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Cherrystone Kingdom

    Mercia 
https://static.tvtropes.org/pmwiki/pub/images/mercia_portrait.png
Voiced by: Tamara Fritz (English)

The main heroine, and newly crowned Queen after her father's assassination by Felheim forces.

Mercia's Groove is Healing Aura, which heals all friendly units within three squares (including herself) for 50% HP.


  • Ancestral Weapon: The Cherryblade, which has been a heirloom of Cherrystone's royal family for generations.
  • Boyish Short Hair: The shortest and messiest hairdo of the game's women commanders.
  • Combat Medic: Mercia's Groove is one of the better healing options in the game, and as a Commander unit she can easily hold her own against most hostile attackers. Indeed, participating in combat recharges the Groove meter faster, incentivizing this trope.
  • The Corruptible: In her arcade ending Mercia attempts to destroy Requiem only to take on the tell-tale purple hair of Dark Mercia as she touches it.
  • Daddy's Girl: Is absolutely devastated when her father is murdered. It's what ultimately saves her from Requiem's corruption during her father's Arcade run, as Mercival bets on Mercia's love for him to break free.
  • Expy: Of Andy, being the healing-focused main character who serves as a relative newcomer to the political situation and gameplay mechanics.
  • Famous Last Words
    Mercia: I'm... sorry...
  • Heroes Prefer Swords: Wields a two-handed broadsword called the Cherryblade, which has been passed down through Cherrystone's royal lineage for generations. It later turns out to be a MacGuffin that can unlock Requiem's vault.
  • Good Scars, Evil Scars: A clean scar over her left eye, which only makes her look heroic.
  • Leitmotif: Fledgling Queen
  • The Medic: Her Groove lets her heal friendly units in a short area around herself.
  • Paint It Black: When Mercia is corrupted by Requiem in her Arcade ending, her clothes and hair immediately morph from red/blue to purple to symbolize her transformation into Dark Mercia.
  • Pre-Mortem One-Liner
    Mercia: It's just you and me now!
  • Royals Who Actually Do Something: A frontline commander-in-training even before becoming ruler of Cherrystone, and quickly has to put her training into action.
  • Tomboy Princess: Prefers swords and plate armor to formal dresses, and enjoys combat.
  • You Killed My Father: Towards Sigrid, after learning that she was the one who assassinated Mercival and started the war between Cherrystone and Felheim. The penultimate battle on Cradle Island is a one-on-one between Mercia and Sigrid, and ends with Mercia killing the vampire.
  • You Gotta Have Blue Hair: Inherits her father's blue hair.
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    Emeric 
https://static.tvtropes.org/pmwiki/pub/images/emeric_portrait.png
Voiced by: Jason Marnocha (English)

The royal advisor, a powerful mage, and Mercia's tutor in the ways of battle.

Emeric's Groove is Elder Shield, which creates a Power Crystal on a square next to him. The crystal increases the defense value of all terrain within three squares by 2 for all friendly units (maximum 4 defense), and will slowly degrade over time (though it can be attacked and destroyed by enemies to end the effect early).


  • Ambiguously Brown: along with some Cherrystone faction units.
  • Combo: Elder Shield synergies strongly with Mage units, since their Critical Hit is based on whether they're standing on terrain with three or more defense points (normally forests and mountains). With Elder Shield improving the defense value of tiles within its radius, Mages are able to score criticals on all terrain except roads, bridges, beaches and shallow waters.
  • Famous Last Words
    Emeric: I... was... foolish...
  • Field Power Effect: Elder Shield allows Emeric to plant a cherrystone on an empty square, which will temporarily improve the defense value of terrain in a short radius.
  • He Knows About Timed Hits: Explains game mechanics like critical hits to Mercia as part of the tutorial.
  • Heroic Sacrifice: In his arcade ending, Emeric seals Requiem at the price of his own life. The last scene shows Mercival meeting him in the afterlife.
  • The Not-Love Interest: To Tenri. They're old friends and banter Like an Old Married Couple during a friendly spar, but she's already Happily Married to Koji's father.
  • Old Friend: Is revealed to be an old friend of Tenri halfway through the Heavensong chapter, and the two of them spend their time together reminiscing about the past.
  • Old Retainer: To Mercia, being of the same age as her father.
  • Leitmotif: Lucent Mage
  • Power Crystal: Emeric attacks using spells from a series of hovering crystals, while his Groove has him place a stationary crystal to provide a defense bonus to nearby units.
  • Pre-Mortem One-Liner
    Emeric: You were simply outmatched.
  • Shock and Awe: His attacks are all of the lightning variety.

    Caesar 
https://static.tvtropes.org/pmwiki/pub/images/caesar_portrait.png

The royal guard dog, whose presence on the battlefield motivates troops. Is a Very Good Boy.

Caesar's Groove is Inspire, which allows all adjacent units to act again this turn.


  • Achievements in Ignorance: Caesar is stated to be Mercia's pet, and doesn't even have Battlepup training, just a pair of powerful guards to defend him. According to the campaign Horatio and Beatrice get actual tactical advice from his barks, though for all we know they're just using Caesar as the figurehead of the army.
  • Big Friendly Dog: Resembles a golden retriever, and certainly acts friendly to most of Mercia's allies.
  • Extra Turn: His Groove grants this to adjacent allies.
  • Fighting Clown: Caesar spends all his time on the battle screen goofing off while Horatio and Beatrice do the heavy lifting. He does stop and whine in concern when they take a hit for him, though.
  • Heroic Dog: A very good boy.
  • Incorruptible Pure Pureness: In his arcade ending, Caesar ends up destroying Requiem by being such a good boy the weapon fails to corrupt him.
  • Inexplicably Awesome: How does a dog lead an army? Who knows.
  • Intelligible Unintelligible: Horatio and Beatrice can apparently interpret his commands. Or at least they pretend to.
  • Know When to Fold 'Em: Smart enough to scram if his bodyguards bite the dust.
  • Leitmotif: Bounding Joy
  • Nearly Normal Animal: Able to lead armies. Somehow.
  • The Paragon: Truly, the Best of Boys. He can lead the Cherrystone Army to victory just by being so danged inspiring. He's even able to inspire other Commanders of other factions, as he does in the final mission.
  • Reality Ensues: Ceasar's "victories" involve being a figurehead rallying royal guards and peasants to disperse bandit camps. When he "commands" any army against an organized force (as the antagonist in Ragna's side-chapter) he loses handily... But this isn't much of an achievement for the victor, either.
  • The Greatest Story Never Told: All of his battles with the bandits conclude with him being discovered by another character after the fact, who merely assumes that Caesar ran off to get up to some mischief. This even happens in his Arcade ending, after battling his way across Aurania and singlehandedly defeating an Artifact of Doom.
  • Those Two Guys: Caesar is constantly followed by a pair of royal guards called Horatio and Beatrice, who do all the actual fighting for him.
  • You Have GOT to Be Kidding Me!: Tends to inspire this in his opponents, both in Campaign and Arcade Mode.
  • What Measure Is a Non-Cute?: Similar to dog units, Caesar leaps off-screen when defeated. His guards get no such luxury.

    Mercival 
https://static.tvtropes.org/pmwiki/pub/images/mercival_portrait.png
Voiced by: David J. Dixon (English)

The former King of Cherrystone, who is assassinated in the introductory mission while trying to decide how to tell his daughter about an ancient kingdom.

Mercival's Groove is Gone Fishing, which allows him to catch a fish if adjacent to a water tile.


     Horatio and Beatrice 
Caesar's two bodyguards.
  • Almighty Janitor: Despite merely being the bodyguards of the Queen's pet dog they both are together as strong as any Commander in combat.
  • Battle Butler: For Caesar.
  • Short-Range Long-Range Weapon: Despite being armed with crossbows, they do not use them for actual ranged attacks.
  • Those Two Guys: Most of their dialogue is about Caesar's latest brilliant scheme to win you the current battle.
  • Undying Loyalty: To Caesar.
  • Voice for the Voiceless: Their main job is to handle the exposition for Caesar's side chapters, since the viewpoint character is, well, a dog.

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Felheim Legion

    Valder 
https://static.tvtropes.org/pmwiki/pub/images/valder_portrait.png
Voiced by: Sean Chiplock (English)

A mortal necromancer that wields the Fell Gauntlet, and the leader of Felheim's forces.

Valder's Groove is Raise Dead, which creates a Dreadsword (soldier) in an empty square adjacent to him at no cost. The Dreadsword can act immediately.


  • A Father to His Men: Downplayed example; His bio describes him as having a somewhat paternal attitude towards his nation and any of its undead citizens sentient enough to talk back (like Ragna).
  • Animate Dead: His Groove.
  • Big Bad: Of the campaign. Subverted when it's revealed that attacking Cherrystone wasn't his intention; Mercival's assasination and the initial attacks had been orchestrated by Sigrid in her search for the Key.
  • Dark and Troubled Past: His hometown was destroyed by marauding undead when he was ten, due to Felheim being in chaos due to a lack of a wielder of the Fell Gauntlet. The Gauntlet eventually found him and enticed him into becoming its next wielder.
  • Designated Villain: An In-Universe example: Many from Heavensong and Cherrystone assume that Valder is a power-hungry, evil overlord. The fact the Fell Gauntlet is a reputedly evil artifact and has been wielded by far less scrupulous individuals before him doesn't help. It doesn't help either that Valder doesn't always get complete information himself.
  • Deadpan Snarker: He occasionally lets loose in the few scenes he's seen in.
  • Disc-One Final Boss: Sigrid exposes her treachery after Valder's near-defeat at Mercia's hands, which leads to Valder joining the protagonists to chase the vampire down outside Requiem's tomb.
  • Enemy Mine: After Sigrid reveals her manipulations, he joins forces with the protagonists to stop Requiem.
  • Famous Last Words
    Valder: This is not the end!
  • Irony: It's noted in the Codex that the Fell Gauntlet cannot be wielded by someone who is undead themselves (perhaps because of its very nature). This makes Valder the only living human in an otherwise undead-based army (barring Fell Bats and Deepfolk). Felheim is noted in the Codex to have living citizens as well, but they don't fight in the army.
  • Leitmotif: Fell Savior
  • Magic Knight: His bio notes that Valder spent his teens on his own in the Felheim wilderness before obtaining the Fell Gauntlet and is therefore a skilled warrior on top of a mage. In-game he's as endurable as any other commander.
  • Meaningful Name: "Valder" means 'ruler' in old Germanic and Norse languages.
  • Necromancer: Thanks to the Fell Gauntlet.
  • Noble Demon: In his arcade ending, Valder overcharges the Fell Gauntlet by draining Requiem of power, allowing him to raise the dead of the other three nations as sentient undead... And then leaves them in peace to enjoy their new undead citizens. He had no interest in trying to Take Over the World, he just wanted to make the dead and the living equal in all the nations like they are in Felheim.
  • Not So Above It All:
    • After defeating Caesar in Arcade Mode, Valder indulges in a bit of Evil Gloating, before pausing and asking himself why he's talking to a dog.
    • In the Jukebox, Valder's sprite doesn't dance, but he can still be seen tapping his foot to the beat and grinning cheerfully.
  • Not So Different: Appears to think this of Tenri, after the latter accepts Requiem's power. She does not seem to agree.
  • Orcus on His Throne: Defied, the plot kicks off when he leaves said throne to invade Cherrystone personally. Interestingly, he would have been fine with invoking it. Sigrid had to start the border tensions that eventually escalated to invasion, otherwise he and Felheim would have left well enough alone.
  • Pre-Mortem One-Liner
  • Skeletons in the Coat Closet: Wears a deer skull on his head. Also an example of Mask of Power as it disguises his facial features.
  • Sorcerous Overlord: Over Felheim. Notable in that he is merely the latest in a long history of similar overlords.
    • Benevolent Mage Ruler: From Felheim's perspective. The owner of the Fell Gauntlet is able to keep Felheim stable by exhibiting control over the undead, and Valder has used his time on the throne to stabilize the nation and promote technological advances and an alliance with the Deepfolk. He actually would have been perfectly content to leave Cherrystone in peace, were it not for Sigrid's manipulations.
  • Spam Attack: His Groove is the fastest charging in the game by a noticeable margin. Dreadswords' utility might fall off as the game wears on but a steady supply of meatshields never hurt anyone's chances.
  • Supernatural Is Purple: The Fell Gauntlet's magic is colored purple, as seen during Valder's Groove and when he attacks. This is because the Fell Gauntlet was created by the Kingdom of Cacophony, much like Requiem, and utilizes the same type of Black Magic.
  • The Stoic: A significant amount of his lines are Visible Silence and the mask hides his emotional state.
  • Tricked-Out Gloves: The Fell Gauntlet, the source of his power.
  • We Have Reserves: As is typical of a necromancer in fiction. His groove embraces it, creating a ready-to-move skeleton on the spot.
  • Worthy Opponent: Considers Koji one in Arcade Mode, promising him a rematch where he won't hold back if he's defeated.
  • Young Conqueror: According to the Codex he's not the first evil wizard to claim the Fell Gauntlet and lead Felheim to war, but he is noted to have done it at a younger than usual age. He also succeeds in his initial attack on Cherrystone, which is also noted to be unusual.

    Ragna 
https://static.tvtropes.org/pmwiki/pub/images/ragna_portrait.png
Voiced by: Kimlinh Tran (English)

A zombie created from pieces of history's finest warriors, put together by Valder to be the ultimate commander.

Ragna's Groove is Shield Jump, allowing her to teleport 5 tiles and deal 65% of her regular damage to adjacent units when she lands.


  • And Then What?: In her arcade ending, after telling Mercia that, yes, destruction is what she wanted, Mercia then despairingly asks her what's next, causing Ragna to actually think about it.
    Ragna: ...That's a good question. (Cut to Ragna setting sail to conquer new lands)
  • Blood Knight: Her likes: Fighting. Her dislikes: Everything else.
  • Blunt "Yes": In her arcade ending, when Mercia tries asking her if all this destruction was what she really wanted.
  • The Brute: For Valder, being directed by Sigrid when she's around.
  • Butt-Monkey: Ends up humiliated in pretty much every battle in the campaign. Her one victory (in a side mission) involves her unwittingly defeating Caesar in battle only for Sigrid to point out that the 'mighty foe' she sought to battle is a dog.
  • Didn't Think This Through: More like, didn't 'think', period. Most of her battles involve teaching Mercia about a new aspect of combat against an overfocused army under Ragna's command.
  • Enemy Mine: Joins Valder and the protagonists in the battle against Requiem.
  • Escape Battle Technique: Her bio points out that Shield Jump can also be used to exit a fight if needed.
  • Expy: A Dumb Muscle Starter Villain who is considered not-so-competent ... she takes a similar role to what villains like Flak and Jugger take from their games.
  • Famous Last Words
    Ragna: THIS ISN'T FAAAAAAIR!!!
  • Fridge Logic: In-Universe. When defeated by Mercia in arcade mode, she realizes she's made out of the 'finest warriors in history' who died in battle and is left wondering just how 'fine' they must have been.
  • Friendly Enemy: After accepting that she isn't truly Mercia's greatest arch-nemesis in the campaign's epilogue, Ragna resolves instead to become her "absolute best frenemy"; triumphantly gloating that with the war over, she can just fight Mercia for the fun of it.
  • Hot-Blooded: Impressively so, for someone with no blood. She's also something of a Mood-Swinger on top of it.
  • Ineffectual Sympathetic Villain: Exists mainly to provide a more lighthearted Felheim adversary than Valder or Sigrid.
  • Inferiority Superiority Complex: Lets slip during Mercia's Arcade run that the reason she wants to defeat Mercia is to prove she's "not just some useless zombie pieced together from broken parts."
  • Large Ham: A good portion of her lines are screamed out.
  • Leitmotif: Patchwork Valkyrie
  • No Indoor Voice: As mentioned above, most of her lines are screamed. This actually ends up saving the day when Elodie subdues the protagonists with hypnosis - Ragna's discordant ranting manages to snap everyone out of the trance.
  • Pre-Mortem One-Liner
    Ragna: It's over, Loser!
  • Psychopathic Manchild: Though as the codex points out, this is mostly due to being a mentally-five-year-old Frontline General zombie who just wants her father-figure's approval and can only get it through battle.
  • Redemption Promotion: Is significantly more competent in the player's hands, including after she joins the protagonist's group.
  • The Rival: Considers herself this to Mercia.
    Ragna: *in arcade mode* IT'S ME! YOUR NEMESIS!
    • Gold Fish Poop Gang: What Mercia considers her.
      Mercia: *sigh* You're not my 'nemesis', Ragna. I don't have a nemesis.
  • This Cannot Be!: Her standard response to being defeated, usually followed up by loud complaining about the opponent cheating.
  • Shield Bash: Her main offensive tool. Her groove combines this with In a Single Bound and Shockwave Stomp.
  • Spanner in the Works: Saves our heroes from Elodie by showing up at exactly the right/wrong moment and screaming them free of her mind-controlling music.
  • Super Not-Drowning Skills: Pirates of the Caribbean-style. When she sinks her own barge during a cutscene, she walks all the way from the middle of the ocean to Requiem's tomb, just to find Mercia and Sigrid. Amusingly, even in the heat of the volcano, she's still dripping with saltwater when she shows up.
  • Take Over the World: Her arcade ending ends with Ragna conquering Aurania before leading Felheim's fleets in search of new lands to conquer.
  • Throwing Your Shield Always Works: Does this when attacking.

    Sigrid 
https://static.tvtropes.org/pmwiki/pub/images/sigrid_portrait.png
Voiced by: Elsie Lovelock (English)

A High Vampire, and Valder's most trusted subordinate.

Sigrid's Groove is Vampiric Touch, which One Hit Kills an adjacent enemy unit and heals Sigrid for each HP drained.


  • Acrophobic Bird: Shown capable of flight in campaign cutscenes much like other Vampires, but does not do it in-game. The codex entry on vampires notes that High Vampires simply tend to have a preference for staying close to the ground, unlike the more common variety.
  • And Now for Someone Completely Different: She's the Player Character for the prologue, before the viewpoint switches to Cherrystone forces.
  • Climax Boss: The war against Felheim officially ends after Mercia avenges her father and slays Sigrid... but that battle is only the penultimate mission. Since she managed to unseal Requiem's tomb before her death, the final mission and epilogue involve cleaning up Sigrid's mess by battling the Sealed Evil in a Can.
  • Deceptive Disciple: Killed her own creator in his sleep. Also only works with Valder to get what she wants, and is willing to backstab him the moment she gets it.
  • The Dragon: For Valder, being his most trusted subordinate and the one who directs Ragna in the field.
    • Dragon with an Agenda: Set up the war between Cherrystone and Felheim in order to get the Key to Requiem, which is Mercia's sword.
  • Explain, Explain... Oh, Crap!: While idly discussing Queen Mercia's unusual sword with a vampire Mook, Sigrid suddenly realizes that the Cherryblade might be the key to Requiem's tomb, after accidentally reminding herself of Mercival's last words on the matter.
    Sigrid: A fine weapon? I suppose... More important whose hands it's in. (Beat) Whose hands... "safe hands"... THE KEY!!
  • Famous Last Words
    Sigrid: So... Be... It...
  • Glowing Eyes of Doom: They glow red when she uses her Groove, and also when sufficiently riled in cutscenes.
  • Karmic Death: Sigrid murders King Mercival in her search for the Key to Requiem, starting a terrible war just as his daughter Mercia ascends to the throne. In the end, Sigrid dies when Mercia impales her on the Cherryblade, since revealed to be the Key, right outside the door of the tomb where Requiem was kept.
  • Klingon Promotion: Sigrid became the ruler of Felheim's vampires by murdering her sire in his sleep.
  • Knight of Cerebus: Unlike Ragna, Sigrid is taken completely seriously as a threat, and the first real 'battle' against her in Act 3 involves simply fleeing from her. The game's story begins when Sigrid carries out a cold-blooded assassination upon King Mercival.
  • Leitmotif: Ancient Blood
  • Life Drain: Her groove steals HP from another unit. It's one of the few things that instantly destroys a unit.
  • Little Bit Beastly: Like all Wargroove vampires, Sigrid has bat ears. The art style's tendency to give characters blushed noses also somewhat evokes the features of a vampire bat.
  • Little Miss Snarker: Very snarky towards anyone who's not Valder.
  • Narcissist: Her favorite thing? Herself.
  • One to Million to One: Does this when Mercia impales her in the penultimate level. Subverted in that the bats just fly away off-screen instead of merging back into Sigrid, and everyone treats her as dead.
  • Our Vampires Are Different: Vampires in the Wargroove world exist in two forms: 'Lesser' vampires are winged pack hunters that serve as Felheim's aeronautic units, while 'high' vampires like Sigrid are one-of-a-kind creatures considerably higher up in the food chain. Unlike lesser vampires, who procreate by draining people of blood and then introducing a bit of their own, high vampires are created from mortal infants abducted and transformed though magical means by their sire.
  • Power Floats: When attacking. In cutscenes she is also capable of unassisted flight and levitation, despite lacking the wings of common vampires.
  • Pre-Mortem One-Liner
    Sigrid: Victory means little to me...
  • Really 700 Years Old: Sigrid is over 900, according to the codex, and was possibly born around the same time the florans arrived on Aurania. Her sire was even older, at 4'000 years of age. This meant Sigrid grew up hearing stories about the Great Dissonance, which inspired her centuries-long search for Requiem.
  • Smug Snake: Downplayed due to her stoicism, but she has the part where she looks down on everyone else down pat. She goes fully into this trope once she steals the Key to Requiem.
  • The Stoic: In contrast to Ragna.
    • Not So Stoic: Once she realizes the Cherryblade is the key to Requiem's tomb, Sigrid's unflappable demeanor starts to rapidly show cracks, and she becomes significantly less tolerant of distractions. Even a relatively mild annoyance - such as a Kappa unable to speak clearly through his helmet - is enough to send her flying into a rage.
      Kappa 1: Hmerher hm!
      Kappa 2: He said-
      Sigrid: I DON'T CARE WHAT HE SAID!
  • Surrounded by Idiots: Thinks this all the time, about everyone. When she finally claims the Key to Requiem she goes on a long rant about it.
  • Take Over the World: In her Arcade ending, she uses Requiem to conquer Aurania with an army of the undead, ransacking Valder's castle and cornering the remaining commanders as they try to flee from her (though the camera cuts away just as her minions converge on them). In the aftermath, Sigrid is seen celebrating her victory with her lesser kindred in a volcanic biome forest, suggesting that she's reduced the entire planet to a barren Crapsack World ruled by vampires.
  • This Cannot Be!: Upon being skewered by Mercia, Sigrid manages to stammer out a shocked "H-how?" before expiring.
  • You Are a Credit to Your Race: Shows a measure of respect for Sedge after being defeated in the latter's Arcade run, musing that perhaps "Floran, for all their failings, aren't as hopeless as humans". She even offers him a Villain Team-Up (albeit under the pretext of Sedge needing her leadership), which the floran brushes off.

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Floran Tribes

    Greenfinger Zawan 
https://static.tvtropes.org/pmwiki/pub/images/greenfinger_portrait.png
Voiced by: Sean Chiplock (English)

The Floran elder, who rules with both strength and compassion.

Zawan's Groove is Wild Growth, which creates five vines on five empty squares within five squares (selected by the player). The vines block enemy movement but cannot attack or counter-attack, and slowly degrade over time.


  • Boring, but Practical: His Groove is one of the most sedate in the game, but the utility of selectively blocking enemy movement in an area cannot be overstated.
  • Famous Last Words
    Zawan: How could I...?
  • Gone Horribly Wrong: Downplayed example; his arcade ending ends with Zawan successfully banishing Requiem but not before the weapon briefly possesses him. The end result is Zawan's powers growing out of control and covering the entire continent in non-stop forest, to the Floran tribes' delight and his own consternation.
  • Green Thumb: As seen both in his Groove and in the way he normally attacks - Zawan grows a giant elk out of foliage and tramples his opponents with it.
  • Leitmotif: Oaken Sentinel
  • My Greatest Failure: Shows genuine sorrow at having to exile Sedge, feeling he has failed as a Greenfinger by not getting his charge off such a barbaric path.
  • My Species Doth Protest Too Much: As a Greenfinger, Zawan's job is to keep the Floran from falling too much into barbarism.
  • Pre-Mortem One-Liner
    Greenfinger: Such a waste...
  • Reasonable Authority Figure: Of the Floran tribes in the Gloomwoods. After being corrected about the conflict with Sedge, he apologizes to Mercia's group and exiles Sedge from the Gloomwoods in his side chapter.

    Nuru 
https://static.tvtropes.org/pmwiki/pub/images/nuru_portrait.png
Voiced by: Elsie Lovelock (English)

A young Floran hunter whose skills are out of this world.

Nuru's Groove is Teleport Beam, which allows her to purchase a unit for double its usual cost and deploy it in a square next to her. The unit can then move immediately.


  • Amazing Technicolor Population: Her skin tone changes with her team color, since her leaves are already a fixed set of colors. (It's a Starbound reference, where Florans could be customized similarly.)
  • Asskicking Equals Authority: How a "visitor" like her gets to lead the army - Floran are judged by the most fearsome thing they've hunted. If this is the Nuru, her spear notches include at least one Eldritch Abomination.
  • Conflict Ball: Grips this pretty hard when the protagonists finally reach Heavensong, and are stopped at the desert border by guards overly suspicious of florans. Nuru, incensed, promptly ransacks the border outpost and draws the attention of Ryota and Koji, forcing Mercia and Emeric to intervene.
  • Cutting the Knot:
    • Her arcade ending. Ancient Artifact of Doom that brainwashes anyone who touches it? Just teleport that sucker into space!
    • She also mentions a good blaster would have ended the campaign in an afternoon, before hastily avoiding having to explain what she meant.
  • Does Not Like Spam: Hates kidney beans, which sound like they're made of meat but aren't.
  • Famous Last Words
    Nuru: You... got... lucky...
  • Friendly Rival: To Mercia, even suggesting they have a fight to get to know each other better.
  • Guest Fighter: All but stated to be Starbound's Nuru, having stumbled onto the conflict while looking for things to hunt. She even repeatedly alludes to Starbound's setting by referencing blasters and mechs during the campaign, and even hints at the game's Eldritch Abomination Big Bad during Mercia's arcade run.
    • The ending of Nuru's Arcade Mode confirms it, as Nuru deals with Requiem by calling in Esther Bright to teleport it off-world so it can no longer harm anyone. She implies her presence on this world is because she was doing a mission for the reborn Protectorate and simply found the place too fun to leave.
  • Leitmotif: Wild Flower
  • My Species Doth Protest Too Much: She's extremely social and well-spoken for a Floran, and is one of the few who actually considers whether something's acceptable to hunt, not just the challenge of doing so. She's actually a member of a multi-species spacefaring organization, so it makes sense that she's more used to other species' moral standards.
  • Nerf: At launch, Nuru quickly became infamous due to her ability to instantly summon a fresh unit of any type to her location, for the same price as buying them normally from a fort. She was eventually tweaked so that spawning units with Teleport Beam cost double their normal recruitment price, to discourage players from casually dropping upper-tier units like giants and trebuchets behind enemy lines.
  • Obfuscating Stupidity: Being a Floran, other people tend to set a very low bar for the intelligence and civility Nuru would display. She takes full advantage of this to simply not mention a lot of things, and resorts to a clumsy Verbal Backspace when she slips. She seems to be adhering to some sort of Alien Non-Interference Clause.
  • Parts Unknown: Nuru is noted to be a visiting foreigner, rather than a native of the Gloomwoods, and is secretive about her past even to Greenfinger Zawan - He knows only that she arrived on a "ship" that had "travelled a massively, ridiculously long way".
  • Pre-Mortem One-Liner
    Nuru: I'm still the champion!
  • Simple Staff: While she claims to prefer spears (or a good blaster), in-game Nuru fights using a staff/halberd.
  • Suddenly Voiced: Only used generic floran grunts during dialogue in Starbound, much like other characters. Here, she has unique voice clips.
  • Teen Genius: Is seventeen years old.
  • Teleporters and Transporters: Her Groove summons down a unit at her location. It even uses the Starbound beam-down visuals and sound effect. This is also how she defeats Requiem in the Arcade, by calling in Esther Bright's ship to beam it away.
  • Verbal Backspace: In Act 2, Nuru brags to Mercia about hunting giant monsters with blasters where she comes from. When Mercia expresses confusion, Nuru clumsily changes the subject and offers a friendly spar to avoid explaining herself. This happens a second time in Act 5, when Nuru is caught referring to Tenko as a "mech" and quickly corrects herself to "battle puppet".

    Sedge 
https://static.tvtropes.org/pmwiki/pub/images/sedge_portrait.png
Voiced by: Sean Chiplock (English)

A sinister Floran that considers all other races his prey, and thrives on the fear of others.

Sedge's Groove is Sadistic Rush, which deals a flat 35% damage to an adjacent target with no counter-attack. If Sadistic Rush kills its target, Sadistic Rush is immediately recharged and Sedge gets to take a new turn's worth of actions.


  • Arc Villain: Is the source of Act 2's conflicts, due to hunting the Cherrystone refugees for sport and then deceiving Greenfinger Zawan into attacking as well. After being exposed, Sedge attempts to usurp Greenfinger before being driven from the forest for good.
  • Asshole Victim: One of the few commanders to suffer a Character Death during the campaign, after Ryota manages to corner him in the Heavensong borderlands. Nobody can say he didn't have it coming.
  • Back for the Dead: Abruptly returns in Act 5 to attack the Cherrystone protagonists after they leave Heavensong, only to be driven off by Emeric and Koji. Sedge swears further vengeance down the road, but a side mission immediately following this has the Floran discovered by Ryota, who defeats Sedge and promptly executes him.
  • Black Eyes of Evil: Monochromatic black eyes aren't unusual for Floran, but Sedge is actually evil on top of it.
  • Blue-and-Orange Morality: Played with. It's not hunting humans in Floran territory that gets him exiled - that's acceptable behaviour. It's lying to the Greenfinger about why he did it, and actively tricking him into attacking the humans as well (by claiming the Cherrystone refugees were an invading army), that ultimately gets Sedge exiled from the forest. Its also heavily implied that Sedge was already skating on thin ice due to his sheer bloodthirstiness and unwillingness to change, and that deceiving Zawan was merely the final straw.
  • But for Me, It Was Tuesday: Sedge once attacked Heavensong, defeated Ryota and butchered one of his garrisons for no reason other than fun. Ryota remembers the event very clearly, but in their second meeting Sedge needs to be reminded of it.
  • Deconstruction: Of stereotypical Floran behavior, showing that no species making any attempt at civility would tolerate such single-minded bloodthirstiness indefinitely.
  • Evil Laugh: Does one whenever he attacks or uses his Groove.
  • The Exile: In Zawan's optional side chapter, Sedge is called out for his actions against Cherrystone and banished from the Gloomwoods.
  • Famous Last Words
    Sedge: The hunt... endsssssss.
  • Flash Step: How he attacks, disappearing from view only to emerge behind his target to strike. His map sprite performs a similar move during Sadistic Rush, though he doesn't actually leave his tile. An Easter Egg gag line found in the campaign editor has Sedge lampshade this trope.
    Sedge: Sedge doesn't teleport! Sedge is just very, very sneaky.
  • Hate Sink: Portrayed as a very unlikable character, he sadistically "hunts" foes and constantly pits them against each other when things don't go his way. He tricks Greenfinger into fighting the Cherrystone forces and makes the Heavensong empire develop a racist attitude against the Florans (which combined with Poor Communication Kills makes you spend three missions on fighting them). It's not surprising when he's the only commander other than Sigrid to actually die in-story, although from an optional mission.
  • Hunting the Most Dangerous Game: Loves hunting humans, unlike most Floran who restrict themselves to boar and other wildlife. In his arcade ending he uses Requiem to abduct all the people who opposed him during the campaign so he can personally hunt them down for a game.
  • I'm a Humanitarian: Standard Floran behaviour towards 'meats' is to eat it no matter how sentient the source, and Sedge is very much a traditionalist in this way.
  • In the Hood: Wears a hood crowned with two leaves.
  • Leitmotif: Creeping Ivy
  • Mechanically Unusual Class: Sedge's groove doesn't scale with his health, always dealing 35% damage to any target. It has the slowest charge time in the game but once charged Sedge can (and probably will) use it multiple times a turn.
  • Mysterious Past: According to the codex, nobody knows Sedge's past, and no tribe in Gloomwood has ever stepped forward to acknowledge him as a member by birth.
  • Never My Fault: Blames Mercia's group for causing the conflict in his introductory mission, when he was the one hunting them for sport, and falsely claims to Zawan that the Cherrystone refugees were actually invaders in order to deflect blame. This blows up in his face once Nuru exposes his treachery and gets him exiled. Even when he's cornered by Ryota he continues to angrily insist he's the predator and everyone else is prey, even as he's clearly lost.
  • Palette Swap: Only briefly, but when Sedge goes rogue for Zawan's side mission, his army is distinguished from Zawan's by switching out their standard leaf-green costume colors for turquoise. He goes back to green in subsequent appearances.
  • The Paragon: His bio notes that Sedge has a large following amongst the Gloomwood Floran, who see him as everything a hunter should be. Hense, when he eventually rebels against the Greenfinger over his exile, enough Floran follow his lead to form an army.
    • The Dreaded: An even greater number of Floran, however, consider him this, as his reputation for brutality is said to be the subject of awed and fearful campside tales among the tribes.
  • Sssssnake Talk: Much like most Floran characters in Starbound. He's also the only Floran character who does it, as the other two Floran commanders speak without the hissing accent.
  • Sinister Scythe: A pair of sickles more specifically, but they still evoke the same symbolism.
  • The Sociopath: Hunts humans for sport and hates "lectures on personal responsibility" according to his bio. Zawan repeatedly tried to guide him onto the straight and narrow and it never did anything.
  • Terms of Endangerment: Mockingly refers to Ryota as "pretty soldier boy". Refers to his would-be victims as "Sedge's friends" during his arcade ending.
  • Third-Person Person: Speaks this way, like a typical Floran.
  • Token Evil Teammate: He is much less friendly than Zawan and Nuru, and happily embodies the classic Floran stereotype of the cruel, barbaric plant-monster. Naturally, this quickly leads to friction with his more civilized counterparts.
  • Vile Villain, Saccharine Show: Unlike the other antagonists, who have affable, redeeming or at least humorous qualities, Sedge is portrayed almost akin to a slasher movie villain, motivated only by the desire to kill and eat people. This comes to a head in his Villain Episode, where Ryota's flashback shows Sedge at his most unnerving, and the post-mission cutscene uniquely depicts him surrounded by corpses after winning the battle.
    Ryota: You... You're a monster!
    Sedge: Yesss, a ravenous monster. And do you know the worst thing about ravenousss monsters? They always come back for ssseconds.

Heavensong Empire

    Tenri 
https://static.tvtropes.org/pmwiki/pub/images/tenri_portrait.png
Voiced by: Dawn M. Bennett (English)

The noble and pragmatic Empress of Heavensong, Tenri possesses the power to manipulate the winds.

Tenri's Groove is Rising Wind, which allows her to move any unit within five squares of herself, friendly or enemy, to any unoccupied square within the same area. Can also move herself, but not the enemy commander.


  • Blow You Away: Uses wind power both when fighting and using her groove.
  • Combat Hand Fan: Her weapon of choice, though it's dangerous due to her wind powers instead of a sharp edge.
  • Dark and Troubled Past: Lost both her parents in the last Felheim invasion of the mainland.
  • The Empress: Of Heavensong, having ruled it for thirty years by the game's start.
  • Escape Battle Technique: Rising Wind can be used to extract Tenri from nearly any situation.
  • Famous Last Words
    Tenri: I have... failed.
  • He Who Fights Monsters: In her arcade ending, Tenri uses Requiem to invade and destroy Felheim. Valder's last words implies that by accepting its power she's going to end up just as bad as him.
  • Leitmotif: Dancing Crane
  • Meaningful Name: 'Tenri' can be roughly translated to 'Reason of Heaven' in Japanese (depending on which kanji were used to write it, mind).
  • Mask Power: Wears what appears to be a heron mask on her head.
  • Out of Focus: Only participates in a single battle during the campaign - a friendly war-game with Emeric - and disappears from the plot after the protagonists leave Heavensong behind.
  • Pre-Mortem One-Liner
    Tenri: Get out of my sight!

    Ryota 
https://static.tvtropes.org/pmwiki/pub/images/ryota_portrait.png
Voiced by: Aleks Le (English)

An unwaveringly loyal supporter of the Empress and his nation.

Ryota's Groove is Blade Dash. When used, Ryota performs a number of linear dashes through lines of enemies, dealing 45% of his regular damage to any enemy units caught underneath. It can also pass through allied and neutral units, which will not deal any damage to them. It can make as many dashes as possible, but cannot dash through the same unit twice.


  • Armed Legs: Uses his bladed legs for attacking.
  • Awesome, but Impractical: His groove. If you can get the enemy troops to line up just right, Ryota can deal a fair chunk of damage to all of them in one action. But good luck getting them properly arranged that way. This was eventually mitigated somewhat in a patch, by allowing non-hostile units to contribute to a line (without being damaged, of course), so long as at least one enemy is present in the chain.
  • Crush Blush: Has a very transparent crush on Mercia.
  • Famous Last Words
    Ryota: My... Empress...
  • Fantastic Racism: Distrusts floran due to a run-in with Sedge and quickly gets on Nuru's bad side because of it (although she does accept his apology when he explains why).
  • Flash Step: His groove, Blade Dash.
  • Handicapped Badass: Lost both his legs below his knees in a border skirmish. He had them replaced with steel prostheses with blades on the end, and retrained himself in an entirely kicking-based way of fighting.
  • It's Personal: With Sedge, after the Floran butchered a border garrison under Ryota's command, for seemingly no reason other than the fun of it. Months later, Ryota corners Sedge on the border and executes him to avenge his men.
  • Leitmotif: Dashing General
  • Long-Haired Pretty Boy: The young and handsome Ryota sports a long ponytail of white hair.
  • Mask Power: Owns a golden rabbit mask, but he lets it hang around his neck and chest.
  • Not So Different: Notes the fact that both he and Caesar have devoted their life to servitude to someone else in Arcade Mode, and also that both of them love the same person.
  • Ornamental Weapon: Carries a pair of wakizashi, a type of Japanese sword, but his battle animations and groove all have him using his bladed legs to attack.
  • Pre-Mortem One-Liner
    Ryota: You have been careless.
  • Pretty Boy: Complete with long hair. Sedge goes as far as to nickname him "pretty soldier boy".
  • Shout-Out: Both of his quotes when activating his Groove
  • Single-Stroke Battle: While it can strike multiple lines of enemies and doesn't necessarily finish them in one strike, his groove nonetheless has this vibe about it.
  • Teen Genius: Graduated Heavensong's military academy at the age of 16 with highest honours.
  • The Last of These Is Not Like the Others: Ryota likes people with a sense of honour, duty, skill... and blue hair and green eyes.
  • This Is Gonna Suck: If defeated by Caesar in arcade mode, Ryota bemoans the fact that he'll now have to explain being defeated by a dog to Tenri.
  • Undying Loyalty: To Tenri and Heavensong. In his arcade ending he's able to resist Requiem through sheer force of will and safely deliver it to Tenri, who has it sealed away.

    Koji 
https://static.tvtropes.org/pmwiki/pub/images/koji_portrait.png
Voiced by: Amber Lee Connors (English)

The son of Empress Tenri, Koji is an enthusiastic and committed young commander. Although he is only just developing his skills, he is nonetheless an impressive kid - especially when it comes to the weapons he creates. Koji's most remarkable creation to date is Tenko, the 12-foot tall fox puppet he pilots.

Koji's Groove is Sparrow Bombs. When used, two unique Sparrow Bomb units are spawned nearby, which may then immediately fly up 5 spaces and detonate, inflicting 50% of Koji's full damage on nearby enemy units.


  • Action Bomb: His Groove spawns two Sparrow Bomb units, which can be ordered to fly at targets to explode.
  • Child Prodigy: At a young age, Koji is already highly proficient in Heavensong's puppet-based Bamboo Technology, having designed and built Tenko himself as his personal mount. The codex indicates that he gained his love of engineering from his great-aunt, Mari, at the mere age of two.
  • Children Are Innocent: In his arcade ending, Requiem never even tries to corrupt him. Koji then uses it as a power source to turn Tenko into a Humongous Mecha.
  • Famous Last Words
    Koji: I'm sorry... ngh...
  • Gadgeteer Genius: Is only a child, but has created various mechanisms, such as his puppet mount.
  • Iaijutsu Practitioner: Tenko attacks using iajutsu. Lampshaded by Koji in one of his attack quotes.
  • Leitmotif: Mechanist Prince
  • Mask Power: Wears a fox mask on the top of his head, while Tenko wears a larger version.
  • Magic Versus Technology: Invoked and subverted - Koji catches himself admiring Cherrystone's wholly magical Golems during a battle with them, and clumsily tries to insist that Heavensong's puppet technology is better.
  • Motion Capture Mecha: A Bamboo Technology example. Like Heavensong's other puppet machines, Tenko's movements are controlled by a pilot pulling at a sensitive arrangement of strings, which leads to the puppet mech mimicking its pilot's movements. In cutscenes, Tenko mimics all of Koji's actions, such as crying or raising his fist in triumph.
  • Named Weapons: Koji's puppet mount is named Tenko.
  • Pre-Mortem One-Liner
    Koji: Here comes the finishing blow!

Outlaw Clans

    Wulfar 
https://static.tvtropes.org/pmwiki/pub/images/wulfar_portrait.png
Voiced by: Adrian Vaughan (English)

Descending from a long line of pirates and thieves, Wulfar is Chief of the largest and oldest Outlaw clan in Aurania. Renowned for his adaptability and problem solving, in spite of his appearance.

Wulfar's Groove is Tee Off. When used, Wulfar can launch units across the map, potentially moving allies into advantageous positions, or throwing enemies into the ocean. When used against enemies, it deals damage to both the target unit and any enemy unit adjacent to them when it lands.


  • Drop the Hammer: His weapon of choice, which can helpfully double as a golf club.
  • Fastball Special: Tee Off can be used this way, launching a friendly unit towards an advantageous position.
    • Grievous Harm with a Body: Wulfar's groove can also be used on enemy units, launching them towards their fellows to deal deal area-of-effect damage.
  • Large and in Charge: Wulfar is a hulking bear of a man, and is the leader of the most influential bandit faction on the continent.
  • Leitmotif: Towering Chieftain
  • One-Hit Kill: Tee Off can instantly destroy non-amphibious land units by launching them into sea/deep sea tiles.
  • Papa Wolf: Is very protective of Errol and Orla.

    Errol and Orla 
https://static.tvtropes.org/pmwiki/pub/images/errol_and_orla_portrait.png
Voiced by: Eileen Montgomery (Errol, English) and Vivien Taylor (Orla, English)

The thoughtful Errol and feisty Orla are a pair of troublemaking twins, who work effectively as a pair despite their bickering.

Uniquely, Errol and Orla have two separate Grooves that they can choose between depending on the situation. Errol's Groove is Cooling Water. When used, Errol covers an area of the map with healing magic that shrinks in size each subsequent turn. Both allied and enemy units inside this radius are healed for 20% of their health per turn. Orla's Groove is Scorching Fire. When used, Orla ignites a single tile, which grows on subsequent turns. Both allied and enemy units on a flaming tile are instantly defeated.


  • Brats with Slingshots: Orla uses one. Errol turns it into a serious threat by loading and lighting a firecracker for her.
  • The Dividual: They act as a single Commander unit in battle, with shared health.
  • Friendly Fireproof: Averted as the big drawback to their otherwise powerful Grooves. The areas will heal or burn enemy and ally alike.
  • Leitmotif: Impish Urchins
  • Masculine Girl, Feminine Boy: Errol is the contemplative one who both defends the pair and has the healing ability, while Orla is the excitable one who does the attacking, and has the damage-dealing ability.
  • Mechanically Unusual Fighter: The only commander with multiple Grooves.
  • Yet Another Stupid Death: See the entry under Friendly Fireproof? The One-Hit Kill effect of Scorching Fire also applies to themselves, and it can easily happen if you're not paying attention.

    Vesper 
https://static.tvtropes.org/pmwiki/pub/images/vesper_portrait.png
Voiced by: Jessica Strauss (English)

Sly, deceitful and abrasive, Vesper certainly makes an impression – this notorious criminal is capable of conjuring a demonic smoke beast with just a whip and a flourish!

Vesper's Groove is Smoke Shroud, which spawns an obscuring cloud of smoke on her location for one round. Units positioned in the smoke cannot be attacked or counter-attacked.


  • Big Bad: Of the Double Trouble campaign.
  • Dark-Skinned Blonde: Of the "white-hair with dark skin" variant.
  • Fashionable Asymmetry: Wears a white glove on her right hand, and a collection of golden rings on her left. She also sports a golden armlet around her left bicep.
  • I Have Your Wife: Blackmails Wulfar, Errol and Orla into helping her launch dramatic heists against the nations of Aurania by kidnapping someone named Enid. This is subverted, as it turns out Enid is a cat.
  • Leitmotif: Flashy Fumomancer
  • Love Makes You Evil: Not that Vesper was good to begin with, as she was still an outlaw, but she was somewhat respectable and even had a close friendship with Wulfar. Then she met Alia and got a massive crush on her, only to find out she and Wulfar were in love. She didn't take it well.
  • Red and Black and Evil All Over: Wears a red undershirt underneath her black (by default) jacket, as well as a black leather whip with a ruby-red cherrystone for the pommel.
  • Repulsive Ringmaster: Her outfit, whip and theatrical personality are all inspired by one, and her Leitmotif is akin to a sinister circus tune.
  • Secret A.I. Moves: During the final battle of the Double Trouble campaign, Vesper has a different Groove called Smoke Sisters that spawns two copies of herself. They die in one hit, but they deal a lot of damage and even have her Smoke Shroud Groove. This Groove cannot be accessed while playing as her.
  • Shared Family Quirks: Fumomancy is said to be an extremely difficult kind of magic to master, which in her case has been taught through the generations by the mothers in her family.
  • Super Smoke: She is trained in the art of Fumomancy, which lets her use smoke as a weapon.
  • Villainous Breakdown: During the final battle, she starts off cocky and confident, but gets progressively more irritated and panicky as she's cornered and more structures are taken from her.
  • White Hair, Black Heart: The most villainous Outlaw commander has a head of wispy white hair.
  • Whip It Good: Uses a whip as her weapon of choice. Rather than striking foes with it, she uses it to kick up smoke, which morphs into a monster she can control.

    The Bandits 
A trio of outlaw rangers that prey on the defenseless and have a surprisingly good grasp of feudal-era socioeconomics. They serve as antagonists of Caesar's side missions during the Campaign. They have no actual commander unit associated with them.
  • Animal Nemesis: Caesar is theirs.
  • Goldfish Poop Gang: While they talk a big game and have a surprising amount of manpower, they find themselves bested at every turn by a dog.
  • The Greatest Story Never Told: As they only show up in side missions and Caesar can't talk, his heroic trouncing of the bandits goes unremarked upon by the remainder of the cast.
  • Know When to Fold 'Em: After Caesar's final side-mission, they realize their attempts at banditry have gotten them nowhere, and decide to go back to their old jobs.
  • Leitmotif: They're associated with Cheeky Ruckus, which is usually played for any battle against an army lacking a known commander. In the Jukebox, the dancer sprite for Cheeky Ruckus is one of the three outlaw rangers that represents the gang during cutscenes.
  • N.G.O. Superpower: Have no problem deploying an army's worth of knights, mages, harpies and giants to get rid of a dog.
  • No Name Given: Eventually subverted in their final appearance, where they refer to each other by their real names.
  • Palette Swap: They use Cherrystone units, but wear black instead of red.
  • Recurring Boss: As a faction, they serve as this for Caesar.

Spoiler characters

    Elodie 
https://static.tvtropes.org/pmwiki/pub/images/elodie_portrait.png
Voiced by: Rachael Messer (English)

The keeper of Requiem. Formerly the Princess of the ancient kingdom of Cacophony, she sacrificed herself to seal the weapon, and now exists as a wraith guarding over it. Serves as the Final Boss of Arcade Mode as well as in Campaign Mode.

Her Groove is Nocturne of Woe, which instantly flips the allegiance of a single unit to Elodie's control.


  • Apologetic Attacker: Takes no joy in killing anyone who can be corrupted by Requiem. One of her lines when attacking is "forgive me!".
  • Back from the Dead: When she takes full control of Requiem in Arcade Mode, she destroys the weapon and uses its power to resurrect herself as an anonymous bard who plays music to make people happy.
  • Barrier Maiden: For Requiem.
  • Battle in the Center of the Mind: Her Arcade Mode run culminates in a contest of wills between herself and Requiem, represented by a Mirror Match.
  • "Could Have Avoided This!" Plot: At the end of her Arcade mode, it's revealed that Elodie could have attempted to mentally overpower Requiem all along. She never considered the possibility until Mercia suggested it.
  • Cutscene Power to the Max: Uses her Groove to take command of everyone's armies in campaign mode, as well as being able to control commanders for a single round. She can do neither of these in Arcade Mode.
  • Disappears into Light: When defeated. Also in her arcade mode ending, as she destroys both her wraith form and Requiem.
  • Early-Bird Cameo: Is briefly visible at the end of the intro. Elodie can also be seen in Wargroove's multiplayer menu as the human form she assumes during her Arcade Mode ending.
  • Famous Last Words: If defeated by reducing her HP to 0...
    Elodie: Am I... free...?
  • Final Boss: Of the campaign, though she's followed by an unlockable True Final Boss. Furthermore, almost every character's Arcade Mode run culminates in a showdown with Elodie (with the exception of Dark Mercia and Mercival), since the Arcade's plot centers around a great hunt for Requiem. Her own Arcade run even puts Elodie up for a Mirror Match.
  • Heroic Sacrifice: Sealed herself with Requiem for four thousand years to keep it from harming anyone else.
  • I Believe That You Believe It: Elodie is quite understanding of those who approach her with good intentions behind taking Requiem and confidence they can handle it, but she never trusts anyone is strong enough to withstand its power and the temptations it offers. And she's largely correct.
  • Last Chance to Quit: In both Campaign and Arcade mode she usually offers her opponents the chance to walk away first. After that, there is no mercy offered.
  • Leitmotif: Sorrow Sempre
  • MacGuffin Guardian: For Requiem.
  • Mind-Control Music: Her Groove involves taking control of enemy units, and its animation shows this is achieved by briefly playing music on Requiem, a magical cello. She briefly hypnotizes the protagonists this way during her debut, only for the trance to be shattered by Ragna. After that, she continues to enthrall individual commanders using her Groove, who all hear Requiem's song in their heads a turn before it activates.
  • Mirror Match: Her Arcade Mode run ends with a battle against another Elodie, representing Requiem in a Battle in the Center of the Mind.
  • Musical Assassin: Elodie attacks by playing a loud note on Requiem, which creates a sonic shockwave to strike her opponent.
  • No-Nonsense Nemesis: Elodie pulls no punches with anyone, for any reason. The commanders she defeats in Arcade mode are all killed off save for Mercia in order to prevent Requiem from falling into anyone's hands.
  • Painting the Medium: Her speech is rendered in wavy, shimmering purple text. Characters who fall under her spell during the final battle also speak this way.
  • Palette Swap: During her campaign boss fight she uses a mish-mash of units from other races colored purple, while in Arcade Mode she simply uses Cherrystone units. For her final Arcade Mode mission she will play a mirror match against another Elodie painted yellow.
  • Power Floats: Not only does Elodie float everywhere, but Requiem's cello body and bow float alongside her when not in use.
  • Pre-Mortem One-Liner
    Elodie: Silence falls!
  • Prophet Eyes: Her irises are white.
  • Purple Is Powerful: Is associated with the color purple, due to being the keeper of Requiem. She's dressed in it, has a purple aura and her faction is colored purple.
  • Purpose-Driven Immortality: An undead wraith only staying alive by trying to contain Requiem. Emeric outright states that Elodie cannot be negotiated with because of this trope, as wraiths are merely single-minded, obsessive reflections of the people they once were.
  • Supernatural Is Purple: The wraith and the Artifact of Doom in her care are associated with the color purple. It is further implied that all forms of "cacaphonic magic" are purple in color, as the Fell Gauntlet (another, weaker relic of Cacophony) also generates purple spell effects.
  • Time Abyss: Elodie has been the guardian of Requiem for over four-thousand years, vastly predating Sigrid and the arrival of the Floran upon the world (both of which are a mere 900 years).
  • Well-Intentioned Extremist: Requiem is evil. Requiem corrupts the minds of the living. Therefore, destroy all living beings that desire Requiem. Unlike the other commanders, Elodie will outright kill anyone she defeats in Arcade Mode.
  • Worthy Opponent: Considers Mercia one in Arcade Mode, not only sparing her life but taking her advice that she may be powerful enough to destroy Requiem on her own.

    Dark Mercia 
https://static.tvtropes.org/pmwiki/pub/images/dark_mercia_portrait.png
Voiced by: Tamara Fritz (English)

An Evil Counterpart to Mercia created by Requiem, representing her embracing Requiem's power. The True Final Boss of Campaign Mode, and unlockable for use in Arcade Mode and online play afterwards.

Dark Mercia's Groove is Aura of Ruin, which drains all enemy units within 3 squares of 3 health and gives it to Dark Mercia.


  • Battle in the Center of the Mind: As the True Final Boss, Dark Mercia traps the real Mercia inside a recreation of Cherrystone Castle, attempting to break her will through a gauntlet of pitched battles. Dark Mercia's Arcade Mode run also culminates in a battle against Mercia, when the queen makes a final effort to rebel against its control.
  • Dialogue Reversal: Her line just before using her groove sometimes is a very dark inversion of Mercia's.
    Mercia: None shall fall while I still stand!
    Dark Mercia: All shall fall while I still stand!
  • Evil Counterpart: To Mercia, with her Groove being an offensive reflection of Mercia's as well.
  • Flaming Hair: When she puts on her Game Face, Dark Mercia's blue locks erupt into Technicolor Fire.
  • Foil: To Elodie, the other Requiem commander. Both are princesses of a kingdom who were ensnared by Requiem. The difference is that Dark Mercia chose to use Requiem while embracing its power, while Elodie gave up her life to contain it and only uses it to keep it from others. In the campaign their origins are contrasted, as Dark Mercia is merely a mental avatar of Requiem's will who was never alive to begin with, while Elodie was once an ordinary human being.
  • Good Scars, Evil Scars: Like Mercia, she also has facial scars. Unlike her good counterpart though, Dark Mercia has two that each go over an eye and make an X. Combined with her milky-white eyes, it makes her look cruel.
  • The Heartless: The game's Codex entry on her implies she is Mercia's fears and insecurities given form by Requiem when the young Queen wasn't going to be swayed by the offer of power.
  • Kill 'Em All: Her arcade run sees Dark Mercia killing every single opponent who approaches her, and the ending is a Death Montage where she tracks down everyone she didn't encounter, which cut away just as she attacks them. In the end, the land is left barren and she departs to go find more lands to conquer.
  • Leitmotif: Unbound Fury
  • Life Drain: Her Groove is an area-of-effect one.
  • Luckily, My Shield Will Protect Me: Fights with a sword-and-shield getup, using Requiem's body as a shield and the bow as a sword.
  • Marathon Boss: Teleports away the first two times you fight her, and has an entire castle full of choke points and around five times your units you have to battle through.
  • Omnicidal Maniac: In her Arcade run, she makes it clear she has no interest in holding or protecting a kingdom or anything else. All she wants to do is fight and kill until nothing is left.
  • Painting the Medium: Like Elodie her text boxes contain wavy purple text.
  • Palette Swap: Uses Cherrystone units, but purple. Dark Mercia herself is a palette swap of Mercia, wearing the same clothes and armor, but with her hair and the red trimming colored purple. Ironically, her gag line in the level editor suggests that Dark Mercia takes offense at being called one.
  • Power Floats: Much like Elodie.
  • Pre-Mortem One-Liner
    Dark Mercia: Embrace your end!
  • Prophet Eyes: Like Elodie.
  • Psychopathic Manchild: The fact she hates "naysayers and killjoys" seems to suggest something of a childish personality. Add in that she wants just kill everything...
  • Purple Is Powerful: Like other characters associated with Requiem, she has a purple-based palette.
  • Slasher Smile: Dark Mercia generally doesn't smile, but when she does, it's definitely this.
  • Time Abyss: Requiem was first created over four-thousand years before the beginning of Wargroove's story. As the embodiment of Requiem's magic, Dark Mercia's age in the codex is listed as "a philosophical question."
  • Throat Light: Upon being defeated, she emits dense beams of light from her mouth and eyes into the air over her... before it goes out and she collapses. Arguably a case of her losing control of her power and having it burst out of her.
  • Villainous Breakdown: Suffers one in Mercival's Arcade ending, when the king opts for a "I Know You're in There Somewhere" Fight that causes Mercia to start Fighting from the Inside. Before Requiem's control is broken for good, Dark Mercia is reduced to impotently screaming at Mercival to stop talking.

Units

Ground Units

    Commander (General Unit) 
  • Achilles' Heel: Commanders have no means of attacking sea or air units. A group attack that includes a Dragon (be careful you're not on a road tile), Warship, or even a Harpy can spell defeat.
  • Action Girl: Mercia, Nuru and Tenri qualify as this.
  • Colonel Badass: All of them qualify as this. Even Caesar.
  • Dark Action Girl: Ragna, Sigrid and Vesper qualify as this. Along with Elodie and Dark Mercia.
  • Gameplay and Story Segregation: Whoever the commander is, they still count as one type of unit. Vampire? Dog with arrows? Cavalry? Two twins? All the same.
  • "Get Back Here!" Boss: Enemy commanders will generally run away from battle to try to recover once they get a dent in them. It's recommended to do the same with your commander as well.
  • The Heavy: No matter who you control, all of the Commanders qualify as this. Even the dog.
  • <Hero> Must Survive: All missions where you handle a Commander (or multiple) require them to survive (you could also destroy their stronghold). If there's an enemy commander, defeating them will grant an instant victory on your side, although there are a few exceptions.
  • Leitmotif: Each of the Commanders have their own theme.
  • Limit Break: All of the Commanders have a Groove they can use once it's charged up enough. It's what sets them apart from each other.
  • No-Sell: Even though Commanders can take damage from all units that can attack ground units, they're take little-to-no damage from Archers.

    Villager 
  • Escort Mission: One mission involves you escorting some villagers to safety after Valder invades Cherrystone.
  • Kryptonite Is Everywhere: They're weak ... to just about everything. The only units they're not weak against are Aeronauts, Ballistas, Swordsmen, and Dogs. And they have the same durability as a Swordsman too.
  • Palette Swap: Cherrystone and Heavensong villagers are similar in appearance.
  • Protection Mission: If they're involved, they have to survive. And enemies will love attacking them.

    Soldier 
  • Expy: Of the basic Infantry units from Advance Wars.
  • The Goomba: Very basic melee units that have few favorable matchups, Soldiers only really serve a purpose in capturing buildings early on, or wasting the enemy's time by blocking land movement.
  • Villains Out Shopping: Fellheim Dreadswords have been known for turning their attention to pursuits they valued in life - including painting, whittling or ice fishing among the desolate wastes of Felheim.
  • War Memorial: Every Cherrystone Swordsman's name is recorded upon the walls of the "Hall of Remembrance" deep inside Cherrystone Castle.
  • Zerg Rush: As the cheapest units the in the game, easy to try to make an army of Soldiers to slowly wittle down enemy health. However, they're not too useful at taking out most other units, so they make good beef shields at best.

    Dog 
  • Alien Animals: Like their Floran masters, Quagmutts are originally from space, being a type of critter from Starbound.
  • Attack Animal: Units of trained canines deployed as a military asset.
  • Expy: Of Scouts from Advance Wars.
  • Precious Puppy: Because everything's cuter with dogs, isn't it?
  • Raising the Steaks: Dreadhounds are undead dogs, first created when a previous overlord of Felheim experimented with this trope. The zombie hounds were among his few creations deemed practical, as fossilized mammoths collapsed under their own weight, while sea creatures like sharks were incapable of swimming.
  • Screw This, I'm Outta Here!: As dogs get damaged, they run away instead of dying. These are the only units that do so.
  • Stock Animal Diet: Bones, naturally. This is frequently used as a source of humor regarding Felheim's skeletal troops.
  • Super Senses: In Fog of War, dogs can see really well. Place them on a mountain and you'll be able to see enemies that are even hiding under trees.
  • Zerg Rush: These units work well in a pack. They get a Critical Hit if you attack a target that has another allied dog next to it.

    Spearman 
  • Anti-Cavalry: A cheap counter to the Cavalry units.
  • Blade on a Stick: Says so in their name.
  • Expy: Of the Mechs from Advance Wars.
  • Nerf: Spearmen were initially 150 coins, meaning it was easy to spam them on maps despite them having low movement. They could also counter against almost every other unit as well. In the Expansion update, their price raised to 250, meaning they were harder to spam during initial rushes.
  • Zerg Rush: At a rather cheap price of 250 (used to be 150) gold, it can be somewhat easy to spam them. It's even encouraged to group them next to each other so they can score a critical hit.

    Wagon 
  • Artificial Stupidity: For some reason, the enemy will prioritize in attacking wagons compared to other units (except Commanders of course). Additionally, they'll never really use them in combat, and even when they somehow have them, they'll just leave them there.
  • Awesome Personnel Carrier: Remember the APC units in Advance Wars? These wagons fill these roles for the transport units. They also have the highest movement ranges of all units.
  • Defenseless Transports: They have no means of attacking or defending at all.
  • Escort Mission: In the Campaign, there are two missions where they can be useful in escorting particular units into safety with their very large move range.
  • Expy: Of the Advance Wars APC, except it can carry more than just infantry. The only thing it is missing is the refueling, which is a mechanic Wargroove does not have.

    Archer 
  • Archer Archetype: They're pretty useful in range combat. If they don't move at all, they even get a critical hit.
  • Body Horror: Fellheim Dreadbows lorewise generate bows by using their ribs.
  • Expy: Of Advance Wars Artillery/Mech Gun. It diverges somewhat significantly when examined closely, however; the Archer can attack air units, can move and fire, and can attack/counterattack at point blank.
  • Glass Cannon: They'll fall by almost any close-range attack.

    Mage 
  • Anti-Air: These guys can kill Aeronauts in one hit provided they're in full health.
  • Expy: Of the Anti-Air unit from Advance Wars. They will mutilate infantry and air units on the attack, but are vulnerable to first strikes, missile fire, and heavier ground units.
  • Glass Cannon: They're tough against air units, Swordsmen, Spearmen, and Dogs - but they're rather fragile when faced up against the likes of Cavalry and Archers.
  • The Medic: They can heal units for 300 coins for 20% of their health.
  • Necromancer: Fellheim Warlocks have been regarded as Necromancers and lore-wise have helped awaken units such as Revenants.
  • Shock and Awe: Their main elemental is lightning. Heavensong Mages are explicitly called Thunderbearers.

    Cavalry 
  • Achilles' Heel: They do not do well against Spearmen - and a group of them will easily take a Cavalry unit out.
  • Blade on a Stick: Attacks with a lance.
  • Death-or-Glory Attack: A Cavalry's Critical Hit is activated if they attack from their maximum movement range, but this can leave them open to enemies if they're not careful.
  • Expy: Of Tanks/Light Tanks from Advance Wars, combining high mobility with the ability to defeat almost every other ground unit (except the Giant) in melee combat.
  • Hellish Horse: Felheim Cavalry rides nightmares.
  • Horse of a Different Color: Floran Cavalry ride Fluffalo, another monster from Starbound.
  • Mounted Combat: The horseback units of the game. They have a pretty high movement range too.

    Ballista 
  • Awesome, but Impractical: They're a really good Anti-Air counter ... but only if they haven't moved. This can leave them open to other devastating units.
  • Expy: Of the Missile Launchers from Advance Wars - except they can attack any target. They are still far deadlier to air units.
  • Glass Cannon: They'll fall easily if they're not defended well.
  • Siege Engines: They can attack from long ranges, but their usefulness shines on flying combatants.

    Trebuchet 
  • Expy: Of the Rocket Launchers from Advance Wars.
  • Glass Cannon: If your Trebuchet is unprotected, prepare to have it destroyed. They're rather poor in the defense department and they cannot counter from long range.
  • Improbable Weapon User: According to the lore, Heavensong Trebuchets have been known to use strange projectiles at times - in one instance, even cabbages.
  • Punny Name: Every other faction calls them Trebuchet ... except for the Florans. They call them Treebuchets.
  • Nerf: Before the Expansion update, they costed 900 coins to spawn. They weren't cheap, but they were also not too expensive - compared to other higher tier units. The cost was increased to 1,000 coins, making them a little harder to spam than before.
  • Siege Engines: Very useful in destroying enemy properties from a long range.
  • Tree Buchet: The Floran ones are named this word for word. And yes, according to the lore, it's an actual tree too.

    Giant 
  • Achilles' Heel: As useful as they are against ground units, they have no air counters, meaning one without air support can easily be destroyed by Dragons.
  • Ape Shall Never Kill Ape: Florans are forbidden for using Green Giants against each other.
  • Awesome, but Impractical: Their Critical Hit requires them to be at 40% or less health. This can be quite dangerous as at that state, other units can easily destroy them.
  • Critical Existence Failure: Due to how the number add up, their "critical hit" kicking in at 40% health boosts their damage back up to what it was at full health. So a giant at any level of HP is going to be hitting like a truck until it's wiped out completely.
  • Dangerous Forbidden Technique: Gloom Giants are regarded as forbidden to attack another Floran with. Not that it stops Sedge anyways.
  • The Dreaded: Regarded as a serious threat, especially when Sedge uses them against you.
  • Expy: Serves as the answer for the Medium Tanks from Advance Wars. They're much harder to kill compared to other units.
  • Giant Mook: The largest units in the game. They WILL crush through the rest of your units - unless if it's another Giant.
  • Mecha-Mooks: The Heavensong Onis are based a bit off Prince Koji's puppet.

Air Units

    Balloon 
  • Artificial Stupidity: The enemy will never really utilize any use for Balloons, meaning you don't have to worry about a sudden infantry drop or anything. This makes "Salty Sea Dog" slightly less agonizing due to the fact you only have to worry about air and sea units coming into your main island.
  • Awesome Personnel Carrier: They can bring ground units from above.
  • Anachronism Stew: Of all of the units in the game, the Hot Air Balloons are the only ones that seem out of place - being made long after the Medieval era.
  • Buffy Speak: The Balloon is just called "Floaty Thing" by the Florans.
  • Defenseless Transports: They have no means of attacking or defending at all.
  • Expy: Of the Transport Copters from Advance Wars. However, they can carry other units - not just strictly Infantry.
  • Stink Bomb: Lorewise, the fuel for a Fellheim balloon ... is dragon poop. It is said if one were to explode it would destroy all nearby plant life with its foul smell.

    Aeronaut 
  • Airborne Mook: The basic flying fighters of all of the forces.
  • Expy: Of the Battle Helicopters - except they can attack all Air units.
  • Feral Vampires: Lesser vampires are described as isolated beings that nest in trees.
  • Harping on About Harpies: Cherrystone Harpies are actually goodhearted creatures. They'll even aid miners and voluntarily join the battles of their adopted homeland.
  • Our Vampires Are Different: The Fellheim equivalent are vampires - and they're generally associated with Sigrid.
  • Tengu: The Heavensong equivalent are these.

    Sky Rider 
  • Achilles' Heel: They cannot reliably attack ground units - meaning Harpoon Ships, Ballistas, and even their Ground counterparts will make quick work of them if they're not backed up properly.
  • Airborne Mook: The flying versions of the Mages - except instead of Healing, they can harass enemies with Hex.
  • Animal Motifs: Heavensong Stormowls wear masks of owls as a mark of its balance of all things.
  • Anti-Air: Like their ground counterparts, these wizards serve as hard counters for all air units.
  • Area of Effect: Sky Riders can use an Area of Effect spell, Hex, to damage any unit within a 4-tile radius surrounding them. This can be useful as a means of harassment against units that can't counter them by themselves, including Golems and even enemy commanders.
  • Body Horror: The Fellheim Wraiths are born from the undead remnants of a Necromancer. Their body is literally burning and are fueled by spite.
  • Expy: Of the Fighters from Advance Wars. They also have an Area of Effect spell that lets them attack ground and sea units too - which is a non-suicidal and much weaker (they only deal 10% damage) version than the Black Bomb's explosion from Dual Strike.
  • Shock and Awe: Like their ground counterparts, they use lightning elements as part of their attacks.

    Dragon 
  • Achilles' Heel: They have no defense against airborne units - including Aeronauts and Sky Riders. The latter can instantly kill a Dragon with ease. They're also very vulnerable to Ballistas, Harpoon Ships and Mages, which specialize in Anti-Air.
  • Death from Above: These beasts breathe fire from above and can cause massive damage to any Ground unit that's on road.
  • Expy: Their function pretty much the same as the Bombers from Advance Wars.
  • Gentle Giant: Cherrystone Emberwings and Fellheim Fellbats are considered to be gentle lorewise and actually aren't aware of their destructive potential.
  • Mecha-Mooks: The Heavensong Ryuus are actually mechanized and emulate the bone structure of a real dragon.
  • Our Dragons Are Different: These dragons are very devastating units that will unleash destruction among Ground units.
  • Playing with Fire: Their primary element of attack is fire! The Cherrystone ones are even called Emberwings.
  • The Power of the Sun: Floran Bloom Dragons have been trained to harness their energy from the sun itself ... and breathe that energy out at their targets.

Sea Units

    Barge 
  • Artificial Stupidity: The enemy never utilizes transport units (even if they're somewhat in the map), and these are included.
  • Defenseless Transports: Like the Balloon and Wagon, they cannot attack.
  • Expy: Their function is identical to the Landers from Advance Wars.

    Amphibian 
  • The Alliance: Lorewise, Deepfolk have an uneasy alliance with Felheim, while Merfolk are allies of Cherrystone.
  • Graceful in Their Element: Amphibians deal critical hits when in a water tile and can move quite far. However, on land their mobility slows to a crawl.
  • Javelin Thrower: They throw harpoons as a short-ranged attack, allowing them to target land units and structures from a safe distance.
  • Frog Men: The Merfolk and Deepfolk are two separate races of this trope.
  • Trapped in Villainy: The Deepfolk are stuck as Felheim's naval allies due to Valder gifting their civilization with undead turtle constructs, revolutionizing their industries. Unfortunately, the deepfolk soon learned that Valder can instantly destroy them all whenever he wishes, which would cripple the deepfolk's infrastructure if they ever turned against him.
  • The Unintelligible: Merfolk and Deepfolk only speak in frog-like ribbiting. Kappa zig-zag this trope, as they can speak perfectly fine through their diving helmets... except for one whose helmet happens to be damaged, resulting in muffled grunting.
    Codex: Though (the Merfolk's) language is unknown to all but Cherrystone's most learned, one can assume from their 'plip' noises and froggy, toothless smiles that they're rather happy fellows indeed.

    Turtle 
  • Achilles' Heel: They have no way of countering air units and can only attack sea units. Harpoon Ships can also make quick work of them as well.
  • Crippling Over Specialization: Turtles are effectively the sea equivalent of Sky Riders, being far-moving interceptors that can be used to easily dominate over the sea. However, they can only do that — they can't even capture or damage buildings.
  • Expy: Of the Advance Wars submarine, keeping the same Tactical Rock–Paper–Scissors by hard-countering Warships while being themselves countered by Harpoon Ships. In return for being unable to dive, they have a greatly improved movement range.
  • Making a Splash: Turtles splash a wave to attack opposing sea units with.
  • Raising the Steaks: Valder created the Bone Turtles using the power of the Fel Gauntlet, revolutionizing deepfolk society with their tireless efficiency compared to living turtles — though he reserves the right to dispel them at any time, effectively keeping the deepfolk Trapped in Villainy.
  • Turtle Power: Very mobile units that can lay waste to Amphibians and Warships very quickly.

    Harpoon Ship 
  • Crippling Overspecialization: A great counter against air units and turtles, but only serve that purpose. Their movement range is also very poor - they have the same movement range as a Soldier (4) - compared to other sea units which are 5 (Amphibian), 8 (Warship), and 12 (Turtle).
  • Anti-Air: None of the other sea units can attack air units. These ships can - and unlike Ballistas, they can move and attack.
  • Expy: Of Advance Wars Cruisers, countering Turtles (submarines) and air units while being themselves countered by Warships. They are a ranged unit as opposed to a melee-only one, however, and cannot carry Aeronauts.
  • Harpoon Gun: They can move and engage in ranged combat in the same turn.

    Warship 
  • Achilles' Heel: Turtles are the hard counters to warships. Warships are also quite slow-moving, which makes them easy to chase down.
  • Down in the Dumps: Floran Warships are constructed from remains of sunken warships alongside plants and vines.
  • Expy: Their function is identical to the Battleships from Advance Wars.
  • Siege Engines: The water version of the Trebuchet - and they can attack any Ground or Sea unit. In fact, if they're on the beach, they can do a critical hit.

Hideout Units

    Rifleman 
  • Achilles' Heel: They can't move and shoot on the same turn, or aim diagonally, making them easy to flank on their own.
  • Glass Cannon: They can kill infantry units with relative ease, but leave them open, and they'll fall down and fast.
  • Long-Range Fighter: They have an astounding nine tiles of range, but low movement and can't shoot diagonally.
  • Necessary Drawback: Their attack is limited to the four cardinal directions, leaving them open to being flanked. Fair enough, considering the amount of area denial they project.
  • Nice Hat: Riflemen sport feathered caps. Even the Floran version wears one, substituting the feather for a leaf.
  • One Bullet Left: A desirable position, since their last bullet triggers their Critical Hit.
  • Organic Technology: Unlike the other riflemen types, Floran Gunners use flowers in place of actual black-powder guns. This is another allusion to Starbound, where floran make extensive use of cultivated plants that mimic the functions of modern weaponry (courtesy of the greenfingers). The flower rifle even uses the same projectile sound effect as a Starbound thorn gun.
  • Reality Ensues: Rifle bullets deal devastating damage to soft targets from long range. However, they do next to nothing to hardened structures, and the primitive ballistics are completely defeated by targets hiding in woods.

    Thief 
  • Awesome, but Impractical: They can ransack the enemy HQ for a whopping 1,000 gold. Of course, if you can get a thief in and out of the enemy base, you're probably winning enough to not need it.
  • Fragile Speedster: An unarmed utility unit. They will get destroyed by almost anything though.
  • Necessary Drawback: After ransacking a building, they have to return to an allied structure with slower movement to drop off the loot. Logical enough, and it stops a single thief crippling the entire enemy economy.
  • One-Hit Kill: Ransacking a structure instantly neutralizes it without retaliation.
  • Support Party Member: Thieves cannot attack - or interact with other mobile units in any way, for that matter. They exist to quickly and painlessly neutralize enemy buildings.
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