Warcoins
0
0
Aggressorbot Factory: Basic
Preview - Aggressorbot Factory: Basic
This basic modification, protected by a laser barrier and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
Warcoins
60
60
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Aggressorbot Factory: Expert
Preview - Aggressorbot Factory: Expert
This expert modification, protected by a laser barrier and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
Warcoins
100
100
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Aggressorbot Factory: Reinforced
Preview - Aggressorbot Factory: Reinforced
This reinforced modification, protected by a laser barrier and a Defensive Cannon, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
Warcoins
72
72
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Aggressorbot Factory: Secure
Preview - Aggressorbot Factory: Secure
This secure modification, protected by a laser barrier and a Defensive Cannon, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
Warcoins
86
86
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Aggressorbot Factory: Skilled
Preview - Aggressorbot Factory: Skilled
This skilled modification, protected by a laser barrier and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: mobile mines, whirlwind, pull.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
Warcoins
84
84
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Attack Ship: Basic
Preview - Attack Ship: Basic
This basic modification provides an offensive ability, called Call Air Support (4 minute cooldown, 750 Nano-Pak Cost).
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 72
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 72
Abilities
Warcoins
112
112
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Attack Ship: Charged
Preview - Attack Ship: Charged
This charged modification provides an offensive ability, called Call Air Support (4 minute cooldown, 620 Nano-Pak Cost).
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 90
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 90
Warcoins
158
158
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Attack Ship: Energized
Preview - Attack Ship: Energized
This energized modification provides an offensive ability, called Call Air Support (3 minute cooldown, 560 Nano-Pak Cost).
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 2100
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 2100
Warcoins
190
190
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Attack Ship: Reinforced
Preview - Attack Ship: Reinforced
This reinforced modification provides an offensive ability, called Call Air Support (4 minute cooldown, 750 Nano-Pak Cost).
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 78
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 78
Warcoins
135
135
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Attack Ship: Secure
Preview - Attack Ship: Secure
This secure modification provides an offensive ability, called Call Air Support (4 minute cooldown, 750 Nano-Pak Cost).
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 84
Requires: Minimum Warparty Team Rating: 1650
This ability, when used, will call ships to perform a series of gun attacks on the ground around the player.
Upgrading this modification increases the damage of the gun attacks.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 84
Requires: Minimum Warparty Team Rating: 1650
Warcoins
162
162
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Battlebot Factory: Basic
Preview - Battlebot Factory: Basic
This basic modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
Warcoins
72
72
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Battlebot Factory: Expert
Preview - Battlebot Factory: Expert
This expert modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
Warcoins
120
120
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Battlebot Factory: Reinforced
Preview - Battlebot Factory: Reinforced
This reinforced modification, protected by two Defensive Cannons, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
Warcoins
86
86
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Battlebot Factory: Secure
Preview - Battlebot Factory: Secure
This secure modification, protected by two Defensive Cannons, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
104
104
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Battlebot Factory: Skilled
Preview - Battlebot Factory: Skilled
This skilled modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: area damage, armor debuff, disorient.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
Warcoins
100
100
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Boss Summoner: Basic
Preview - Boss Summoner: Basic
This basic modification is used with a Warplot Boss Token.
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 84
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 84
Abilities
Warcoins
180
180
Upgrade Cost
First Upgrade: 655
Second Upgrade: 800
First Upgrade: 655
Second Upgrade: 800
Place
Upgrade 1
Upgrade 2
Remove
Preview
Boss Summoner: Reinforced
Preview - Boss Summoner: Reinforced
This reinforced modification is used with a Warplot Boss Token.
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 1400
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 1400
Warcoins
215
215
Upgrade Cost
First Upgrade: 655
Second Upgrade: 800
First Upgrade: 655
Second Upgrade: 800
Place
Upgrade 1
Upgrade 2
Remove
Preview
Boss Summoner: Secure
Preview - Boss Summoner: Secure
This secure modification is used with a Warplot Boss Token.
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 108
Requires: Minimum Warparty Team Rating: 1800
Clicking on a Boss Token in the Warparty Bank (accessed on the Warparty bar during a match) will produce a projection of the Token's creature.
The Direct Boss ability (3 minute cooldown, 975 Nano-Pak Cost) can be used to teleport the Boss to the enemy's Warplot or return him to your team's Warplot.
Only one boss can be summoned during a Warplot match.
Upgrade: 2.5m\/2m cooldown.
Nano-Pak Cost Per Upgrade: 655\/800.
Energy Maintenance Cost: 108
Requires: Minimum Warparty Team Rating: 1800
Warcoins
260
260
Upgrade Cost
First Upgrade: 655
Second Upgrade: 800
First Upgrade: 655
Second Upgrade: 800
Place
Upgrade 1
Upgrade 2
Remove
Preview
Bunker: Basic
Preview - Bunker: Basic
This basic modification, protected by a Bladesman and Heavy Gunner, provides a teamwide buff which increases Strikethrough.
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Warcoins
30
30
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Bunker: Reinforced
Preview - Bunker: Reinforced
This reinforced modification, protected by a Bladesman, Heavy Gunner, and one Defensive Cannon, provides a teamwide buff which increases Strikethrough.
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Warcoins
36
36
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Bunker: Secure
Preview - Bunker: Secure
This secure modification, protected by a Bladesman, Heavy Gunner, and two Defensive Cannons, provides a teamwide buff which increases Strikethrough.
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1500
Right-clicking the structure unit will give the player an item that grants a temporary strikethrough and armor pierce buff field.
55 Strikethrough Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1500
Warcoins
44
44
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Chompacabra Creature Pen: Basic
Preview - Chompacabra Creature Pen: Basic
This basic modification, protected by spike traps, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
Warcoins
45
45
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Chompacabra Creature Pen: Expert
Preview - Chompacabra Creature Pen: Expert
This expert modification, protected by spike traps, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
Warcoins
76
76
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Chompacabra Creature Pen: Reinforced
Preview - Chompacabra Creature Pen: Reinforced
This reinforced modification, protected by spike traps, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
Warcoins
54
54
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Chompacabra Creature Pen: Secure
Preview - Chompacabra Creature Pen: Secure
This secure modification, protected by spike traps, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
Warcoins
64
64
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Chompacabra Creature Pen: Skilled
Preview - Chompacabra Creature Pen: Skilled
This skilled modification, protected by spike traps, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: progressive damage, snares, burrow, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
Warcoins
62
62
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Communications Tower: Basic
Preview - Communications Tower: Basic
This basic modification, protected by a Rifleman and Technician, provides a teamwide buff which increases deflection.
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Warcoins
30
30
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Communications Tower: Reinforced
Preview - Communications Tower: Reinforced
This reinforced modification, protected by a Rifleman and Technician, provides a teamwide buff which increases deflection.
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Warcoins
36
36
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Communications Tower: Secure
Preview - Communications Tower: Secure
This secure modification, protected by a Rifleman and Technician, provides a teamwide buff which increases deflection.
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1650
Right-clicking the structure unit will give the player an item that grants a temporary deflection shield.
5% Deflection.
Bonus Per Upgrade: 10%\/15%, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1650
Warcoins
44
44
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Deployment Station: Basic
Preview - Deployment Station: Basic
This basic modification enables three hot-drop pads.
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 20
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 20
Warcoins
50
50
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Deployment Station: Reinforced
Preview - Deployment Station: Reinforced
This reinforced modification, defended by a Protector Bot, enables three hot-drop pads.
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 24
Requires: Minimum Warparty Team Rating: 1400
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 24
Requires: Minimum Warparty Team Rating: 1400
Warcoins
60
60
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Deployment Station: Secure
Preview - Deployment Station: Secure
This secure modification, defended by a Protector Bot and a Defensive Cannon, enables three hot-drop pads.
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 28
Requires: Minimum Warparty Team Rating: 1800
When a pad is used, the player is rocket-pod launched onto the battlefield.
Upgrade: +1\/+1 additional hot-drop pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 28
Requires: Minimum Warparty Team Rating: 1800
Warcoins
72
72
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Eldan Beacon: Basic
Preview - Eldan Beacon: Basic
This basic modification provides an offensive ability, called Signal the Swarm (5 minute cooldown, 840 Nano-Pak Cost).
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 72
Requires: Minimum Warparty Team Rating: 1400
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 72
Requires: Minimum Warparty Team Rating: 1400
Abilities
Warcoins
150
150
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Eldan Beacon: Charged
Preview - Eldan Beacon: Charged
This charged modification provides an offensive ability, called Signal the Swarm (5 minute cooldown, 695 Nano-Pak Cost).
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 90
Requires: Minimum Warparty Team Rating: 1600
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 90
Requires: Minimum Warparty Team Rating: 1600
Abilities
Warcoins
210
210
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Eldan Beacon: Energized
Preview - Eldan Beacon: Energized
This energized modification provides an offensive ability, called Signal the Swarm (4 minute cooldown, 625 Nano-Pak Cost).
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 2200
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 96
Requires: Minimum Warparty Team Rating: 2200
Abilities
Warcoins
250
250
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Eldan Beacon: Reinforced
Preview - Eldan Beacon: Reinforced
This reinforced modification provides an offensive ability, called Signal the Swarm (5 minute cooldown, 840 Nano-Pak Cost).
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 78
Requires: Minimum Warparty Team Rating: 1600
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 78
Requires: Minimum Warparty Team Rating: 1600
Warcoins
180
180
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Eldan Beacon: Secure
Preview - Eldan Beacon: Secure
This secure modification provides an offensive ability, called Signal the Swarm (5 minute cooldown, 840 Nano-Pak Cost).
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 84
Requires: Minimum Warparty Team Rating: 2000
This ability, when used, will summon insect swarms in several areas around the caster.
Upgrading this modification increases the damage of the swarms.
Nano-Pak Cost Per Upgrade: 575\/670.
Energy Maintenance Cost: 84
Requires: Minimum Warparty Team Rating: 2000
Warcoins
215
215
Upgrade Cost
First Upgrade: 575
Second Upgrade: 670
First Upgrade: 575
Second Upgrade: 670
Place
Upgrade 1
Upgrade 2
Remove
Preview
Frizlet Pen: Basic
Preview - Frizlet Pen: Basic
This basic modification, protected by energy barriers and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
Warcoins
52
52
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Frizlet Pen: Expert
Preview - Frizlet Pen: Expert
This expert modification, protected by energy barriers and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
Warcoins
86
86
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Frizlet Pen: Reinforced
Preview - Frizlet Pen: Reinforced
This reinforced modification, protected by energy barriers and a Defensive Cannon, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
Warcoins
62
62
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Frizlet Pen: Secure
Preview - Frizlet Pen: Secure
This secure modification, protected by energy barriers and a Defensive Cannon, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
74
74
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Frizlet Pen: Skilled
Preview - Frizlet Pen: Skilled
This skilled modification, protected by energy barriers and a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: teleportation, area effect damage.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
Warcoins
72
72
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Furnace: Basic
Preview - Furnace: Basic
This basic modification, protected by one Defensive Cannon, is a defensive hazard that damages and debuffs dash regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
Warcoins
60
60
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Furnace: Reinforced
Preview - Furnace: Reinforced
This reinforced modification, protected by one Defensive Cannon, is a defensive hazard that damages and debuffs dash regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
Warcoins
72
72
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Furnace: Secure
Preview - Furnace: Secure
This secure modification, protected by one Defensive Cannon, is a defensive hazard that damages and debuffs dash regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
Warcoins
86
86
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Gas Processing Plant: Basic
Preview - Gas Processing Plant: Basic
This basic modification is a defensive hazard that debuffs movement speed and increases gravity for opponents inside the plug area.
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
Warcoins
78
78
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Gas Processing Plant: Reinforced
Preview - Gas Processing Plant: Reinforced
This reinforced modification is a defensive hazard that debuffs movement speed and increases gravity for opponents inside the plug area.
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
Warcoins
94
94
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Gas Processing Plant: Secure
Preview - Gas Processing Plant: Secure
This secure modification is a defensive hazard that debuffs movement speed and increases gravity for opponents inside the plug area.
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
When the hazard bar is full, the enemy player is then dealt damage over time.
Upgrading the modification increases the hazard's debuffs and damage effects.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
Warcoins
112
112
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Intraplot Transport Center: Basic
Preview - Intraplot Transport Center: Basic
This basic modification enables four sets of bi-directional teleport pads inside the team's Warplot.
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 20
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 20
Warcoins
50
50
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Intraplot Transport Center: Reinforced
Preview - Intraplot Transport Center: Reinforced
This reinforced modification enables four sets of bi-directional teleport pads inside the team's Warplot.
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 24
Requires: Minimum Warparty Team Rating: 1400
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 24
Requires: Minimum Warparty Team Rating: 1400
Warcoins
60
60
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Intraplot Transport Center: Secure
Preview - Intraplot Transport Center: Secure
This secure modification enables four sets of bi-directional teleport pads inside the team's Warplot.
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 28
Requires: Minimum Warparty Team Rating: 1800
Upgrade: +2\/+1 additional sets of teleport pads are enabled.
Nano-Pak Cost Per Upgrade: 155\/220.
Energy Maintenance Cost: 28
Requires: Minimum Warparty Team Rating: 1800
Warcoins
72
72
Upgrade Cost
First Upgrade: 155
Second Upgrade: 220
First Upgrade: 155
Second Upgrade: 220
Place
Upgrade 1
Upgrade 2
Remove
Preview
Military Research Center: Basic
Preview - Military Research Center: Basic
This basic modification, protected by a Pistoleer and an Assassin, increases durability of deployables placed on the Warplot and battlefield.
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Warcoins
22
22
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Military Research Center: Reinforced
Preview - Military Research Center: Reinforced
This reinforced modification, protected by a Pistoleer, an Assassin and a Defensive Cannon, increases durability of deployables placed on the Warplot and battlefield.
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Requires: Minimum Warparty Team Rating: 1500
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Requires: Minimum Warparty Team Rating: 1500
Warcoins
28
28
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Military Research Center: Secure
Preview - Military Research Center: Secure
This secure modification, protected by a Pistoleer, an Assassin, and two Defensive Cannons, increases durability of deployables placed on the Warplot and battlefield.
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Requires: Minimum Warparty Team Rating: 1800
Right-clicking the structure unit will give the player an item that spawns a temporary turret.
10% Durability Bonus.
Buff Per Upgrade: 15% Durability\/15% Durability, 10% damage\
Requires: Minimum Warparty Team Rating: 1800
Warcoins
32
32
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Moodie Pen: Basic
Preview - Moodie Pen: Basic
This basic modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 28
Warcoins
52
52
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Moodie Pen: Expert
Preview - Moodie Pen: Expert
This expert modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
A Reinforcements ability (3 min cooldown, 390 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1800
Warcoins
86
86
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Moodie Pen: Reinforced
Preview - Moodie Pen: Reinforced
This reinforced modification, protected by two Defensive Cannons, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 30
Warcoins
62
62
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Moodie Pen: Secure
Preview - Moodie Pen: Secure
This secure modification, protected by two Defensive Cannons, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 535 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
74
74
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Moodie Pen: Skilled
Preview - Moodie Pen: Skilled
This skilled modification, protected by two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
A Reinforcements ability (4 min cooldown, 435 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: knockback, summons, ranged and melee attacks.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 215\/280.
Energy Maintenance Cost: 34
Warcoins
72
72
Upgrade Cost
First Upgrade: 215
Second Upgrade: 280
First Upgrade: 215
Second Upgrade: 280
Place
Upgrade 1
Upgrade 2
Remove
Preview
Multiple Rocket Launcher: Basic
Preview - Multiple Rocket Launcher: Basic
This basic modification provides an offensive ability, called Multiple Rocket Launch (2.5 minute cooldown, 550 Nano-Pak Cost).
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 64
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 64
Abilities
Warcoins
150
150
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Multiple Rocket Launcher: Charged
Preview - Multiple Rocket Launcher: Charged
This charged modification provides an offensive ability, called Multiple Rocket Launch (2.5 minute cooldown, 485 Nano-Pak Cost).
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 82
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 82
Warcoins
210
210
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Multiple Rocket Launcher: Energized
Preview - Multiple Rocket Launcher: Energized
This energized modification provides an offensive ability, called Multiple Rocket Launch (2 minute cooldown, 420 Nano-Pak Cost).
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 88
Requires: Minimum Warparty Team Rating: 1600
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 88
Requires: Minimum Warparty Team Rating: 1600
Warcoins
250
250
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Multiple Rocket Launcher: Reinforced
Preview - Multiple Rocket Launcher: Reinforced
This reinforced modification provides an offensive ability, called Multiple Rocket Launch (2.5 minute cooldown, 550 Nano-Pak Cost).
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 70
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 70
Warcoins
180
180
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Multiple Rocket Launcher: Secure
Preview - Multiple Rocket Launcher: Secure
This secure modification provides an offensive ability, called Multiple Rocket Launch (2.5 minute cooldown, 550 Nano-Pak Cost).
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 76
Requires: Minimum Warparty Team Rating: 1500
This ability, when used, produces multiple area effect missile attacks on the ground near the caster.
Enemies affected by missiles are damaged and dazed.
Upgrading this modification increases the damage of the missile strikes.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 76
Requires: Minimum Warparty Team Rating: 1500
Warcoins
215
215
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Nuclear Plant: Basic
Preview - Nuclear Plant: Basic
This basic modification, protected by two Defensive Cannons, is a defensive hazard that damages and debuffs sprint regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 24
Warcoins
70
70
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Nuclear Plant: Reinforced
Preview - Nuclear Plant: Reinforced
This reinforced modification, protected by two Defensive Cannons, is a defensive hazard that damages and debuffs sprint regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 28
Warcoins
82
82
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Nuclear Plant: Secure
Preview - Nuclear Plant: Secure
This secure modification, protected by two Defensive Cannons, is a defensive hazard that damages and debuffs sprint regeneration for opponents inside the plug area.
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
Upgrading the modification increases the hazard's damage and debuff effect.
Nano-Pak Cost Per Upgrade: 195\/255.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1500
Warcoins
100
100
Upgrade Cost
First Upgrade: 195
Second Upgrade: 255
First Upgrade: 195
Second Upgrade: 255
Place
Upgrade 1
Upgrade 2
Remove
Preview
Orbital Laser: Basic
Preview - Orbital Laser: Basic
This basic modification provides an offensive ability, called Orbital Laser Strike (1 minute cooldown, 1075 Nano-Pak Cost).
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 64
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 64
Abilities
Warcoins
150
150
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Orbital Laser: Charged
Preview - Orbital Laser: Charged
This charged modification provides an offensive ability, called Orbital Laser Strike (1 minute cooldown, 950 Nano-Pak Cost).
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 82
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 82
Abilities
Warcoins
210
210
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Orbital Laser: Energized
Preview - Orbital Laser: Energized
This energized modification provides an offensive ability, called Orbital Laser Strike (45 second cooldown, 825 Nano-Pak Cost).
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 88
Requires: Minimum Warparty Team Rating: 1600
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 88
Requires: Minimum Warparty Team Rating: 1600
Abilities
Warcoins
250
250
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Orbital Laser: Reinforced
Preview - Orbital Laser: Reinforced
This reinforced modification provides an offensive ability, called Orbital Laser Strike (1 minute cooldown, 1075 Nano-Pak Cost).
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 70
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 70
Warcoins
180
180
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Orbital Laser: Secure
Preview - Orbital Laser: Secure
This secure modification provides an offensive ability, called Orbital Laser Strike (1 minute cooldown, 1075 Nano-Pak Cost).
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 76
Requires: Minimum Warparty Team Rating: 1500
This ability, when used, allows the player to select a ground area where a laser strike will be issued, damaging and knocking down opponents.
Upgrading this modification increases the damage and knockdown duration of the laser strike.
Nano-Pak Cost Per Upgrade: 545\/640.
Energy Maintenance Cost: 76
Requires: Minimum Warparty Team Rating: 1500
Warcoins
215
215
Upgrade Cost
First Upgrade: 545
Second Upgrade: 640
First Upgrade: 545
Second Upgrade: 640
Place
Upgrade 1
Upgrade 2
Remove
Preview
Osun Encampment: Basic
Preview - Osun Encampment: Basic
This basic modification, protected by fire pits and one Defensive Cannon, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
Warcoins
58
58
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Osun Encampment: Expert
Preview - Osun Encampment: Expert
This expert modification, protected by fire pits and one Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
Warcoins
98
98
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Osun Encampment: Reinforced
Preview - Osun Encampment: Reinforced
This reinforced modification, protected by fire pits and one Defensive Cannon, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
70
70
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Osun Encampment: Secure
Preview - Osun Encampment: Secure
This secure modification, protected by fire pits and one Defensive Cannon, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
Warcoins
84
84
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Osun Encampment: Skilled
Preview - Osun Encampment: Skilled
This skilled modification, protected by fire pits and one Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: disarm, snare, dash.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
Warcoins
82
82
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Pumera Pen: Basic
Preview - Pumera Pen: Basic
This basic modification, protected by a Defensive Cannon, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 26
Warcoins
45
45
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Pumera Pen: Expert
Preview - Pumera Pen: Expert
This expert modification, protected by a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (3 min cooldown, 375 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
Warcoins
76
76
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Pumera Pen: Reinforced
Preview - Pumera Pen: Reinforced
This reinforced modification, protected by a Defensive Cannon, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 28
Warcoins
54
54
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Pumera Pen: Secure
Preview - Pumera Pen: Secure
This secure modification, protected by a Defensive Cannon, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
A Reinforcements ability (4 min cooldown, 510 Nano-Pak cost) spawns 2 additional mobile guards at the Warplot entrance.
Guard Abilities: Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1500
Warcoins
64
64
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Pumera Pen: Skilled
Preview - Pumera Pen: Skilled
This skilled modification, protected by a Defensive Cannon, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
A Reinforcements ability (4 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the Warplot entrance.
Guard Abilities: frenzy, roar, leap, move speed.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 200\/270.
Energy Maintenance Cost: 32
Warcoins
62
62
Upgrade Cost
First Upgrade: 200
Second Upgrade: 270
First Upgrade: 200
Second Upgrade: 270
Place
Upgrade 1
Upgrade 2
Remove
Preview
Refinery: Basic
Preview - Refinery: Basic
This basic modification provides a bonus to capturing Nano-Pak nodes.
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 14
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 14
Warcoins
22
22
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Refinery: Reinforced
Preview - Refinery: Reinforced
This reinforced modification, protected by a Defensive Cannon, provides a bonus to capturing Nano-Pak nodes.
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 18
Requires: Minimum Warparty Team Rating: 1500
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 18
Requires: Minimum Warparty Team Rating: 1500
Warcoins
28
28
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Refinery: Secure
Preview - Refinery: Secure
This secure modification, protected by two Defensive Cannons, provides a bonus to capturing Nano-Pak nodes.
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 22
Requires: Minimum Warparty Team Rating: 1800
Right-clicking the plug unit will give the player an item that grants a temporary runspeed bonus.
Decreases capture time by 10%.
Bonus Per Upgrade: 20%\/30%.
Nano-Pak Cost Per Upgrade: 115\/135.
Energy Maintenance Cost: 22
Requires: Minimum Warparty Team Rating: 1800
Warcoins
32
32
Upgrade Cost
First Upgrade: 115
Second Upgrade: 135
First Upgrade: 115
Second Upgrade: 135
Place
Upgrade 1
Upgrade 2
Remove
Preview
Rescue Squad Station: Basic
Preview - Rescue Squad Station: Basic
This basic modification, protected by an arcing energy barrier, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Warcoins
60
60
Upgrade Cost
First Upgrade: 210
Second Upgrade: 275
First Upgrade: 210
Second Upgrade: 275
Place
Upgrade 1
Upgrade 2
Remove
Preview
Rescue Squad Station: Expert
Preview - Rescue Squad Station: Expert
This expert modification, protected by an arcing energy barrier, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 1800
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 1800
Warcoins
100
100
Upgrade Cost
First Upgrade: 210
Second Upgrade: 275
First Upgrade: 210
Second Upgrade: 275
Place
Upgrade 1
Upgrade 2
Remove
Preview
Rescue Squad Station: Reinforced
Preview - Rescue Squad Station: Reinforced
This reinforced modification, protected by an arcing energy barrier, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Warcoins
72
72
Upgrade Cost
First Upgrade: 210
Second Upgrade: 275
First Upgrade: 210
Second Upgrade: 275
Place
Upgrade 1
Upgrade 2
Remove
Preview
Rescue Squad Station: Secure
Preview - Rescue Squad Station: Secure
This secure modification, protected by an arcing energy barrier, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 1600
Warcoins
86
86
Upgrade Cost
First Upgrade: 210
Second Upgrade: 275
First Upgrade: 210
Second Upgrade: 275
Place
Upgrade 1
Upgrade 2
Remove
Preview
Rescue Squad Station: Skilled
Preview - Rescue Squad Station: Skilled
This skilled modification, protected by an arcing energy barrier, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: healing, knockback, buffing.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Warcoins
84
84
Upgrade Cost
First Upgrade: 210
Second Upgrade: 275
First Upgrade: 210
Second Upgrade: 275
Place
Upgrade 1
Upgrade 2
Remove
Preview
Respawn Terminal: Basic
Preview - Respawn Terminal: Basic
This basic modification reduces the energy cost for respawning players.
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 18
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 18
Warcoins
40
40
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Respawn Terminal: Reinforced
Preview - Respawn Terminal: Reinforced
This reinforced modification reduces the energy cost for respawning players.
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 22
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 22
Warcoins
48
48
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Respawn Terminal: Secure
Preview - Respawn Terminal: Secure
This secure modification reduces the energy cost for respawning players.
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 26
Without the modification, each player respawn costs 32 Energy.
With the modification, a player respawn is reduced by 4.
Upgrades: Reduced by 8\/Reduced by 12.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 26
Warcoins
58
58
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Silo: Basic
Preview - Silo: Basic
This basic modification, protected by energy barriers, provides a teamwide buff which increases resistances.
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Warcoins
30
30
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Silo: Reinforced
Preview - Silo: Reinforced
This reinforced modification, protected by energy barriers and two Defensive Cannons, provides a teamwide buff which increases resistances.
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Warcoins
36
36
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Silo: Secure
Preview - Silo: Secure
This secure modification, protected by energy barriers and three Defensive Cannons, provides a teamwide buff which increases resistances.
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1500
Right-clicking the structure unit will give the player an item that grants a temporary damage reduction field.
10% to Resistances.
Buff Per Upgrade: 15%\/20%.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1500
Warcoins
44
44
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Swordmaiden Encampment: Basic
Preview - Swordmaiden Encampment: Basic
This basic modification, protected by vines and two Defensive Cannons, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
Warcoins
58
58
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Swordmaiden Encampment: Expert
Preview - Swordmaiden Encampment: Expert
This expert modification, protected by vines and two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
Warcoins
98
98
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Swordmaiden Encampment: Reinforced
Preview - Swordmaiden Encampment: Reinforced
This reinforced modification, protected by vines and two Defensive Cannons, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
70
70
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Swordmaiden Encampment: Secure
Preview - Swordmaiden Encampment: Secure
This secure modification, protected by vines and two Defensive Cannons, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
Warcoins
84
84
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Swordmaiden Encampment: Skilled
Preview - Swordmaiden Encampment: Skilled
This skilled modification, protected by vines and two Defensive Cannons, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: armor debuff, snare, leap.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
Warcoins
82
82
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Teleport Center: Basic
Preview - Teleport Center: Basic
This basic modification provides an in-combat teleport ability that takes the player to their Warplot.
A teleport pad on the plug allows instant transport to the Warplot Super Weapon socket.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 18
A teleport pad on the plug allows instant transport to the Warplot Super Weapon socket.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 18
Abilities
Warcoins
45
45
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Teleport Center: Reinforced
Preview - Teleport Center: Reinforced
This reinforced modification provides an in-combat teleport ability that takes the player to their Warplot.
Two teleport pads on the plug allows instant transport to the Warplot Super Weapon socket and North Sector Generator.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 22
Two teleport pads on the plug allows instant transport to the Warplot Super Weapon socket and North Sector Generator.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 22
Warcoins
54
54
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Teleport Center: Secure
Preview - Teleport Center: Secure
This secure modification provides an in-combat teleport ability that takes the player to their Warplot.
Three teleport pads on the plug allows instant transport to the Warplot Super Weapon socket, North Sector Generator, and South Sector Generator.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 26
Three teleport pads on the plug allows instant transport to the Warplot Super Weapon socket, North Sector Generator, and South Sector Generator.
5 Second Cast, 3 Minute Cooldown.
Upgrade: 4.5 Second Cast, 2.5 Minute Cooldown \/ 4 Second Cast, 2 Minute Cooldown.
Nano-Pak Cost Per Upgrade: 145\/210.
Energy Maintenance Cost: 26
Warcoins
65
65
Upgrade Cost
First Upgrade: 145
Second Upgrade: 210
First Upgrade: 145
Second Upgrade: 210
Place
Upgrade 1
Upgrade 2
Remove
Preview
Warbot Factory: Basic
Preview - Warbot Factory: Basic
This basic modification, protected by fire barriers, creates 9 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 30
Requires: Minimum Warparty Team Rating: 1400
Abilities
Warcoins
84
84
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Warbot Factory: Expert
Preview - Warbot Factory: Expert
This expert modification, protected by fire barriers, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
A Reinforcements ability (3 min cooldown, 415 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 38
Requires: Minimum Warparty Team Rating: 2200
Warcoins
142
142
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Warbot Factory: Reinforced
Preview - Warbot Factory: Reinforced
This reinforced modification, protected by fire barriers, creates 12 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 32
Requires: Minimum Warparty Team Rating: 1600
Warcoins
100
100
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Warbot Factory: Secure
Preview - Warbot Factory: Secure
This secure modification, protected by fire barriers, creates 14 guards on the side of the base it is added to and 2 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
A Reinforcements ability (4 min cooldown, 560 Nano-Pak cost) spawns 2 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 34
Requires: Minimum Warparty Team Rating: 2000
Warcoins
120
120
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Warbot Factory: Skilled
Preview - Warbot Factory: Skilled
This skilled modification, protected by fire barriers, creates 9 guards on the side of the base it is added to and 4 mobile guards at the base exits.
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
A Reinforcements ability (4 min cooldown, 460 Nano-Pak cost) spawns 4 additional mobile guards at the main Warplot entrance.
Guard Abilities: missiles, stun, shield barrier.
Upgrade: 15% health and shield boost to guards \/ 15% health, shield, and damage boost to guards.
Nano-Pak Cost Per Upgrade: 210\/275.
Energy Maintenance Cost: 36
Requires: Minimum Warparty Team Rating: 1600
Warcoins
118
118
Upgrade Cost
First Upgrade: 230
Second Upgrade: 290
First Upgrade: 230
Second Upgrade: 290
Place
Upgrade 1
Upgrade 2
Remove
Preview
Watchtower: Basic
Preview - Watchtower: Basic
This basic modification, protected by a Guardsman and Sniper, provides a teamwide Critical Hit buff.
Right-clicking the plug unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Right-clicking the plug unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 12
Warcoins
30
30
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Watchtower: Reinforced
Preview - Watchtower: Reinforced
This reinforced modification, protected by a Guardsman, a Sniper, and a Defensive Cannon, provides a teamwide Critical Hit buff.
Right-clicking the structure unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Right-clicking the structure unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 16
Warcoins
36
36
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Watchtower: Secure
Preview - Watchtower: Secure
This secure modification, protected by a Guardsman, a Sniper, and two Defensive Cannons, provides a teamwide Critical Hit buff.
Right-clicking the structure unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1650
Right-clicking the structure unit will give the player an item that grants a temporary critical hit field.
55 Critical Hit Chance.
Bonus Per Upgrade: 65\/75, additional guards per upgrade.
Nano-Pak Cost Per Upgrade: 110\/130.
Energy Maintenance Cost: 20
Requires: Minimum Warparty Team Rating: 1650
Warcoins
44
44
Upgrade Cost
First Upgrade: 110
Second Upgrade: 130
First Upgrade: 110
Second Upgrade: 130
Place
Upgrade 1
Upgrade 2
Remove
Preview
Total Base Warcoins Cost: 0
Total Maintence Cost: 0
Total Upgrade Nano-Packs Cost: 0
Total Maintence Cost: 0
Total Upgrade Nano-Packs Cost: 0