Attack
 * All indirects get a further +1 to maximum range.
 * All indirects get a further +^(30% or 40%)^ to attack.
 * SCO Power: Super Snipe
 * All indirects get a further +2 to maximum range.
 * All indirects get a further +40% to attack.
 * Tag Affinity:
 * Olaf X Snow Patrol
 * Max XX Big country
 * Description:
 * Hit: Cats
 * Miss: Rats

Colin (Ewan)
 * Abilities:
 * All units cost 80% of their normal prices.
 * All units do 90% damage.
 * CO Gauge: xxXXXX
 * CO Power: Gold Rush
 * Get +50% to monetary funds.
 * SCO Power: Power of Money
 * All units get +10% + 1/300 * [Current Funds]% to attack.
 * Tag Affinity:
 * Sasha:  XXX Trust funds
 * Description:
 * Hit: Olaf and Grit
 * Miss: Black Hole

Sasha (Sasha)
 * Abilities:
 * Receive +10% money from each of her properties, so 1100 by default.
 * ^Negatives?^
 * CO Gauge: xxXXXX
 * CO Power: Break Crash
 * The enemies' CO gauge is decreased by the amount of money Sasha has.
 * SCO Power: Platinum Attack
 * Half of the monetary value of the damage done to enemies becomes funds.
 * Tag Affinity:
 * Colin:  XXX Trust funds
 * Description:
 * Hit:
 * Miss:

Yellow Comet
Kanbei (Kuchiyo) ^Please check my Romaji^
 * Abilities
 * All units do 120% damage.
 * All units have 120% defense.
 * All units cost 120% of their normal cost.
 * CO Gauge: xxxxXXX
 * CO Power: Morale Boost
 * All units get a further +40% to attack.
 * SCO Power: Samurai Spirit
 * All units get a further +40% to attack.
 * All units get a further +40% to defense.
 * All units' counter-attacks do double damage.
 * Tag Affinity:
 * Javier:  X Honor Code
 * Sonja:  XXX Yellow Comet Bonds
 * Description:
 * Hit: Sonja
 * Miss: Computers

Sonja (Asuka)
 * Abilities
 * All units have +1 to their vision range.
 * The enemy players see '?'s instead of the HP value of Sonja's units.
 * All units have slightly bad luck and may do less damage by about 1 HP. Therefore, 95% damage is seldom, if ever, a OHKO with Sonja.
 * All units receive +50% to their attack ONLY when counter-attacking. ^ Does she still have the counter-attack bonus? ^
 * CO Gauge: xxxXX
 * CO Power: Enhanced Vision
 * All units receive a further +1 to their vision range.
 * All units can see into forests and reefs.
 * When attacking, her units ignore 2 stars worth of terrain defense.
 * SCO Power: Counter Break
 * All units receive a further +1 to their vision range.
 * All units can see into forests and reefs.
 * When attacking, her units ignore 3 stars worth of terrain defense.
 * When targeted by an attack, her units will attack before the enemy attacks if a possible target exists. Since Sonja attacks first, she will not receive her counter-attack bonus, even though the enemy targeted her.
 * Tag Affinity:
 * Kanbei: XXX Yellow comet Bonds
 * Sami:   X Girl power
 * Lash: X Brainstorm
 * Description:
 * Hit: Computers
 * Miss: Bugs

Sensei (Yamamoto)
 * Abilities:
 * B Copters do 150% damage.
 * Infantry and Mechs d0 110% damage.
 * Transport type units get +1 movement points.
 * All sea units do 90% damage.
 * CO Gauge: xxXXXX
 * CO Power: Copter Command
 * All controlled cities will have a 9 HP Infantry appear on them, ready to move and attack.
 * B Copters get a further +30% to attack.
 * SCO Power: Airborne Assault
 * All controlled cities will have a 9 HP Mech appear on them, ready to move and attack.
 * B Copters get a further +30% to attack.
 * Tag Affinity:
 * Grimm: X
 * Hachi:  XX Grizzled Vets
 * Description:
 * Hit: Lazy rainy days
 * Miss: Busy malls

Grimm (Bittman)
 * Abilities:
 * All units do 130% damage.
 * All units have 80% defense.
 * CO Gauge: xxxXXX
 * CO Power: Kamikaze Break
 * All units get a further +^% to attack. ^Get exact values^
 * SCO Power: Wind God
 * All units get a further +60% to attack.
 * Tag Affinity:
 * Sensei: X
 * Description:
 * Hit:
 * Miss:

Green Earth
Drake (Mop)
 * Abilities:
 * All sea units do 120% damage.
 * Rain occurs more frequently when playing as Drake.
 * All air units do 90% damage.
 * CO Gauge: xxxxXXX
 * CO Power: Tsunami
 * All enemy units take 1 HP damage but it cannot kill units.
 * All enemy units lose half of their fuel.
 * SCO Power: Typhoon
 * All enemy units take 2 HP damage but it cannot kill units.
 * All enemy units lose half of their fuel.
 * Tag Affinity:
 * Eagle:  XX Stormwatch
 * Description:
 * Hit: The open seas
 * Miss: High places

Eagle (Eagle)
 * Abilities:
 * All air units do 120% damage.
 * All air units use 2 fuel/day less than normal.
 * All sea units do 90% damage.
 * CO Gauge: xxxXXXXXX
 * CO Power: Lightning Drive
 * All non Infantry/Mech units can take a second action but have penalties to damage dealt until Eagle's next turn. This means any attacks they  would make with the second action and will do less damage and  counter-attacks to the enemies' attacks the next turn will do less damage.  Air units will do only 70% damage until Eagle's next turn land units will do 60% damage and sea units will also do 60% damage. Since Infantry/Mechs are not affected, they do not get the penalty and will, in fact, get the standard +10% bonus to attack that all CO Powers give.  Defense is unaffected for all units.
 * SCO Power: Lightning Strike
 * All non Infantry/Mech units can take a second action.
 * Tag Affinity:
 * Andy:   XX Air lift
 * Drake:  XX Stormwatch
 * Sami:   XXX Earth and Sky
 * Jess: X Shaky Alliance (not the same as Hawke and Andy)
 * Description:
 * Hit: Lucky Goggles
 * Miss: Swimming

Jess (Hannah)
 * Abilities:
 * All land units, excluding Infantry/Mechs do 120% damage.
 * Air and sea units do 90% damage.
 * CO Gauge: xxxXXX
 * CO Power: Turbo Charge
 * All land units, excluding Infantry/Mechs, get a further +20% to attack.
 * All land units, excluding Infantry/Mechs, get +1 movement points.
 * All units are resupplied.
 * SCO Power: Overdrive
 * All land units, excluding Infantry/Mechs, get a further +40% to attack.
 * All land units, excluding Infantry/Mechs, get +2 movement points.
 * All units are resupplied.
 * Tag Affinity:
 * Javier:  X Green Flash
 * Jake: X Heavy Metal
 * Description:
 * Hit: Dandelions
 * Miss: Unfit COs

Javier (Kozou)
 * Abilities:
 * All units have 120% defense from indirect type units.
 * Towers provide +10% defense, as well as +10% attack.
 * ^ Negatives? ^
 * CO Gauge: xxxXXX
 * CO Power: Iron Shield
 * All units get a further +30% to defense from indirect units.
 * Towers grant double bonuses.
 * SCO Power: Royal Guard
 * All units get a further +80% to defense from indirect units. This is a total of 200% defense.  They are immune to indirects.
 * Towers grant triple bonuses.
 * Tag Affinity:
 * Kanbei: X Honor Code
 * Jess:   X Green Flash
 * Description:
 * Hit:
 * Miss:

Black Hole
Hawke (Howke)
 * Abilities:
 * All units do 110% damage.
 * CO Gauge: xxxxxXXXX
 * CO Power: Black Wave
 * All enemy units take 1 HP of damage but cannot die.
 * All of his units recover 1 HP of damage.
 * SCO Power: Black Storm
 * All enemy units take 2 HP of damage but cannot die.
 * All of his units recover 2 HP of damage.
 * Tag Affinity:
 * Lash:   X Rebel Yell
 * Andy: X Shaky Alliance
 * Description:
 * Hit: Black coffee
 * Miss: Incompetence

Flak (Kong)
 * Abilities:
 * Small variations in attack, may do more, may do less.
 * CO Gauge: xxxXXX
 * CO Power: Brute Force
 * Variation in attack increase, tends to do more, though. -20% to +45%
 * SCO Power: Barbaric Blow
 * Variation in attack increase, tends to do more, though. -30% to +90%
 * Tag Affinity:
 * Lash: X Bruise Cruise
 * Description:
 * Hit: Meat
 * Miss: Veggies
 * Special Notes: The random damage will randomly do additional HP damage not simply additional % damage. What does this mean?  It means enough infantry which do fractions of a percent to a Megatank can do a bonus of +1 HP or more of damage and significantly hurt it.

Lash (Cat)
 * Abilities:
 * All units receiving defensive terrain bonuses also apply the bonuses to attack. So, 1 star provides +10% to attack and defense.
 * CO Gauge: xxxxXXX
 * CO Power: Terrain Tactics
 * All movement costs drop to 1.
 * SCO Power: Prime Tactics
 * All movement costs drop to 1.
 * All units receive double the terrain bonuses for attack and defense.
 * Tag Affinity:
 * Hawke:  X Rebel Yell
 * Flak: X Bruise Cruise
 * Sonja: X Brainstorm
 * Description:
 * Hit: Getting her way
 * Miss: Not getting it

Adder (Snake)
 * Abilities:
 * No inherent weaknesses or strengths. All units have 100% stats.
 * CO Gauge: xxXXX
 * CO Power: Sideslip
 * All units get +1 movement points.
 * SCO Power: Sidewinder
 * All units get +2 movement points.
 * Tag Affinity:
 * Koal:   X
 * Description:
 * Hit: His own face
 * Miss: Dirty things

Bolt Guard
Von Bolt (Hell-Bolt) ^Please check my Romaji^
 * Abilities:
 * All units do 110% damage.
 * All units have 110% defense.
 * CO Gauge: XXXXXXXXXX
 * CO Power: None
 * SCO Power: Ex Machina (Demolition Bolt)
 * 3 HP damage is done in with an AoE of 2, will hurt enemies and allies.
 * Allies affected must wait, taking no action, this turn.
 * Enemies affected must wait, taking no action, on their coming turn.
 * The game looks for the the highest density of units, goes by monetary value. His units count as negative money towards this density.
 * Tag Affinity:
 * Description:
 * Hit: Long life
 * Miss: Young'uns

Jugger (Zipo)
 * Abilities:
 * Small variations in attack, may do more, may do less. he does 25% more or 10% less for his D2D
 * CO Gauge: xxxXXXX
 * CO Power: Burning Punch
 * Variation in attack increase, tends to do more, though. -25% to +50%
 * SCO Power: Crash Blow
 * Variation in attack increase, tends to do more, though. -40% to +90%
 * Tag Affinity:
 * Koal:   XX
 * Kindle: X
 * Description:
 * Hit:
 * Miss:
 * Special Notes: The random damage will randomly do additional HP damage not simply additional % damage. What does this mean?  It means enough infantry which do fractions of a percent to a Megatank can do a bonus of +1 HP or more of damage and significantly hurt it.

Koal (Chakka)
 * Abilities:
 * All land units on roads do 110% damage.
 * CO Gauge: xxxXX
 * CO Power: Ikkitsukan
 * All units get +1 movement points.
 * All land units on road get a further +^% to attack ^Get exact^
 * SCO Power: Kokushimusou
 * All units get +2 movement points.
 * All land units on road get a further +^% to attack ^Get exact^
 * Tag Affinity:
 * Jugger: XX
 * Kindle: X
 * Adder:  X
 * Description:
 * Hit:
 * Miss:

Kindle (Candle)
 * Abilities:
 * All land units on urban terrain do 110% damage. Urban terrain means only capturable properties.  So, Missile Silos do not count.
 * CO Gauge: xxxXXX
 * CO Power: Power of City
 * All land units on urban terrain get a further +^% to attack.^Get exact^
 * Enemy units on urban terrain take 3 damage.
 * SCO Power: Apple Fever (Think "Big Apple")
 * All land units on urban terrain get a further +^% to attack.^Get exact^
 * All units receive +x% to attack. x = 5 * number of her properties.
 * Tag Affinity:
 * Jugger: X
 * Koal:   X
 * Description:
 * Hit:
 * Miss: