The best troops to invest in for War Inc: Rising are universal control and scaling damage units like Windcaller, Poison Master, and Oracle. Because upgrade resources are limited, funneling gold and cards into versatile S-tier anchors yields far better account progression than leveling flat-stat early units like Footman or Crossbowman.
Troop Meta Rankings and Roles
The following table breaks down how each unit ranks based on battlefield utility, direct counters, and inherent kit limitations:
| Troop Name | Tier Rank | Primary Role | Key Advantage | Main Limitation |
|---|---|---|---|---|
| Windcaller | S-Tier | Crowd Control | Pushes back waves and clumps enemies together | Lacks direct burst damage |
| Poison Master | S-Tier | Area Damage | Bypasses armor with percentage damage over time | Requires frontline protection to ramp |
| Oracle | S-Tier | Support / Sustain | Keeps frontline brawlers alive with buffs and healing | Highly vulnerable to flankers |
| Ghost Assassin | A-Tier | Flanker | Teleports behind frontlines to eliminate ranged carries | Low durability if targeted early |
| Ballista | A-Tier | Long-Range Siege | Delivers heavy single-target damage across the board | Vulnerable to dives; slow attack speed |
| Werewolf | A-Tier | Frontline Bruiser | Combines melee cleave with built-in sustain | Weak to heavy crowd control |
| Ice Mage | A-Tier | Area Control | Applies movement and attack speed debuffs | Low overall damage output |
| Paladin | B-Tier | Pure Tank | Provides reliable early physical damage absorption | Has no offensive pressure or crowd control |
| Necromancer | B-Tier | Summoner | Distracts single-target attackers with skeleton swarms | Fodder feeds enemy area-of-effect skills |
| Rock Warlord | B-Tier | Disrupter | Features heavy stuns and knockback effects | High deployment cost and slow animations |
| Footman | D-Tier | Basic Melee | Inexpensive early-game board filler | Quickly wiped out by area attacks |
| Crossbowman | D-Tier | Basic Ranged | Cheap baseline physical projectile damage | Falls off heavily against armored targets |
S-Tier Troops: Universal Core Units
S-tier units provide crowd control, sustain, or damage that functions across all game modes without requiring rigid board setups:
- Windcaller: Manipulates enemy wave positioning by knocking back frontline units. Clustering foes together buys time for ranged allies and increases the efficiency of area-of-effect spells.
- Poison Master: Applies percentage-based damage over time across packed groups. By bypassing flat armor values, this unit melts high-health targets and bosses that stall physical attackers.
- Oracle: Supplies consistent healing and defensive stat buffs to your frontline anchors, preventing your defensive line from breaking under burst damage.
A-Tier Troops: High-Impact Specialists
A-tier units excel in specific tactical roles but require proper positioning or dedicated protection to perform:
- Ghost Assassin: Bypasses enemy tanks to assassinate squishy backline snipers and casters. To succeed, deploy this unit after enemy targets lock onto your main line.
- Ballista: Delivers unmatched long-range damage against bulky priority targets. Its slow fire rate leaves it helpless against flankers unless shielded by sturdy tanks.
- Werewolf: Acts as a secondary frontline bruiser capable of cleaving multiple targets while sustaining itself through drawn-out skirmishes.
- Ice Mage: Slows enemy attack and movement speeds, blunting fast melee charges before they reach your ranged carries.
B-Tier Troops: Situational Fillers
B-tier units are functional early picks that lack the scaling utility needed for high-end stages:
- Paladin: Serves as a dependable damage sponge in early chapters, though it provides no offensive pressure or crowd control.
- Necromancer: Distracts slow, single-target siege units like Ballista with waves of disposable skeletons, but suffers against enemy area-of-effect casters.
- Rock Warlord: Brings strong stuns and knockbacks, but its high deployment cost and sluggish attack animations limit its consistency against agile squads.
Low-Tier Traps to Avoid
Avoid spending gold and upgrade cards on basic starter units like Footman and Crossbowman. Footman lacks damage mitigation shields and crowd control, causing entire squads to fold against high-level area attacks. Crossbowman deals flat physical damage that fails to penetrate late-game armored targets, offering neither the slow of Ice Mage nor the percentage shred of Poison Master.
How to Structure Your Troop Investments
To maximize account progression, follow these operational rules when spending resources:
- Commit resources to S-tier units first: Prioritize Poison Master and Windcaller to ensure your board has reliable wave-clearing power regardless of your tank quality.
- Maintain role balance: An effective standard board uses one or two frontline anchors, two crowd control or support units (such as Windcaller and Oracle), and two dedicated damage dealers (such as Poison Master paired with Ballista or Ghost Assassin).
- Phase out basic tanks and summons: Replace Paladin, Necromancer, or Rock Warlord as soon as your A-tier specialists match their star levels.
- Halt investment in starter units: Stop leveling Footman and Crossbowman immediately after completing the opening tutorials.
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Player Comments
152 players commented on this guide.
Good guide for War Inc: Rising players. The strategy part was useful.
Nice guide. I am checking the other War Inc: Rising articles next.
The tips are practical and easy to follow.
This helped me understand strategy much better.