Advance Wars: Dual Strike/COs: Difference between revisions

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{{Header Nav|game=Advance Wars: Dual Strike}}
{{Header Nav|game=Advance Wars: Dual Strike}}
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==COs==
==About Abilities==
===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.
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===
==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.
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 7000 money.  However, whenever a power is used, the amount required to fll a star goes up 14,000 after 10 uses.  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. 1/20 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?
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===
==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.
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===
==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.
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===
==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%.
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% power. 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 110%.


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.
There are also tag stars which are shown at the COs menu. For every star the COs get +5% day to day luck. As the example Max and Grit who have 2 stars, which means they get 10% day to day luck.


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


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


===Guideline For CO Info===
==Guideline For CO Info==
;[US Name] ([JPN Name])
;[US Name] ([JPN Name])
:Abilities:
:Abilities:
Line 45: Line 45:
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
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)===
==Orange Star (known as Red Star in Japan) COs==
'''Andy (Ryo)'''
 
{{col|2|begin}}
===Andy (Ryo)===
:Abilities:
:Abilities:
::No inherent weaknesses or strengths.  All units have 100% stats.
::No inherent weaknesses or strengths.  All units have 100% stats.
Line 64: Line 66:
::Miss: Waking up early
::Miss: Waking up early


'''Max (Max)'''
{{col|2}}
===Max (Max)===
:Abilities:
:Abilities:
::All direct units do 120% damage.
::All direct units do 120% damage.
Line 79: Line 82:
::Hit: Weight training
::Hit: Weight training
::Miss: Studying
::Miss: Studying
{{col|2|end}}


'''Sami (Domino)'''
{{col|2|begin}}
===Sami (Domino)===
:Abilities:
:Abilities:
::Infantry and mechs do 120% damage.
::Infantry and mechs do 120% damage.
Line 88: Line 93:
:CO Power: Double Time
:CO Power: Double Time
::Infantry/Mechs get +1 movement points.
::Infantry/Mechs get +1 movement points.
::Infantry/Mechs get a further +20% to attack.
::Infantry/Mechs get a further +40% to attack (160%).
:SCO Power: Victory March
:SCO Power: Victory March
::Infantry/Mechs get +2 movement points.
::Infantry/Mechs get +2 movement points.
::Infantry/Mechs get a further +50% to attack.
::Infantry/Mechs get a further +70% to attack (190%).
::Infantry/Mechs can instantly capture properties, regardless of HP.
::Infantry/Mechs can instantly capture properties, regardless of HP.
:Tag Affinity:
:Tag Affinity:
Line 100: Line 105:
::Miss: Cowards
::Miss: Cowards


'''Nell (Catherine)'''
{{col|2}}
===Nell (Catherine)===
:Abilities:
:Abilities:
::All units are lucky and may do extra damage.
::All units are lucky and may do extra damage.
::There is a small chance to do +1 HP demage
::There is a small chance to do +1 HP damage
::This chance gets reduced greatly when the target has 2 or more stars of terrain defense.
::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.
::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.
Line 109: Line 115:
:CO Power: Lucky Star
:CO Power: Lucky Star
::All units get even luckier.
::All units get even luckier.
::Units have a better chance to do up to +6 HP demage
::Units have a better chance to do up to +6 HP damage.
::These odds reduce as her attacking units are at lower HP.
::These odds reduce as her attacking units are at lower HP.
::Weak units have much more noticeable chances of getting lucky on strong units.  Infantry can hurt Anti-Air and Md Tanks or heavier if lucky.
::Weak units have much more noticeable chances of getting lucky on strong units.  Infantry can hurt stronger units if lucky.
:SCO Power: Lady Luck
:SCO Power: Lady Luck
::All units have much better chance to do up to +10 HP demage
::All units have much better chance to do up to +10 HP damage
::These odds reduce as her attacking units are at lower HP.
::These odds reduce as her attacking units are at lower HP.
::Weak units may now OHKO strong units.  Infantry may OHKO Neotanks.
::Weak units may now OHKO strong units.  Infantry may OHKO everything.
:Tag Affinity:
:Tag Affinity:
::Rachel:  XXX, Windfall
::Rachel:  XXX, Windfall
Line 121: Line 127:
::Hit: Willful students
::Hit: Willful students
::Miss: Downtime
::Miss: Downtime
{{col|2|end}}


'''Hachi (^Need Romaji^)'''
{{col|2|begin}}
===Hachi (Hachi)===
:Abilities:
:Abilities:
::All units cost 90% of their normal price.
::All units cost 90% of their normal price.
Line 137: Line 145:
::Miss: Medicine
::Miss: Medicine


'''Jake (John)'''
{{col|2}}
===Jake (John)===
:Abilities:
:Abilities:
::All land units on plains do 110% damage.
::All land units on plains do 110% damage.
Line 154: Line 163:
::Hit: Clubbin'
::Hit: Clubbin'
::Miss: Easy listening
::Miss: Easy listening
{{col|2|end}}


'''Rachel (Rachel)'''
{{col|2|begin}}
===Rachel (Rachel)===
:Abilities:
:Abilities:
::Units on appropriate her properties repair at +1 HP/day but repair costs increase proportionately.
::Units on appropriate her properties repair at +1 HP/day but repair costs increase proportionately.
:CO Gauge:  xxxXXX
:CO Gauge:  xxxXXX
:CO Power: Lucky Lass
:CO Power: Lucky Lass
::Increases chance of all units to do up to +4 HP demage.
::Increases chance of all units to do up to +4 HP damage.
:SCO Power: Covering Fire
:SCO Power: Covering Fire
::Three missiles are launched at enemy randomly.
::Three missiles are launched at the enemy, targets selected by monetary value and health of targets.
:Tag Affinity:
:Tag Affinity:
::Nell:    XXX, Windfall
::Nell:    XXX, Windfall
Line 170: Line 181:
::Miss: Excuses
::Miss: Excuses


===Blue Moon===
{{col|2|end}}
'''Olaf (Whip)'''
 
==Blue Moon COs==
 
{{col|2|begin}}
===Olaf (Whip)===
:Abilities:
:Abilities:
::No penalties due to the snow.
::No penalties due to the snow.
Line 177: Line 192:
:CO Gauge:  xxxXXXX
:CO Gauge:  xxxXXXX
:CO Power: Blizzard
:CO Power: Blizzard
::Snow falls until your next turn.
::Snow falls for two turns.
:SCO Power: Winter Fury
:SCO Power: Winter Fury
::Snow falls until your next turn.
::Snow falls for two turns.
::All enemy units take 2 HP damage.
::All enemy units take 2 HP damage.
:Tag Affinity:
:Tag Affinity:
Line 187: Line 202:
::Miss: Rainclouds
::Miss: Rainclouds


'''Grit (Billy)'''
{{col|2}}
===Grit (Billy)===
:Abilities:
:Abilities:
::Indirect units do 120% damage.
::Indirect units do 120% damage.
Line 205: Line 221:
::Hit: Cats
::Hit: Cats
::Miss: Rats
::Miss: Rats
{{col|2|end}}


'''Colin (Ewan)'''
{{col|2|begin}}
===Colin (Ewan)===
:Abilities:
:Abilities:
::All units cost 80% of their normal prices.
::All units cost 80% of their normal prices.
Line 221: Line 239:
::Miss: Black Hole
::Miss: Black Hole


'''Sasha (Sasha)'''
{{col|2}}
===Sasha (Sasha)===
:Abilities:
:Abilities:
::Receive +10% money from each of her properties, so 1100 by default.
::Receive +10% money from each of her properties, so 1100 by default.
Line 232: Line 251:
::Colin:  XXX Trust funds
::Colin:  XXX Trust funds
:Description:
:Description:
::Hit:
::Hit: Truffles
::Miss:
::Miss: Pork Rinds
{{col|2|end}}


===Yellow Comet===
==Yellow Comet COs==
'''Kanbei (Kikutiyo)'''
 
{{col|2|begin}}
===Kanbei (Kikuchiyo)===
:Abilities
:Abilities
::All units do 120% damage.
::All units do 120% damage.
Line 255: Line 277:
::Miss: Computers
::Miss: Computers


'''Sonja (Asuka)'''
{{col|2}}
===Sonja (Asuka)===
:Abilities
:Abilities
::All units have +1 to their vision range.
::All units have +1 to their vision range.
Line 270: Line 293:
::All units can see into forests and reefs.
::All units can see into forests and reefs.
::Enemy reduces 3 of their terrain defense stars.
::Enemy reduces 3 of their terrain defense stars.
::Attacks first when counterattacked. Sonja's destroyed units may even do demage to the attacking unit.
::Attacks first when counterattacked. Sonja's destroyed units may even do damage to the attacking unit.
:Tag Affinity:
:Tag Affinity:
::Kanbei:  XXX Battle Standard
::Kanbei:  XXX Battle Standard
Line 278: Line 301:
::Hit: Computers
::Hit: Computers
::Miss: Bugs
::Miss: Bugs
{{col|2|end}}


'''Sensei (Yamamoto)'''
{{col|2|begin}}
 
===Sensei (Yamamoto)===
:Abilities:
:Abilities:
::B Copters do 150% damage.
::B Copters do 150% damage.
Line 299: Line 325:
::Miss: Busy malls
::Miss: Busy malls


'''Grimm (Kozou)'''
{{col|2}}
===Grimm (Kouzou)===
:Abilities:
:Abilities:
::All units do 130% damage.
::All units do 130% damage.
::All units have 80% defense.
::All units have 80% defense.
:CO Gauge:  xxxXXX
:CO Gauge:  xxxXXX
:CO Power: Knuncklebuster
:CO Power: Knuckleduster
::All units get a further +30% offense
::All units get a further +30% offense
:SCO Power: Haymaker
:SCO Power: Haymaker
Line 312: Line 339:
:Description:
:Description:
::Hit: Doughnuts
::Hit: Doughnuts
::Miss: Doughnuts with cabbage in it
::Miss: Planning
{{col|2|end}}


===Green Earth===
==Green Earth COs==


'''Drake (Mop)'''
{{col|2|begin}}
===Drake (Mop)===
:Abilities:
:Abilities:
::All sea units do 120% damage.
::All sea units do 120% damage.
Line 335: Line 364:
::Miss: High places
::Miss: High places


'''Eagle (Eagle)'''
{{col|2}}
===Eagle (Eagle)===
:Abilities:
:Abilities:
::All air units do 120% damage.
::All air units do 120% damage.
Line 342: Line 372:
:CO Gauge:  xxxXXXXXX
:CO Gauge:  xxxXXXXXX
:CO Power: Lightning Drive
: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 50% damage until Eagle's next turn land units will do 55% 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.
::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 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 do 55% damage. Since Infantry/Mechs are not affected (they get the standard +10% bonus to attack and defense that all CO Powers give).
:SCO Power: Lightning Strike
:SCO Power: Lightning Strike
::All non Infantry/Mech units can take a second action.
::All non Infantry/Mech units can take a second action.
Line 353: Line 383:
::Hit: Lucky Goggles
::Hit: Lucky Goggles
::Miss: Swimming
::Miss: Swimming
{{col|2|end}}


'''Jess (Hannah)'''
{{col|2|begin}}
===Jess (Hannah)===
:Abilities:
:Abilities:
::All vehicles do 120% damage.
::All vehicles do 120% damage.
Line 374: Line 406:
::Miss: Unfit COs
::Miss: Unfit COs


'''Javier (Bittman)'''
{{col|2}}
===Javier (Bittman)===
:Abilities:
:Abilities:
::All units have 120% defense from indirect units.
::All units have 120% defense from indirect units.
::Towers provide +10% defense, as well as the default +10% offense.
::Towers provide +10% defense, as well as the default +10% offense.
:CO Gauge:  xxxXXX
:CO Gauge:  xxxXXX
:CO Power: Iron Shield
:CO Power: Tower Shield
::All units +20% defense from indirect units.
::All units +20% defense from indirect units.
::Towers grant double bonuses.
::Towers grant double bonuses.
:SCO Power: Royal Guard
:SCO Power: Tower of Power
::All units +40% to defense from indirect units.  This is a total of 200% defense. They are immune to indirects.
::All units +40% to defense from indirect units.  (Total 170% indirect defense.)
::Towers grant triple bonuses.
::Towers grant triple bonuses.
:Tag Affinity:
:Tag Affinity:
Line 389: Line 422:
::Jess:    X Green Flash
::Jess:    X Green Flash
:Description:
:Description:
::Hit:
::Hit: Honor
::Miss:
::Miss: Retreating
{{col|2|end}}


===Black Hole===
==Black Hole COs==
Hawke (Howke)
 
{{col|2|begin}}
===Hawke (Howke)===
:Abilities:
:Abilities:
::All units do 110% damage.
::All units do 110% damage.
Line 410: Line 446:
::Miss: Incompetence
::Miss: Incompetence


Flak (Kong)
{{col|2}}
===Flak (Kong)===
:Abilities:
:Abilities:
::Small variations in attack, may do more, may do less.
::Small variations in attack, may do more, may do less.
Line 424: Line 461:
::Miss: Veggies
::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.
: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.
{{col|2|end}}


Lash (Cat)
{{col|2|begin}}
===Lash (Cat)===
:Abilities:
:Abilities:
::All units receiving defensive terrain bonuses also apply the bonuses to attack.  So, 1 star provides +10% to attack and defense.
::All units receiving defensive terrain bonuses also apply the bonuses to attack.  So, 1 star provides +10% to attack and defense.
Line 442: Line 481:
::Miss: Not getting it
::Miss: Not getting it


Adder (Snake)
{{col|2}}
===Adder (Snake)===
:Abilities:
:Abilities:
::No inherent weaknesses or strengths.  All units have 100% stats.
::No inherent weaknesses or strengths.  All units have 100% stats.
Line 455: Line 495:
::Hit: His own face
::Hit: His own face
::Miss: Dirty things
::Miss: Dirty things
{{col|2|end}}
==Bolt Guard COs==


===Bolt Guard===
{{col|2|begin}}
Von Bolt (Hell-Bolt) ^Please check my Romaji^
===Von Bolt (Hell-Volt)===
:Abilities:
:Abilities:
::All units do 110% damage.
::All units do 110% damage.
Line 467: Line 510:
::Allies affected must wait, taking no action, this turn.
::Allies affected must wait, taking no action, this turn.
::Enemies affected must wait, taking no action, on their coming 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.
::The game looks for the highest density of units, goes by monetary value.  His units count as negative money towards this density.
:Tag Affinity:
:Tag Affinity:
:Description:
:Description:
Line 473: Line 516:
::Miss: Young'uns
::Miss: Young'uns


Jugger (Zipo)
{{col|2}}
===Jugger (Zipo)===
:Abilities:
:Abilities:
::Small variations in attack, may do more, may do less. he does 25% more or 10% less for his D2D
::Small variations in attack, may do more, may do less. he does 25% more or 10% less for his D2D
:CO Gauge:  xxxXXXX
:CO Gauge:  xxxXXXX
:CO Power: Burning Punch
:CO Power: Overclock
::Variation in attack increase, tends to do more, though. -25% to +50%  
::Variation in attack increase, tends to do more, though. -25% to +50%  
:SCO Power: Crash Blow
:SCO Power: System Crash
::Variation in attack increase, tends to do more, though. -40% to +90%
::Variation in attack increase, tends to do more, though. -40% to +90%
:Tag Affinity:
:Tag Affinity:
::Koal:    XX
::Koal:    XX Power Surge
::Kindle:  X
::Kindle:  X Fireworks
:Description:
:Description:
::Hit:
::Hit: Energy
::Miss:
::Miss: Static Electricity
: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.
: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.
{{col|2|end}}


Koal (Chakka)
{{col|2|begin}}
===Koal (Chakka)===
:Abilities:
:Abilities:
::All land units on roads do 110% damage.
::All land units on roads do 110% damage.
:CO Gauge:  xxxXX
:CO Gauge:  xxxXX
:CO Power: Ikkitsukan
:CO Power: Ikkitsukan (Forced March)
::All units get +1 movement points.
::All units get +1 movement points.
::All land units on road get a further +^% to attack ^Get exact^
::All land units on road get a further +120% to attack.
:SCO Power: Kokushimusou
:SCO Power: Kokushimusou (Trail Of Woe)
::All units get +2 movement points.
::All units get +2 movement points.
::All land units on road get a further +^% to attack ^Get exact^
::All land units on road get a further +130% to attack.
:Tag Affinity:
:Tag Affinity:
::Jugger:  XX
::Jugger:  XX Power Surge
::Kindle:  X
::Kindle:  X Point Flash
::Adder:  X
::Adder:  X Creepy Crawly
:Description:
:Description:
::Hit:
::Hit: Ramen, Proverbs
::Miss:
::Miss: Fondue


Kindle (Candle)
{{col|2}}
===Candy (Candle)===
:Abilities:
:Abilities:
::All land units on urban terrain do 110% damage. Urban terrain means only capturable properties.  So, Missile Silos do not count.
::All land, air, and sea units on urban terrain have 130% damage. Urban terrain does not include missile silos
:CO Gauge:  xxxXXX
:CO Gauge:  xxxXXX
:CO Power: Power of City
:CO Power: Urban Blight
::All land units on urban terrain get a further +^% to attack.^Get exact^
::All land, air, and sea units on urban terrain have 180% offense
::Enemy units on urban terrain take 3 damage.
::Enemy units on urban terrain take 3 damage.
:SCO Power: Apple Fever (Think "Big Apple")
:SCO Power: High Society
::All land units on urban terrain get a further +^% to attack.^Get exact^
::All land, air, and sea units on urban terrain have 230% offense
::All units receive +x% to attack.  x = 5 * number of her properties.
::+ another 3% offense for every owned properties
:Tag Affinity:
:Tag Affinity:
::Jugger:  X
::Jugger:  X Fireworks
::Koal:    X
::Koal:    X Point Flash
:Description:
:Description:
::Hit:
::Hit: Anything Chic
::Miss:
::Miss: Anything Passe
{{col|2|end}}


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