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Units
- Hero(Romance) (2)
- General(Records) (2)
- Melee Infantry (10)
- Polearm Infantry (15)
- Ranged Infantry (10)
- Ranged Cavalry (3)
- Shock Cavalry (11)
- Melee Cavalry (6)
- Ranged Artillery (5)
Hero(Romance) | ||||||||||||||||||||||
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No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
1 |
Strategist / Strategist / (3k_dlc04_hero_water_lu_zhi) Lu Zhi |
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1 | 310 | 0 | 0 | 40 | 12000 | 34 | 30 | 1178 | 871 | 0% | 0% | 20 | 0 | 0% | NAN | |||||||
2 |
Sentinel / Sentinel / (3k_dlc04_hero_metal_huangfu_song) Huangfu Song |
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1 | 525 | 0 | 0 | 45 | 24000 | 107 | 30 | 1178 | 871 | 0% | 0% | 60 | 0 | 0% | NAN | |||||||
General(Records) | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
3 |
Strategist / Strategist / (3k_dlc04_general_water_lu_zhi) Lu Zhi |
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21 | 680 | 0 | 0 | 23 | 36600 | 34 | 30 | 1178 | 871 | 0% | 0% | 20 | 0 | 0% | NAN | |||||||
4 |
Sentinel / Sentinel / (3k_dlc04_general_metal_huangfu_song) Huangfu Song |
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41 | 1880 | 0 | 0 | 34 | 73200 | 107 | 30 | 1178 | 871 | 0% | 0% | 60 | 0 | 0% | NAN | |||||||
Melee Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
5 |
Melee Infantry / Sword Infantry / (3k_main_unit_metal_sabre_militia) Sabre Militia Assault infantry armed with zhibeidao swords to break enemy spear lines. |
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160 | 450 | 450 | 120 | 26 | 96000 | 100 | 30 | 20 | 6 | 32% | 20% | 20 | 2 | 60% | NAN | |||||||
6 |
Melee Infantry / Axe Infantry / (3k_main_unit_metal_axe_band) Axe Band Hardened by the bandit life, the furious charge of these axe-swinging troops is deadly to enemy infantry. |
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160 | 450 | 450 | 120 | 26 | 96000 | 115 | 30 | 6 | 17 | 15% | 20% | 7 | 5 | 55% | NAN | |||||||
7 |
Melee Infantry / Sword Infantry / (3k_dlc07_unit_metal_northern_sabre_infantry) Northern Sabre Infantry Let the rattle of countless sabres presage war's coming. |
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160 | 575 | 563 | 168 | 30 | 96000 | 110 | 30 | 25 | 8 | 38% | 20% | 32 | 5 | 55% | NAN | |||||||
8 |
Melee Infantry / Sword Infantry / (3k_main_unit_metal_sabre_infantry) Sabre Infantry Well-trained armoured infantry, carrying rattan shields and zhibeidao swords for close combat with enemy infantry. |
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160 | 600 | 600 | 160 | 34 | 96000 | 115 | 30 | 25 | 8 | 40% | 20% | 32 | 2 | 60% | NAN | |||||||
9 |
Melee Infantry / Sword Infantry / (3k_main_unit_metal_jian_swordguards) Jian Sword Guards Few have the skills to master the ancient fighting style of the jian sword while parrying blows with a shield. |
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160 | 700 | 700 | 185 | 42 | 96000 | 88 | 24 | 20 | 15 | 38% | 20% | 26 | 10 | 55% | NAN | |||||||
10 |
Melee Infantry / Sword Infantry / (3k_dlc07_unit_metal_northern_veteran_sabre_infantry) Northern Veteran Sabre Infantry Battle has not dulled these blades, nor the resolves of their bearers. |
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160 | 850 | 763 | 180 | 40 | 96000 | 125 | 30 | 25 | 8 | 45% | 20% | 45 | 8 | 65% | NAN | |||||||
11 |
Melee Infantry / Glaive Infantry / (3k_dlc05_unit_metal_zhanmajian_infantry) Zhanmajian Infantry "To kill a man? That's one thing. But to kill an animal? That seems another cruel business altogether." |
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160 | 900 | 800 | 185 | 34 | 96000 | 144 | 15 | 39 | 29 | 20% | 0% | 26 | 0 | 0% | NAN | |||||||
12 |
Melee Infantry / Glaive Infantry / (3k_main_unit_metal_pearl_dragons) Pearl Dragons Elite warriors that parry and block projectiles with polearms before answering with a devastating charge. |
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160 | 900 | 900 | 240 | 49 | 96000 | 125 | 24 | 37 | 16 | 65% | 0% | 7 | 0 | 50% | NAN | |||||||
13 |
Melee Infantry / Axe Infantry / (3k_main_unit_earth_yellow_dragons) Yellow Dragons Elite infantry who cross all terrain types with ease, only to furiously attack enemy infantry with their axes. |
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160 | 900 | 1100 | 295 | 49 | 96000 | 304 | 30 | 10 | 21 | 17% | 20% | 7 | 8 | 65% | NAN | |||||||
14 |
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_imperial_sword_guard) Imperial Sword Guard At the gates of the imperial palace, these warriors stand, guarding the emperor with steel brandished! |
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160 | 1250 | 1200 | 320 | 54 | 96000 | 214 | 24 | 20 | 15 | 55% | 15% | 53 | 20 | 60% | NAN | |||||||
Polearm Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
15 |
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_peasant_band) Peasant Band Leaving behind the fields to swell the ranks, these peasants are armed with long spears to defend against cavalry charges. |
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160 | 400 | 380 | 100 | 18 | 96000 | 22 | 20 | 9 | 36 | 6% | 0% | 7 | 0 | 0% | NAN | |||||||
16 |
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_ji_militia) Ji Militia Peasant militia armed with polearms; an expendable but versatile main force on the frontlines. |
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160 | 450 | 450 | 120 | 22 | 96000 | 22 | 20 | 20 | 20 | 6% | 0% | 20 | 0 | 0% | NAN | |||||||
17 |
Polearm Infantry / Halberd Infantry / (3k_dlc07_unit_wood_northern_ji_infantry) Northern Ji Infantry Theirs are the spears that guard the realm of Han. |
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160 | 550 | 488 | 150 | 26 | 96000 | 34 | 20 | 25 | 25 | 16% | 0% | 32 | 0 | 0% | NAN | |||||||
18 |
Polearm Infantry / Spear Infantry / (3k_dlc07_unit_wood_northern_spear_guards) Northern Spear Guards These spears hold fast against whatever lies beyond that misted, dotted line. |
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160 | 570 | 550 | 168 | 28 | 96000 | 35 | 20 | 7 | 24 | 10% | 20% | 32 | 5 | 55% | NAN | |||||||
19 |
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_spear_warriors) Spear Warriors With spears thrust to the fore, these iron-clad warriors target armoured enemies. |
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160 | 520 | 550 | 145 | 30 | 96000 | 82 | 20 | 9 | 36 | 6% | 0% | 32 | 0 | 0% | NAN | |||||||
20 |
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_ji_infantry) Ji Infantry Infantry armed with polearms to pierce the armour of heavy cavalry, while their armour protects them against enemy missiles. |
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160 | 600 | 600 | 160 | 30 | 96000 | 31 | 20 | 25 | 25 | 6% | 0% | 32 | 0 | 0% | NAN | |||||||
21 |
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_spear_guards) Spear Guards These infantry protect the flanks; their shields guard against enemy missiles, while enemy cavalry skewer themselves on their spears. |
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160 | 600 | 600 | 160 | 30 | 96000 | 31 | 20 | 5 | 20 | 6% | 20% | 20 | 17 | 55% | NAN | |||||||
22 |
Polearm Infantry / Halberd Infantry / (3k_dlc07_unit_wood_northern_veteran_ji_infantry) Northern Veteran Ji Infantry "There are powers in the mountains – you are all that holds them back." |
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160 | 800 | 738 | 174 | 36 | 96000 | 42 | 20 | 25 | 25 | 20% | 0% | 53 | 0 | 0% | NAN | |||||||
23 |
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_heavy_ji_infantry) Heavy Ji Infantry Heavily-armoured masters of the polearm, these warriors hold the main battle line. |
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160 | 800 | 800 | 215 | 36 | 96000 | 40 | 20 | 25 | 25 | 8% | 0% | 53 | 0 | 0% | NAN | |||||||
24 |
Polearm Infantry / Spear Infantry / (3k_dlc07_unit_wood_northern_veteran_spears) Northern Veteran Spears "Stand firm, friends. We will show you how it's done!" |
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160 | 800 | 842 | 198 | 38 | 96000 | 45 | 20 | 7 | 24 | 16% | 20% | 45 | 8 | 65% | NAN | |||||||
25 |
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_heavy_spear_guards) Heavy Spear Guards Clad in iron, these warriors use robust tower shields to defend and hold the line at all costs. |
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160 | 850 | 850 | 225 | 38 | 96000 | 40 | 20 | 7 | 24 | 14% | 15% | 32 | 20 | 60% | NAN | |||||||
26 |
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_defenders_of_the_empire) Defenders of the Empire The empire is above all, imbued with the will of heaven. It will be defended! |
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160 | 700 | 900 | 240 | 32 | 96000 | 59 | 20 | 7 | 24 | 21% | 20% | 53 | 17 | 55% | NAN | |||||||
27 |
Polearm Infantry / Glaive & Bow Infantry / (3k_main_unit_wood_azure_dragons) Azure Dragons The reach of these warriors extends and contracts; accuracy with the bow and spear targets distant and nearby enemies alike. |
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160 | 1000 | 1000 | 265 | 49 | 96000 | 70 | 24 | 37 | 16 | 39% | 0% | 53 | 0 | 0% | 40 | 10 | 200 | 8.6 | 9 | NAN | ||
28 |
Polearm Infantry / Glaive Infantry / (3k_main_unit_wood_protectors_of_heaven) Protectors of Heaven Personally selected by the emperor, these heavily-armoured warriors are the vanguard of the frontline. |
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160 | 1150 | 1150 | 305 | 54 | 96000 | 154 | 24 | 41 | 18 | 51% | 0% | 53 | 0 | 35% | NAN | |||||||
29 |
Polearm Infantry / Glaive Infantry / (3k_dlc04_unit_wood_imperial_gate_guards) Imperial Gate Guards Every gate is its own defence, but further held by the imposing, armoured gate guards. |
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160 | 1100 | 1200 | 320 | 54 | 96000 | 175 | 24 | 37 | 16 | 64% | 0% | 53 | 0 | 35% | NAN | |||||||
Ranged Infantry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
30 |
Ranged Infantry / Bow Infantry / (3k_main_unit_water_archer_militia) Archer Militia Archers equipped with composite bows for long-range harassment of enemies and basic zhibeidao swords for close combat defence. |
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160 | 225 | 270 | 70 | 19 | 54000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | 22 | 6 | 180 | 8.6 | 19 | NAN | ||
31 |
Ranged Infantry / Bow Infantry / (3k_main_unit_water_archers) Archers Highly-trained bowmen who excel when unleashing rapid volleys of arrows to slow and supress cavalry charges. |
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160 | 325 | 390 | 105 | 25 | 54000 | 21 | 20 | 9 | 2 | 6% | 0% | 32 | 0 | 0% | 25 | 8 | 200 | 8.6 | 26 | NAN | ||
32 |
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_crossbowmen) Crossbowmen Soldiers armed with long-range crossbows powerful enough to pierce enemy armour and defences. |
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160 | 350 | 420 | 110 | 25 | 54000 | 21 | 20 | 9 | 2 | 6% | 0% | 32 | 0 | 0% | 18 | 42 | 220 | 4 | 13 | NAN | ||
33 |
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_repeating_crossbowmen) Repeating Crossbowmen These troops are armed with fast-loading, repeating crossbows to quickly shoot down their foes. |
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160 | 350 | 420 | 110 | 25 | 54000 | 21 | 20 | 9 | 2 | 6% | 0% | 32 | 0 | 0% | 21 | 0 | 120 | 4.3 | 12 | NAN | ||
34 |
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_heavy_crossbowmen) Heavy Crossbowmen Heavily-armoured troops carrying long-range crossbows powerful enough to pierce enemy armour. |
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160 | 450 | 540 | 145 | 34 | 59400 | 30 | 20 | 9 | 2 | 7% | 0% | 53 | 0 | 0% | 18 | 42 | 220 | 4 | 16 | NAN | ||
35 |
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_heavy_repeating_crossbowmen) Heavy Repeating Crossbowmen These troops' rapid-firing repeating crossbows lay waste to scores of enemies, while iron armour protects them against retaliatory fire. |
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160 | 500 | 600 | 160 | 34 | 59400 | 30 | 20 | 9 | 2 | 7% | 0% | 53 | 0 | 0% | 21 | 0 | 120 | 4.3 | 12 | NAN | ||
36 |
Ranged Infantry / Bow Infantry / (3k_main_unit_water_onyx_dragons) Onyx Dragons Onyx Dragons are as adept at swinging their blades as pulling their bows; elite and versatile infantry. |
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160 | 900 | 1080 | 290 | 49 | 64800 | 100 | 24 | 20 | 15 | 52% | 0% | 7 | 0 | 0% | 48 | 9 | 250 | 8.6 | 30 | NAN | ||
37 |
Ranged Infantry / Bow Infantry / (3k_main_unit_water_defenders_of_earth) Defenders of Earth Elite archers hand-picked by the emperor for their versatility and excellence. |
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40 | 1100 | 1200 | 320 | 58 | 28800 | 144 | 24 | 20 | 15 | 48% | 0% | 26 | 0 | 0% | 0 | 0 | 150 | 4 | 14 | NAN | ||
38 |
Ranged Infantry / Crossbow Infantry / (3k_dlc04_unit_water_imperial_palace_cavalry) Imperial Palace Cavalry The vast imperial palatial grounds are defended by many warriors and none more fearsome than the sword-wielding cavalry guard. |
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80 | 1100 | 1440 | 285 | 43 | 100800 | 140 | 30 | 25 | 8 | 48% | 0% | 53 | 0 | 0% | 18 | 42 | 220 | 4 | 46 | NAN | ||
39 |
Ranged Infantry / Crossbow Infantry / (3k_dlc04_unit_water_imperial_palace_crossbowmen) Imperial Palace Crossbowmen From above, tucked between battlements and leering from gatehouses, the palace crossbowmen brook no quarter for the enemies of the empire. |
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160 | 1200 | 1440 | 385 | 43 | 96000 | 100 | 30 | 25 | 8 | 48% | 0% | 53 | 0 | 0% | 20 | 45 | 250 | 5.5 | 32 | NAN | ||
Ranged Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
40 |
Ranged Cavalry / Bow Cavalry / (3k_main_unit_water_mounted_archers) Mounted Archers Armoured cavalry archers who harass the enemy with arrows while using their mounts to remain out of reach. |
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40 | 550 | 660 | 175 | 25 | 67200 | 56 | 30 | 25 | 8 | 6% | 0% | 32 | 0 | 0% | 25 | 8 | 200 | 8.6 | 50 | NAN | ||
41 |
Ranged Cavalry / Crossbow Cavalry / (ep_unit_water_mounted_crossbows) Mounted Crossbows A crossbow is an effective and deadly weapon. So, too, a horse. |
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40 | 670 | 805 | 215 | 25 | 67200 | 56 | 30 | 25 | 8 | 6% | 0% | 32 | 0 | 0% | 18 | 42 | 220 | 4 | 26 | NAN | ||
42 |
Ranged Cavalry / Bow Cavalry / (ep_unit_water_heavy_mounted_archers) Heavy Mounted Archers These archers excel at harassing enemy troops, but are unafraid of charging into the melee if needed. |
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40 | 700 | 840 | 225 | 27 | 67200 | 84 | 30 | 25 | 8 | 6% | 0% | 45 | 0 | 0% | 25 | 8 | 200 | 8.6 | 44 | NAN | ||
Shock Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
43 |
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_peasant_raiders) Peasant Raiders Seizing their only chance for glory, these mounted peasants charge headlong into foes and chase down fleeing enemies. |
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40 | 400 | 600 | 160 | 20 | 67200 | 130 | 20 | 9 | 36 | 6% | 0% | 7 | 0 | 0% | NAN | |||||||
44 |
Shock Cavalry / Halberd Cavalry / (3k_dlc07_unit_fire_northern_lancer_cavalry) Northern Lancer Cavalry If the initial charge does not break the foe, the follow-up soon will. |
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40 | 580 | 680 | 196 | 28 | 67200 | 215 | 20 | 25 | 25 | 8% | 0% | 32 | 0 | 0% | NAN | |||||||
45 |
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_raider_cavalry) Raider Cavalry Cavalry troops that rely on the speed of their mounts to charge into lightly-armoured enemies and chase down fleeing enemies. |
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40 | 500 | 750 | 200 | 30 | 67200 | 150 | 20 | 9 | 36 | 12% | 0% | 7 | 0 | 0% | NAN | |||||||
46 |
Shock Cavalry / Halberd Cavalry / (3k_main_unit_fire_mounted_lancer_militia) Mounted Lancer Militia With ji polearms thrust ahead, these cavalry troops break enemy lines with a headlong charge. |
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40 | 550 | 825 | 220 | 26 | 67200 | 207 | 20 | 20 | 20 | 6% | 0% | 20 | 0 | 0% | NAN | |||||||
47 |
Shock Cavalry / Halberd Cavalry / (3k_main_unit_fire_lance_cavalry) Lance Cavalry Warriors chosen for the bravery needed to charge headlong into the enemy, polearms thrust to the fore. |
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40 | 650 | 1050 | 280 | 30 | 67200 | 235 | 20 | 25 | 25 | 8% | 0% | 32 | 0 | 0% | NAN | |||||||
48 |
Shock Cavalry / Halberd Cavalry / (3k_dlc07_unit_fire_northern_veteran_lancers) Northern Veteran Lancers To these renowned warriors, the lance is simply a lethal extension of the arm. |
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40 | 950 | 1105 | 243 | 35 | 67200 | 250 | 20 | 25 | 25 | 12% | 0% | 53 | 0 | 0% | NAN | |||||||
49 |
Shock Cavalry / Spear Cavalry / (3k_dlc04_unit_fire_destroyer_of_traitors) Destroyers of Treachery There can be no mercy for treason. Justice will be delivered at the end of these warriors' spears. |
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40 | 600 | 1350 | 360 | 34 | 67200 | 241 | 20 | 9 | 36 | 12% | 0% | 53 | 0 | 0% | NAN | |||||||
50 |
Shock Cavalry / Spear Cavalry / (ep_unit_fire_cataphracts) Cataphracts The horse is made only more terrifying by cladding it in armour and directing it at the enemy. |
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40 | 900 | 1350 | 360 | 34 | 67200 | 230 | 20 | 9 | 36 | 9% | 0% | 53 | 0 | 25% | NAN | |||||||
51 |
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_jade_dragons) Jade Dragons Hand-picked by the general, these seasoned shock-troops relentlessly batter enemy lines with all the fury of their namesake. |
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40 | 1200 | 1800 | 480 | 40 | 67200 | 232 | 20 | 7 | 24 | 28% | 15% | 53 | 27 | 60% | NAN | |||||||
52 |
Shock Cavalry / Spear Cavalry / (ep_unit_fire_heavy_cataphracts) Heavy Cataphracts The horse is made only more terrifying by cladding it in armour and directing it at the enemy. |
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40 | 1250 | 1875 | 500 | 38 | 67200 | 287 | 20 | 9 | 36 | 10% | 0% | 62 | 0 | 20% | NAN | |||||||
53 |
Shock Cavalry / Spear Cavalry / (3k_dlc04_unit_fire_imperial_lancer_cavalry) Imperial Lancer Cavalry With lances lowered and locked, these cavalrymen charge into battle for their emperor and the realm. |
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40 | 1000 | 1950 | 520 | 54 | 67200 | 424 | 20 | 9 | 36 | 48% | 0% | 53 | 0 | 0% | NAN | |||||||
Melee Cavalry | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
54 |
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_mounted_sabre_militia) Mounted Sabre Militia These mounted troops hunt down skirmishers; protecting against missiles with shields and using zhibeidao swords to chop at the enemy. |
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40 | 500 | 750 | 200 | 28 | 67200 | 152 | 30 | 20 | 6 | 20% | 20% | 7 | 5 | 65% | NAN | |||||||
55 |
Melee Cavalry / Sword Cavalry / (3k_dlc07_unit_earth_northern_sabre_cavalry) Northern Sabre Cavalry Complete victory only comes from ruthless determination, usually found at the end of a blade. |
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40 | 690 | 860 | 243 | 30 | 67200 | 165 | 30 | 25 | 8 | 22% | 25% | 32 | 12 | 45% | NAN | |||||||
56 |
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_sabre_cavalry) Sabre Cavalry These cavalry troops are armed with zhibeidao swords to neutralise archers and combat enemy cavalry units alike. |
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40 | 750 | 1125 | 300 | 38 | 67200 | 191 | 30 | 25 | 8 | 9% | 20% | 25 | 5 | 65% | NAN | |||||||
57 |
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_jian_swordguard_cavalry) Jian Sword Guard Cavalry Masters of defence who wield jian swords and rattan shields to hold the line against almost all enemies. |
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40 | 800 | 1200 | 320 | 32 | 67200 | 156 | 24 | 20 | 15 | 19% | 20% | 26 | 5 | 65% | NAN | |||||||
58 |
Melee Cavalry / Sword Cavalry / (3k_dlc07_unit_earth_northern_veteran_sabre_cavalry) Northern Veteran Sabre Cavalry "The charge? Oh the charge is only the beginning…" |
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40 | 900 | 1208 | 263 | 40 | 67200 | 200 | 30 | 25 | 8 | 28% | 25% | 45 | 12 | 45% | NAN | |||||||
59 |
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_imperial_household_cavalry) Imperial Household Cavalry Generations of warriors have served with pride and fury in the household cavalry. It is an institution beyond repute. |
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40 | 1200 | 1950 | 520 | 70 | 67200 | 280 | 24 | 20 | 15 | 53% | 25% | 53 | 10 | 60% | NAN | |||||||
Ranged Artillery | ||||||||||||||||||||||
No. | Unit |
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![]() ![]() MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
![]() ![]() HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
![]() ![]() MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
![]() ![]() MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
![]() ![]() MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
![]() ![]() MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
![]() ![]() MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
![]() ![]() ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
![]() ![]() ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
![]() ![]() RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
![]() ![]() RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
![]() ![]() RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
![]() ![]() RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
![]() ![]() RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
![]() ![]() AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
![]() ![]() SPEED Determines how quickly this unit can move. Affected by terrain. |
60 |
Ranged Artillery / Artillery / (3k_dlc04_unit_water_multiple_bolt_crossbow_bastion) Multiple Bolt Crossbow Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts. |
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6 | 35 | 35 | 10 | 23 | 14000 | 70 | 20 | 9 | 2 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
61 |
Ranged Artillery / Artillery / (3k_main_unit_water_trebuchet_bastion) Trebuchet Hurling large, heavy projectiles to breach enemy defences from afar requires quite a feat of engineering. |
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6 | 35 | 35 | 10 | 23 | 14000 | 70 | 20 | 9 | 2 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
62 |
Ranged Artillery / Artillery / (3k_dlc04_unit_water_multiple_bolt_crossbow) Multiple Bolt Crossbow Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN | |||||||
63 |
Ranged Artillery / Juggernaut / (3k_dlc06_unit_water_juggernaut) Juggernaut Sometimes brute strength and relentless force will win the day. |
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44 | 1060 | 1200 | 320 | 24 | 48000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 20% | NAN | |||||||
64 |
Ranged Artillery / Artillery / (3k_main_unit_water_trebuchet) Trebuchet Hurling large, heavy projectiles to breach enemy defences from afar requires quite a feat of engineering. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN |