Crossfire: Legion All units rating guide

Crossfire: Legion All units rating guide 1 - steamsplay.com
Crossfire: Legion All units rating guide 1 - steamsplay.com

A brief summary and rating of all the units currently available in Crossfire: Legion
 
 

Global Risk

Slot 1
 
Trooper
 
Overall rating 6/10
 
versatile and cheap with good scaling, but I feel is too reliant on Stims
 
 
Shield Trooper
 
Overall rating 4/10
 
statistically strong, their low speed and slow build time mean they only provide value in specific match ups, some potential with Eclipse commander support.
 
 
Slot 2
 
Rocket Trooper
 
Overall rating 3/10
 
Ineffective against infantry and lose all their bonus damage versus New Horizon shields causing them to struggle.
 
More problematic is they lose to BL Scorpions and NH Manticores, where they should be strong.
 
 
Grenade Trooper
 
Overall rating 3/10
 
Grenade Trooper are slow moving and low DPS, requiring a stable defence line and safe firing position.
 
Grenade troopers do have good range, using their upgrade ability increases their range and damage further but locks them in place leaving them vulnerable, so you are unlikely to get much value from them.
 
 
Sniper
 
Overall rating 8/10
 
A solid early game Damage dealer that allows GR to control infantry aggression in the early game, putting ma*sive hurt on competing infantry.
 
Their a*sa*sinate upgrade allows them to randomly deal their bonus damage to any target increasing their value against non-infantry targets.
 
 
Slot 3
 
Cavalier
 
Overall rating 4/10
 
Provide mobility for run bys and upgraded their mines can be effective at slowing and punishing enemy aggression.
 
It is important not to over produce Cavaliers as GR is a Materials hungry faction overall and their effectiveness and utility drops as towers and enemy numbers increase.
 
 
Gladiator
 
Overall rating 2/10
 
Incredible DPS with no way to use it and with air in Tier 3 now even the Sceptre isn’t there to carry it into combat.
 
For those hoping it will atleast help versus low range enemies, it loses to Vampires.
 
 
Slot 4
 
Herald
 
Overall rating 7/10
 
Only mobile detector before T3, lots of utility and really important for fighting NH thanks to EMP dealing up to 1000 damage to New Horizon shields, very low HP for its cost though.
 
 
Marshal
 
Overall rating 2/10
 
The Marshal is statistically comparable with the Black List Scorpion while being costed similar to the New Horizon Hades.
 
So you are paying for a Slot 4 unit and getting a Slot 3 unit, it is grossly over priced.
 
 
Slot 5
 
Phalanx
 
Overall rating 3/10
 
A fat slab of HP that arrives as Air is coming into play, meanwhile it doesn’t fair well against T2 opponents likely to already be in play due to its low speed and moderate range.
 
If you were struggling before the Phalanx hits the field it isn’t going to save you.
 
 
Imperator
 
Overall rating 7/10
 
Cheaper, with more range and Lockdown currently grants double firepower, the Imperator can act as a viable siege unit but it is fragile.
 
 
Slot 6
 
Javelin
 
Overall rating 7/10
 
Versatile and low cost air unit, however it requires alot of unit upgrades to perform as its base stats are fairly weak.
 
Only really powerful when you are ahead
 
 
Rapier
 
Overall rating 8/10
 
Faster production time and movement, a better combo unit with the Halberd.
 
Haywire has alot of potential to disable enemy abilities and limit their options.
 
Its low pop cost also allows you to maintain a larger army
 
 
Sceptre
 
Overall rating 3/10

 
Unlocks too late and competes with faster air attack options, but it is your only transport option.
 
The heal also requires it land and become immobile, this is no medi-vac
 
 
Slot 7
 
Morningstar
 
Overall rating 6/10

 
The most durable air unit, I believe there is good synergy with the Javelin, can be used to brute force large engagements with its defence matrix.
 
 
Halberd
 
Overall rating 7/10

 
Combines range and damage into the perfect end game sieger with strong AOE attacks, but you need to respect its relatively low speed and vision.
 
Best combined with Rapiers and ground AA
 
 
 

Black List

Slot 1
 
Bulldog
 
Overall rating 5/10

 
Reasonable stats but lacks synergy or meaningful upgrades in T1, only taken to help against Viper drones.
 
Using the Camouflage ability they can take advantage of Ambush in Tier 2 for a spike in damage output with some micro.
 
 
Jackal
 
Overall rating 7/10

 
cheap, fast, front-loaded damage that rewards aggression and micro control, allows BL to scout and pressure early but their effectiveness drops off as the game goes on.
 
 
Slot 2
 
Lion
 
Overall rating 4/10

 
Mediocre infantry balanced around their courage ability, only taken to help against Viper drones.
 
 
Fireant
 
Overall rating 6/10

 
Good AOE damage helps against large, infantry swarms such as GR troopers but doesn’t have any further utility.
 
 
Mamba
 
Overall rating 8/10

 
Mobile stealth and high burst damage, good in T1 and great in T2 with Ambush for double damage
 
 
Slot 3
 
Cheetah
 
Overall rating 6/10

 
Only costs Materials allowing BL to bank Fuel for tech and air.
 
Scales well from vehicle upgrades, has a viable niche punishing infantry heavy plays but Impale is a weak ability overall unless you have an overwhelming advantage.
 
 
Centipede
 
Overall rating 5/10

 
Can provide good buffs and deal decent damage, however the time to charge energy to trigger buffs is typically too late to have a meaningful impact in even fights making it impractical.
 
However, it deals no friendly fire damage so you can shoot your own units to charge energy before fights.
 
 
Scorpion
 
Overall rating 9/10

 
Cheap artillery that is easy to ma*s and has an area denial ability, that further empowers it, very cost effective.
 
 
Slot 4
 
Cameleon
 
Overall rating 7/10

 
Pa*sively debuffs enemy damage with its primary attack and has skills that slow and stun enemies, highly versatile.
 
 
Beetle
 
Overall rating /10

 
Low durability and range holds the beetle back, they typically get picked off and struggle to deliver their damage.
 
Their Napalm Bomb ability is a strong AoE tool if you can safely get it on your target.
 
 
Slot 5
 
Albatross
 
Overall rating 5/10

 
Has a niche role dropping troops in the backline and as a detector for you air force in the late game, more important in Black list mirrors.
 
 
Dragonfly
 
Overall rating /10

 
Having been pushed into T3 with all the other air units, this unit comes out too late to find meaningful value with competing air and defences likely on the map.
 
 
Slot 6
 
Falcon
 
Overall rating 4/10

 
with its slow build time and short range you will struggle to build a meaningful number and replace losses and it doesn’t scale well into large scale fights.
 
 
Prion
 
Overall rating 8/10

 
Fast to build with best in cla*s range and an AOE upgrade, Prions are still the premier air unit.
 
 
Slot 7
 
Crocodile
 
Overall rating 7/10

 
A potent Siege unit equally capable of destroying buildings and units, unfortunately its Scorch upgrade reduces it weapon range.
 
 
Condor
 
Overall rating 7/10

 
A capable siege unit that also provides army screening vs AA fire via its drone swarms.
 
 
 

New Horizon

Slot 1
 
Vampire
 
Overall rating 7/10

 
Well rounded Melee infantry, their DPS and dash allows them to overwhelm ranged infantry,
 
life steal further augments their durability in combat.
 
 
Minotaur
 
Overall rating 7/10

 
Durable ranged infantry with below average DPS, best suited to defensive plays, they also work well in the anti air role.
 
 
Slot 2
 
Lycan
 
Overall rating 8/10

 
Powerful, slow moving infantry with a jump pack that grants invulnerability in flight. used wisely they are very potent but can be out manoeuvred by high speed units.
 
 
Ogre
 
Overall rating 5/10

 
Slow, direct fire AOE infantry, capable of impressive damage output they are let down by their moderate range and middling durability.
 
 
Satyr
 
Overall rating 6/10

 
Support infantry that can shield and buff allies DPS, or reduce enemy DPS. situations but a powerful combination with the Titan.
 
 
Slot 3
 
Orion
 
Overall rating 5/10

 
Support vehicle capable of healing and buffing allies, or stunning enemies, unfortunately prime combos to pair it with share the same card slot.
 
 
Manticore
 
Overall rating 8/10

 
Slow but powerful all rounder, with good DPS and an upgrade that causes enemies to take bonus damage.
 
 
Cerberus
 
Overall rating 9/10

 
Fast moving raider that fires a projectile hitting enemies in a line, capable of scoring multiple hits drastically increasing it effective DPS.
 
 
Slot 4
 
Cyclops
 
Overall rating 5/10

 
Long range, high HP Tank with a long charge up time on its cannon. Its great stat line is undermined by its cumbersome nature, The Hades is just a better option.
 
 
Hades
 
Overall rating 8/10

 
Affordable, High DPS artillery that can be upgraded to shoot air.
 
The perfect mixture of durability, range and firepower.
 
 
Slot 5
 
Pegasus
 
Overall rating 7/10

 
Adaptable fighter/gunship, with a reasonable ground fire weapon, however its upgrade unlocks a powerful AA mode providing AOE AA in an affordable and ma*s produce-able package.
 
 
Siren
 
Overall rating 5/10

 
Aerial support caster and detector, the Siren is able to place a 200 damage DoT on targets and ensnare groups of enemies but requires other units to do the heavy lifting.
 
 
Charon
 
Overall rating 4/10

 
Air transport that provides a defence bonus, largely redundant due to NH’s ma*s teleportation ability.
 
 
Slot 6
 
Typhon
 
Overall rating 5/10

 
Large and slow, the Typhon launches artillery drones, overpriced and effectively an inferior airborne Hades, it still has good damage potential.
 
 
Slot 7
 
Titan
 
Overall rating 8/10

 
Expensive but it provides a monstrous HP pool and suite of abilities, including;
 
a dash that provides invulnerability,
 
a short range AOE that stuns enemies,
 
shield recharge,
 
it also packs a cumbersome but potent AOE cannon.
 
 
Hyperion
 
Overall rating 7/10

 
The same cost as the Titan but focused around dealing damage, this means you have a large more vulnerable mech that still needs to get in range, great damage potential but risky.
 
 

Written by Tren

 
 
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