- War Skill (MAX) · +37.5% Lethality for troops with this robot. Every 4 Shooter attacks trigger an extra +80% Tactical DMG.
- Per core upgrade · Lethality +2.5%, Tactical DMG +5.4% (the first core gives +4.4%).
- Pilot Skill (MAX) · +10% HP for all expedition troops for 2 hours.
Prisoner Armor
Each formation can use one robot. Players call them Prisoner Armor; the game’s tooltips call them Power Armor. A robot raises one troop type's ATK and DEF, gives you a pilot skill you can turn on, and has a War skill that works in every PvP fight. That War skill is what makes one robot better than another.
Use Phantom Cat for the Cage and rallies, Musashimaru for solo attacks and Bastion for defense. Level up the robots you equip, follow the level targets below for the rest, and turn on all pilot skills together before a big fight. Every robot's pilot skill unlocks at Lv.10.
What a robot gives you
Raises one troop type's ATK and DEF, only for the formation the robot is on: +39%, +63% or +76% at max.
A buff you turn on. It unlocks at Lv.10 and lasts for 2 hours, whether or not the robot is equipped. Pilot skills from different robots add up.
Has two parts. The Arrest part only works in Arrest and Arena stages. The War part works in solo attacks, rallies and defense, and goes up one level for each core.
One robot per formation.

Phantom Cat
+37.5% Lethality for every troop, and every 4 Shooter attacks fire an extra +80% Tactical DMG (MAX). Rallies and the Cage use mostly Shooters, so its Shooter ATK & DEF boost and Tactical hits help most of your army.

Musashimaru
Shieldbearers and Shooters get +30% Lethality and take 45% less damage (MAX). Solo armies use only 0–5% Bombers, so this helps almost all your troops.

Bastion
+40% DEF, +35% Lethality and +50% Tactical DMG for every troop, with +230% more Tactical DMG on rounds that aren't a multiple of 3 (MAX). Players use it on defense to raise their Tactical DMG; the robot deals none itself. Defenses with lots of Bombers also get its Bomber ATK & DEF boost on the 35–45% of their troops that are Bombers.

Dauntless
Every troop takes 45% less damage. If your Bombers outnumber your Shooters, Bombers get +200% basic-attack DMG; otherwise Shooters get +100% (MAX).
All 12 Robots
Grouped by how much they raise their troop type’s ATK and DEF. Each card has the robot’s War Skill at max level, what one core upgrade adds, and its pilot skill.
- War Skill (MAX) · +30% Lethality for troops with this robot. Every 5 Bomber attacks: all troops take 25% less DMG and Bombers get +50% Lethality for 2 rounds.
- Per core upgrade · Lethality +2%; every 5 Bomber attacks, DMG taken −1.67% and Bomber Lethality +3.33%.
- Pilot Skill (MAX) · Rally troop capacity +160,000 for 2 hours.
- War Skill (MAX) · +30% HP for troops with this robot. After Bombers attack 3 times, Shieldbearers take 60% less DMG and Bombers deal 30% more DMG for 2 rounds.
- Per core upgrade · HP +2%; after 3 Bomber attacks, Shieldbearer DMG taken −4% and Bomber DMG +2%.
- Pilot Skill (MAX) · +10% Lethality for your troops for 2 hours.
- War Skill (MAX) · Shieldbearers and Shooters with this robot get +30% Lethality and take 45% less DMG.
- Per core upgrade · Shieldbearer & Shooter Lethality +2%, DMG taken −3%.
- Pilot Skill (MAX) · Enemy DEF −10% for 2 hours.
- War Skill (MAX) · Every troop with this robot gets +40% DEF, +35% Lethality and +50% Tactical DMG. On rounds that aren't a multiple of 3 (rounds 1, 2, 4, 5 and so on), Tactical DMG gets another +230%, for +280% in total.
- Per core upgrade · DEF +2.66%, Lethality +2.33%, Tactical DMG +3.33%, plus +15.33% on rounds that aren't a multiple of 3.
- Pilot Skill (MAX) · Enemy ATK −10% for 2 hours.
- War Skill (MAX) · Troops with this robot take 45% less DMG. If Bombers outnumber Shooters at the start, Bombers' basic attacks deal +200% DMG; otherwise Shooters' deal +100%.
- Pilot Skill (MAX) · Firepower Barrage: enemy troops' HP −10% for 2 hours.
- War Skill (MAX) · Bombers with this robot deal +40% DMG and other troops +30%. Bombers deal an extra 60% DMG to Shooters.
- Per core upgrade · Bomber DMG +3.33%, other troops +2.5%, Bombers vs Shooters +5%.
- Pilot Skill (MAX) · On your first solo attack on another Warden's prison after turning it on, all troops that would die are severely wounded instead. Lasts 30 minutes and is used up by that attack.
- War Skill (MAX) · Shooters with this robot deal +60% DMG and other troops +30%.
- Per core upgrade · Shooter DMG +5%, other troops +2.5%.
- Pilot Skill (MAX) · +6% DEF for all troops for 2 hours.
- War Skill (MAX) · Bombers and Shooters with this robot get +60% Lethality.
- Per core upgrade · Bomber & Shooter Lethality +5%.
- Pilot Skill (MAX) · +11,250 capacity for all expedition troops for 2 hours.
- War Skill (MAX) · All troops with this robot get +30% HP. Shieldbearers deal +40% DMG and take 20% less DMG from Bombers.
- Per core upgrade · All troops HP +2.5%, Shieldbearer DMG +3.33%, Shieldbearer DMG taken from Bombers −1.67%.
- Pilot Skill (MAX) · +6% ATK for all expedition troops for 2 hours.
- War Skill (MAX) · Troop attacks have a 50% chance to deal an extra 37.5% DMG, or 75% for Bombers.
- Per core upgrade · Extra DMG +6.25% (Bombers +12.5%).
- Pilot Skill (MAX) · Buildings that start upgrading within 30 minutes build 10% faster.
- War Skill (MAX) · Troop attacks have a 50% chance to deal an extra 37.5% DMG, or 75% for Shooters.
- Per core upgrade · Extra DMG +6.25% (Shooters +12.5%).
- Pilot Skill (MAX) · The next time your troops reach a resource point, gathering finishes instantly.
Cores & Core Paths
Cores level up a robot’s War Skill. How the three modules work, which nodes to take, and what every tier costs.
Cores: how the War Skill levels up
Every robot has three core modules, one for each mode. Each module is a tree of upgrade nodes that you pay for with that module's own chips. Every core you reach adds one level to the robot's War Skill. Robots 1–2 max out at 6 cores, Robots 3–6 at 12, and Robots 7–12 at 15.
Solo attacks.
Defense.
Rally attacks.
Core paths: which nodes to take
In each tier, upgrade in this order: Troops Lethality → one troop type's Lethality → Troops HP → one troop type's HP → that tier's core. The guide picks the same troop types in every tier, I to V. Solo and Rally use the attack path; Barrier uses the defense path.
Troops Lethality
Shooter Lethality
Troops HP
Shieldbearer HP
Core
Troops Lethality
Shieldbearer Lethality
Troops HP
Shieldbearer HP
CoreHow to read a module's level: it adds up node levels plus cores. Each node goes up to 10/10, so one tier is 40 node levels plus 1 core = 41. A module at Lv.82 has 2 cores, and one with all five cores on these paths shows Lv.205.
The five cores: Core Upgrade (I) · Core Amplification (II) · Core Evolution (III) · Core Breakthrough (IV) · Core Overdrive (V).
Node costs, in chips
| Tier | Troops node | Type node | Per core |
|---|---|---|---|
| I | 710 | 370 | 2,160 |
| II | 1,460 | 710 | 4,340 |
| III | 3,870 | 1,930 | 11,600 |
| IV | 7,250 | 3,610 | 21,720 |
| V | 10,010 | 4,990 | 30,000 |
| I–V | 69,820 |
Troops nodes boost every troop type and cost about twice as much. "Per core" is the cheapest way to reach a core: both Troops nodes plus one troop-type node for each stat. A full Lv.15 War Skill needs 69,820 of each chip type, about 210,000 in total.
ExampleOne core at a time: Phantom Cat
| Cores | Lethality | Tactical DMG |
|---|---|---|
| 1 | +2.5% | +4.4% |
| 2 | +5.0% | +9.8% |
| 3 | +7.5% | +15.2% |
| 6 | +15.0% | +31.4% |
| 15 | +37.5% | +80.0% |
Every robot has its own numbers, but they all grow the same way: one War skill level per core. For Phantom Cat, Lethality goes up 2.5% per core. Tactical DMG starts at 4.4% and adds 5.4% per core, so 6 cores give exactly the 31.4% seen in real battle logs.
Leveling & How Far to Go
What leveling costs, and how far to level each robot.
Leveling costs
| Levels | Prisoner Armor Data | Power Module | Adv. Power Module |
|---|---|---|---|
| 1–10 | 1,200 | 20 | 0 |
| 10–20 | 2,310 | 30 | 0 |
| 20–30 | 3,600 | 40 | 10 |
| 30–40 | 5,320 | 30 | 0 |
| 40–50 | 7,560 | 80 | 20 |
| 50–60 | 10,260 | 100 | 30 |
| 60–70 | 19,400 | 130 | 140 |
| 70–80 | 24,800 | 160 | 50 |
| 80–90 | 30,300 | 190 | 70 |
| 90–100 | 36,300 | 230 | 90 |
| From Lv.10 | 139,850 | 990 | 410 |
The total starts counting from Lv.10.
Not everyone can max every robot
| Lv.10 to | Armor Data | Share |
|---|---|---|
| Lv.30 | 5,910 | 4% |
| Lv.60 | 29,050 | 21% |
| Lv.90 | 103,550 | 74% |
| Lv.100 | 139,850 | 100% |
- Level the robots you equip as far as you can. Their ATK & DEF increase only applies to the formation they're on. The guide below takes Phantom Cat and Musashimaru to Lv.90–100.
- Don't max the rest. Every pilot skill is already unlocked at Lv.10, and the guide stops most robots at Lv.10–60.
- Put cores into your main robot first, along the core paths above.
How far to level
Robot levels for everyone except whales (players who spend a lot). Some robots don't need to be maxed. Light Cone, for example, does its job at Lv.10.










Pilot Skills
The buff each robot’s pilot skill gives, how long it lasts, and its cooldown.
Pilot skills at a glance
They work even if the robot isn't equipped, and they add up, so turn them all on together before an important fight. (MAX) marks max-level values; lower levels give less.
| Robot | Effect | Lasts | Cooldown |
|---|---|---|---|
| Atlax | Expedition troops ATK +6% (MAX) | 2h | 20h |
| Ranger | All troops DEF +6% (MAX) | 2h | 20h |
| Phantom Cat | Expedition troops HP +10% (MAX) | 2h | 20h |
| Yokozuna | Troops Lethality +10% (MAX) | 2h | 20h |
| Musashimaru | Enemy DEF −10% (MAX) | 2h | 20h |
| Bastion | Enemy ATK −10% (MAX) | 2h | 20h |
| Dauntless | Enemy troops' HP −10% (MAX) | 2h | 20h |
| Infercore | Expedition capacity +11,250 (MAX) | 2h | 20h |
| Halo | Rally capacity +160,000 (MAX) | 2h | 20h |
| Pluto | First solo attack: losses become severely wounded (MAX) | 30 min | 10h |
| Light Cone | Construction +10% for buildings started during the 30 minutes (MAX) | 30 min | 1 day |
| Hercules α | Next gather finishes instantly (MAX) | 1 use | 16h |
How the skills grow
Every robot gains the same amount per core-skill level. The three groups only differ in how many levels they get: Lv.6, Lv.12 or Lv.15.
| Arrest line | Per level | Lv.6 | Lv.12 | Lv.15 |
|---|---|---|---|---|
| Base Arrest stat | +4% | 24% | 48% | 60% |
| Squad DMG | +2% | 12% | 24% | 30% |
| Squad DMG taken | −1.5% | 9% | 18% | 22.5% |
War skills grow one level per core. Each robot card above shows what one core upgrade adds. How often a skill triggers never changes with level: Phantom Cat triggers every 4 Shooter attacks at any level; it just hits harder when maxed.



