War Metal Tyrant is an online collectible card game. Fight with the Imperial forces against the brutal Raiders, the vicious Bloodthirsty, and the mysterious Xeno.

IMPERIAL FACTION

Imperials are the main units that players start the game with.  They specialize in healing each other to keep as many units alive to keep them fighting as long as possible.  They also attack enemy units with Strike and Jam. Commanders, Assault Units, and Structures associated with the Imperial Faction have a blue title bar.

Important Cards

Freddie_resize Eva_resize Arc_Trooper_resize

Hornet_Drones_resize Jet_Trooper_resize Tiamat_resize

Titan_resize Trident_resize

Freddie: He can heal 10 per battle, and his Fearlessness proc rate is 35 to 36.5%. Individual results may vary. Freddie has been available for acquisition through War Chips and Commander Pack. This commander may become available again in future Commander Packs.

Arc Trooper: He can deal 3.8 damage per attack. Three of these units are required for the Commander Raiden to be effective. Arc Trooper’s Shock Siege can deal 2-6 damage in Epic battles. Shock Assault can deal 3-7 damage per PVP battle, and procs at a rate of 45 to 54%. Individual results may vary.

Hornet Drones: Three are required in Force to be effective. Stingshot, when tested along, can deal 2-6 damage per battle and procs at a rate of about 45%. A Swarm of three can deal 2-6 damage for Stingshot with a proc rat of 45% and additional Swarm special ability damage of 1-3 at a proc rate of about 40%.

Jet Trooper: He can deal 1.6 damage per attack and can bring another Flying unit into the battle. When used with the Cloning Lab, the Jet Trooper can increase the amount healed.

Titan: Titan is considered by many to be “a Kraken on steroids” because it takes considerably more stamina and energy to achieve a victory. On entry there are two weapons that require charging with energy – EM Pulse and Inferno Bomb. It is customary for participants to Supercharge (20 Energy) once on each when they enter the battle, and Supercharge once on each again when ready. Once both are charged, the host or officiating participant Activates both and all participants may use stamina to reach the designated cap. Each charged weapon lasts for a duration of 10 minutes. If the Titan is not dead before the 10 minutes of charge is expired, it is customary to recharge the EM Pulse, Activate, and attack until it is dead.

RAIDER FACTION

Raiders are less about teamwork and more about doing as much damage as possible.  They still use abilities like Rally, but rarely have skills that help all of a player’s units.  They commonly attack enemies with Strike and take out structures with Siege. Raider Unit cards are designated by a brown title bar.

Important Cards

Atlas_resize Sidoze_resize Mayumi_resize

Anvil_resize Barracuda_resize Chronos_resize

Dozer_Tank_resize Grinder_resize Havoc_resize

Hydra_resize Sand_Crawler_resize

Mayumi: She can deal 2.3 damage per attack. Her special ability, Rapid Fire, can deal 4-12 damage per battle and procs at a rate of 29 to 29.73%. Individual results may vary.

BLOODTHRISTY FACTION

Bloodthirsty are similar to Raiders in that they are individually selfish, but Bloodthirsty care more about sustaining their own life rather than destroying others.  They use abilities like Leech and Siphon, but they will heal others if it is beneficial to themselves.  They deter enemies with skills like Poison and Weaken.  Bloodthirsty are weak against Structures. Tyrant Bloodthirsty Cards are designated by a red title bar.

Important Cards

Dementia_resize Blood_Pool_resize Draconian_Queen_resize

Groteske_resize Hatchet_resize Plague_Duster_resize

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Dementia: Dementia is a Bloodthirsty Commander who has been available for acquisition through War Chips. This commander may become available again in future Commander War Packs. Dementia’s Asylum can deal 3-7 damage per battle and procs at a rate of about 50%. Individual results may vary.

Hatchet: It can deal 4.2 damage per attack. Damage for Player vs. Player combat is slightly less than Player vs. Epic.

XENO FACTION

Xeno are territorial and invasive and coordinate well to win battles.  There is almost no ability that is off limits to the Xeno, but their cooperation with one another means they specialize in Heal and Rally, and their invasion style means they also use Siege and Mimic on their enemies. Tyrant Xeno Cards are designated by a black title bar.

Important Cards

Vyander_resize Invasion Coordinator_resize Daemon_resize

Kraken_resize Pathrazer_resize Phoenix_resize

Rifter_resize Tremor_Wyrm_resize World_Quaker_resize

Xeno_Interceptor_resize Xeno_Mothership_resize

Vyander: Heals all Xeno 1 health per turn, which is really helpful since most cards in this deck do low damage and have high health.

Daemon: It can deal 4.5 damage per attack. Daemon’s Xenology can deal 5-12 damage per battle and procs at a rate of 59 to 60%. Individual results may vary.

Xeno Interceptor: The Xeno Interceptor may be acquired by causing 145,000 damage or more against a Xeno Mothership Epic Boss.

ABILITIES

Anti Air: Always hits flying units and deals extra damage to them.

Armored: Reduces damage taken by attacks.

Counter: When attacked, deals damage back to the attacker.

Crush: Damages the enemy Commander when the cards destroys an enemy Assault card by attack damage.

Fear: Attacks Commander directly.

Flying: 50% chance to dodge attacks by non-flying units.

Heal: Increased health of a random owner’ s assault card.

Immobilize: After damaging an enemy from an attack, 50% chance of preventing damaged assault card from attacking.

Jam: 50% chance of preventing a random enemy assault card from taking an action next turn.

Leech: Heals this card as it deals attack damage.

Mimic: Uses the skills of an enemy assault card.

Pierce: Reduces the effects of enemy armor.

Poison: Damaged enemy assault cards take damage at the beginning if it’s turn

Rally: Increase the attack of a random owner’s assault card.

Regenerate: When card’ s health reaches 0, 50% chance of gaining back health.

Siege: Deals damage to random enemy structure.

Siphon: Heals the commander as this card deals attack damage.

Strike: Deals damage to a random enemy assault card.

Wall: Absorbs damage dealt to commander and subtracts from own health.

Weaken: Reduces the attack of a random enemy assault card.