Units

There are various types of upgradeable units in Wild Beyond that can be included in a players deck.

Ascension faction: Lancer: Lancers are the most basic Ascension unit. They are decent in the early game, but are incompetent unless leveled up later. Lancers have great range, and have decent damage, so you can place a lancer duo behind a shield. The lancers will take out any unit in front of the shield with 500 or less health pretty easily. This strategy is great at resisting the dreaded TEDDY & Shield Drone rush.

Physical Description:
 * The lancer is a humanoid robot, clad in white armor. It has two blue pixelated eyes. The physical appearance of the lancer does not alter as you level it up.

Stats: Strategy:
 * The lancer has around 500 health and 100 damage at first level.
 * The lancer costs 3 energy, and deploys 2 units.
 * The lancer can be placed in the middle square, causing each lancer to walk around the gap in the center. This allows you to take control of the two power generators early.
 * A lancer, when leveled up, can be quite powerful for a low cost unit. For example, each lancer costs 1.5 energy, and does around 100 damage. In other words, 1 energy for 66 damage. The seraph, a VERY powerful epic unit, costs 4 energy and two tech levels and deals 2000 damage. So if it costs 12 energy for your first Seraph, then the Seraph does 2000 damage for 12 energy, or 166 damage per energy. The lancer is a COMMON unit, and is only 100 damage behind the output of the Seraph. So, while lancers are weaker than most units, don't forget about them.