Beginner's Guide

Welcome to Craft Warriors Basic Beginner's Guide!
This Guide is dedicated to individuals new to the game. While Craft Warriors is similar to games such as Clash of Clans (CoC) and other RTS games, Craft Warriors has its own flavor. If this guide isn't what you're looking for, you can ask for more specific help on the game's unofficial subreddit, or it's player-run discord server.


 * Units - While the aspect of unit-based gameplay is the same, Craft Warriors uses unit costs. You can only place one unit per attack/defense slot, however, once the placed unit dies, you can send in another unit similar to the recently killed unit. In short, Units form stacks in your deck (akin to card games) and you replace killed units with new ones!
 * Artillery - Known as spells in other games, Craft Warriors also has spells that can help in battle. However, they also take up unit cost. Furthermore, only one Artillery can be placed in each attack slot. Carrying 2 similar Artillery will take up 2 slots. You can only bring 3 artillery in one deck
 * Physics - While defenses shoot through buildings in other games, Defense Artillery (or Towers) and units in Craft Warriors require line of sight! This means buildings (and walls) can block shots from units and towers alike. Units can also be on top of buildings or thrown around by defences.
 * Skins - Perhaps one of the most unique aspects of Craft Warriors, you can create, edit, and even share unit skins.

Beginner Guide Part 1: Starting Out

 * As with similar games, it is recommended to keep attacking high-resource players.
 * Defense is pretty much irrelevant during the first few levels in the game, and it is recommended to just focus on upgrading facilities.
 * Upgrading the Airship early on is highly recommended as it increases your offence and resource gathering capabilities.
 * The Castle houses defense units. It is recommended to upgrade the Castle early in the game.
 * Unlike other games, destroying the castle does not warrant a crown. However, the castle adds a whooping 25% destruction rating upon its destruction.
 * Units cannot simply attack over walls. However, units that use long-range weaponry and throwables can attack over walls.
 * Utilize the unit types well - tank types absorb damage well, support types often work well with tanks, and attackers excel at destruction.
 * Some units prioritize buildings, others prioritize defense, and others prioritize attacking enemy units. They can even have no priority target.
 * Defenses cannot shoot units who are beside, or too close, to a wall. Exceptions to this are the arrow shotgun and the dreaded mortar. It should also be noted that defensive artilleries choose their next target based on how far they have to turn to fire at them rather than range, however a unit attacking the artillery itself will often be prioritised for targeting.

Beginner's Guide Part 2: Advancing and Weapons (and a bit of strategies)

 * Upgrading will reward EXP, these will level you up and grant you more facilities to either help your island or defend it.
 * Joining a clan as soon as possible will be vital early on as the reinforcements will certainly help when times get tough
 * You can request for cubes from a clan by going to the weapons section and tapping the weapon you want, then at the lower left section there is a button named "Request Cube" tap on it and confirm and wait
 * Weapons are obtainable as early as Level 5, these weapons come in rarities: Common, Uncommon, Rare, Super Rare, Ultra Rare and the unique Challenge
 * It is advised to start upgrading the common weapons as soon as possible as their buffs will prove valuable later on
 * Units such as the Buckler and Bandit will be vital early on, using these units and an archer supporting them will prove vital to win the battles early on
 * Challenge bosses will start appearing as soon as Level 6 and these bosses are tough, but they drop powerful weapons that tremendously beef up the unit or change up how they are used in general
 * You can watch unlimited ads to speed up your upgrade times by a lot, it is beneficial utilize this to your advantage.
 * It is ok to use martyrs, they will be remembered for their sacrifice
 * If a unit is hiding behind a facility or a wall, then straight-line projectile artilleries won't shoot.
 * Every week there will be an event called a "Clan Battle" where clans fight for rewards, it is recommended to join this event by joining a clan as the rewards are generous even if you didn't win, this event also guarantees a random Ultra Rare rune cube.

Intermediate Guide: Defense Counters and Attack Strategies

 * It is not recommended to spam cheap units as they will get grouped up and mortars or catapults will make short work of them.
 * Log Trippers only fire directly on four sides, so be sure to attack diagonally to avoid your units being bowled over.
 * Use cubes, their effects will turn the tides of battle in dire times.
 * Lightning Towers bypass Paladin and Buckler shields, so do not engage them with tanks; rather destroy them with a crusher or exploit it and use a Hacking Cube. They will also do huge damage to battle armors.
 * Do not underestimate the Arrow Shotgun's range, their long range will be able to snipe your backline archers and medics, so be sure not to deploy them first.
 * Weapons that can inflict the "Stun" debuff can bypass Shields, as well as traps in the ground.
 * The ability "Shield Penetration" does not pierce Buckler and Paladin shields, only forcefields
 * An easy way to win defense battles is to "Palastall", this involves using a Paladin supported by a Medic to halt all attacking enemies, however this strategy may be mitigated by a usage of a Samurai's lai attack, Blast Gunner's attack or a weapon that can inflict the debuff "Curse" (The unit cannot recieve any buffs whatsoever).
 * When time is running short, by tapping and holding a unit in the deck, it will withdraw the unit and the next one can be placed anywhere again (do note this does kill the original unit).