Crossfire: Legion

Crossfire: Legion

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Crossfire Legion Unit card guide and rating
By Tren
A Guide looking at each of the Unit options available as of patch 1.3

The idea is to provide a quick and easily readable resource for players seeking guidance on good unit cards.
It also serves as a basis to track and discuss overall balance in CFL.

Any suggestions or Input would be appreciated to improve this guide or to add useful information
   
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Understanding the "Overall ratings"
Overall rating is based loosely on a unit's power versus cost, as a rule;
8+ have overpowered elements
7/10 is a good unit
6/10 is an ok choice but has some drawback
4-5/10 are varying degrees of niche choices and may have some very specialised uses
3- are bad units that I cannot justify including in any deck

These ratings are not absolute and your mileage may vary.

These are based on my personal experiences using these units primarily in 1v1.
Keep in mind all Auras, Buffs and support abilities can be applied to any Allied unit as if they were your own.
Global Risk Infantry
Slot 1








Trooper
Overall rating 6/10
versatile and cheap with good scaling, but I feel they are too reliant on upgrades leaving GR exposed in the early game.






Shield Trooper
Overall rating 7/10
statistically strong, their low speed means they struggle to keep pace with high speed counterparts. They only provide value in specific match ups, some potential with Eclipse commander support.



Slot 2





Rocket Trooper
Overall rating 5/10
A cheap anti-vehicle/structure specialist, their main selling point is to turn fuel into combat power to hit structures and early vehicles but they are weak to infantry and lack the range to challenge towers.
I am still not sold on their effectiveness.





Grenade Trooper
Overall rating 4/10
Grenade Trooper are slow moving and low DPS, requiring a stable defence line and safe firing position.
Grenade troopers do have good range, using their upgrade ability increases their range and damage further but locks them in place leaving them vulnerable, so you are unlikely to get much value from them.




Sniper
Overall rating 8/10
A solid early game Damage dealer that allows GR to control infantry aggression in the early game, putting massive hurt on competing infantry.
Their assassinate upgrade allows them to randomly deal their bonus damage to any target increasing their value against non-infantry targets.

Global risk Vehicles
Slot 3




Cavalier
Overall rating 7/10
Provides mobility for drivebys and upgraded their mines can be effective at slowing and punishing enemy aggression.
It is important not to over produce Cavaliers as GR is a Materials hungry faction overall, their effectiveness and utility drops as towers and enemy numbers increase.



Gladiator
Overall rating 3/10
Incredible DPS with no way to use it and with air in Tier 3 now even the Sceptre isn't there to carry it into combat.
For those hoping it will atleast help versus low range enemies, it loses to Vampires.
It has seen a small range increase providing some value in specific match ups such as vs Falcons but it still struggles to deal with its peers such as the Centipede and Manticore.

Paladin
Overall rating 5/10
A dedicated infantry support unit and detector.
The main benefit of the Paladin is as a low cost detector with no need for upgrades,
As a infantry healer it is ok, but the real issue is finding viable targets for that healing, with the best GR infantry choice, Snipers, being far too fragile and options such as Shield troopers falling off in effectiveness.
Healing burst has some use in mitigating AOE as it provides an instant 75hp heal to all friendly infantry in range, but the Paladins typically won't have the energy to spare when you want to use this skill.


Yeoman
Overall rating 5/10
The Yeoman is a fragile dedicated AA unit, so don't expect it to provide any mid game power.
The real value of the Yeoman comes from its upgrade, allowing it to lockdown in place, for increased vision, range and to become a detector.
This gives the Yeoman a powerful synergy with the Imperator, pairing perfectly to provide vision and cover against air, just don't get caught on the move.
You will also need something to absorb damage.


Slot 4






Herald
Overall rating 7/10
Lots of utility, damage mitigation and really important for fighting NH thanks to EMP dealing up to 1000 damage to New Horizon shields, very low HP for its cost though.








Marshal
Overall rating 3/10
The Marshal is statistically comparable with the Black List Scorpion while being costed similar to the New Horizon Hades.
So you are paying for a Slot 4 unit and getting a Slot 3 unit, it is grossly over priced.


Jester
Overall rating 3/10
The Jester is an up slotted Paladin, that instead heals vehicles and air units.
The problem is The Jester is neither a strong healer or a durable body, meaning its healing is easily overwhelmed or the Jester itself is easily removed.
Its total potential healing is also somewhat lacklustre running out of energy after around 500-600 total healing.
It has synergy with the GR faction trait but little else.


Overlord
Overall rating 7/10
The real GR tank, with a Good chunk of HP combined with solid DPS and the ability to target anything.
The only thing holding back the Overlord is its low speed and limited range but for pure Slugging matches this is my recommendation for GR it is a straight improvement on what the Gladiator wants to be.
The AP rounds upgrade is more of a side grade, sacrifice 15% rate of fire to gain a 50% damage bonus vs vehicles(not tanks) and air, consider what you need the Overlord to fight before getting this.


Slot 5




Phalanx
Overall rating 3/10
A fat slab of HP that arrives as Air is coming into play, meanwhile it doesn't fair well against T2 units opponents likely already have, due to its low speed and moderate range.
If you were struggling before the Phalanx hits the field it isn't going to save you.








Imperator
Overall rating 7/10
A Cheaper, Heavy support option dedicated to ground attack.
The Lockdown upgrade allows it to deploy for increased range, damage and AOE but it has low HP








Centurion
Overall rating 8/10
An expensive and fragile choice but provides strong firepower and when upgraded range.
The Centurion provides GR with a flexible damage dealer to work behind a durable front-line.
I highly recommend it.
Global Risk Air
Slot 6






Javelin
Overall rating 7/10
Versatile and low cost air unit, however it requires alot of unit upgrades to perform as its base stats are fairly weak.
Only really powerful when you are ahead






Rapier
Overall rating 8/10
Faster production time and movement, a better combo unit with the Halberd.
Haywire has alot of potential to disable enemy abilities and limit their options.
Its low pop cost also allows you to maintain a larger army








Sceptre
Overall rating 4/10

Unlocks too late and competes with faster air attack options, but it is your only transport option.
The heal also requires it land and become immobile, this is no medi-vac








Broadsword
Overall rating 8/10

A potent damage dealing Gunship specialised in sustained fire against structures.
at the cost of pop efficiency the Broadsword brings DPS in place of mobility, its boost upgrade allows it to quickly rush to targets and unleash its chaingun.



Slot 7








Morningstar
Overall rating 6/10

The most durable air unit, I believe there is good synergy with the Javelin, can be used to brute force large engagements with its defence matrix.






Halberd
Overall rating 7/10

Combines range and damage into the perfect end game sieger with strong AOE attacks, but you need to respect its relatively low speed and vision.
Best combined with Rapiers and ground AA









High Tower
Overall rating 2/10

Its a scout plane.

It looks nice and has a good HP pool


Black List Infantry
Slot 1





Bulldog
Overall rating 6/10

Reasonable stats but lacks synergy or meaningful upgrades in T1, only taken to help against Viper drones.
Using the Camouflage ability they can take advantage of Ambush in Tier 2 for a spike in damage output with some micro.







Jackal
Overall rating 8/10

fast infantry with front-loaded damage that rewards aggression and micro, allows BL to scout and pressure early but their effectiveness drops off as the game goes on.



Slot 2









Lion
Overall rating 5/10

Mediocre infantry balanced around their courage ability, only taken to help against Viper drones.









Fireant
Overall rating 7/10

Good AOE damage helps against large, infantry swarms such as GR troopers but doesn't have any further utility.










Mamba
Overall rating 8/10

Mobile stealth and high burst damage, good in T1 and great in T2 with Ambush for increased damage output.

Black list Vehicles
Slot 3





Cheetah
Overall rating 7/10

Only costs Materials allowing BL to bank Fuel for tech and air.
Scales well from vehicle upgrades, has a viable niche punishing infantry heavy plays but Impale is a weak ability overall unless you have an overwhelming advantage.








Centipede
Overall rating 7/10

Can provide good buffs and deal decent damage, however the time to charge energy to trigger buffs is typically too late to have a meaningful impact in even fights making it impractical.











Scorpion
Overall rating 8/10

Cheap artillery that is easy to mass and has an area denial ability, that further empowers it, very cost effective.







Scarab
Overall rating 6/10

A support unit focused around buffing infantry.
provides a passive rof buff and is able to turn units into living bombs(applies a shield that when depleted causes the unit to explode).
Its upgrade allows it to give a big temporary speed bonus to all nearby infantry.




Slot 4








Chameleon
Overall rating 6/10

Passively debuffs enemy damage with its primary attack and has skills that slow and stun enemies, highly versatile.








Beetle
Overall rating 4/10

Low durability and range holds the beetle back, they typically get picked off and struggle to deliver their damage.
Their Napalm Bomb ability is a strong AoE tool if you can safely get it on your target.








Leopard
Overall rating 7/10

As close as BL has to a tank, reasonable hp, ok damage with a strong DoT.
Its ghost kit upgrade allows it to stealth for short periods of time while still able to attack making it very dangerous to unprepared enemies.







Silverfish
Overall rating 5/10

a Drone artillery platform, its DPS is weak for the cost but the drones can absorb a surprising amount of damage, particularly when upgraded allowing the Silverfish to waste alot of enemy fire and still land hits.



Slot 7








Crocodile
Overall rating 9/10

A potent Siege unit equally capable of destroying buildings and units, providing massive damage output.











Stingray
Overall rating 5/10

A support unit providing AOE stealth(does not affect Stringrays) and a powerful stun ability, viable in skilled hands but feels overpriced.






Rhino
Overall rating 5/10

An Ambush Tank with low mobility for Black list. It is weaker than the Crocodile in every way and leans entirely on its Stealth Ambush ability.
Has 3 tiers of damage bonus while locked down in stealth and breaks stealth when firing.
It feels very weak for its cost and doesn't seem to offer anything special, its really needs to be more durable but then its just a Black list Phalanx.
Black List Air
Slot 5









Albatross
Overall rating 5/10

Has a niche role dropping troops in the backline and as a detector for your air force in the late game, more important in Black list mirrors.










Dragonfly
Overall rating 4/10

Having been pushed into T3 with all the other air units, this unit comes out too late to find meaningful value with competing air and defences likely on the map.






Locust
Overall rating 8/10

Cheap, fast to produce drones that can overwhelm and decimate stronger air units at the cost of themselves.
Due to the impact of unit upgrades Locusts become very difficult to manage and are easy to swarm opponents with, the best air control unit in the game.



Slot 6







Falcon
Overall rating 6/10

Short range, high dps, fast attack craft,
Best used for hit and run style attacks on exposed enemies but it doesn't scale well into large scale fights.










Prion
Overall rating 6/10

A versatile air craft with an AOE upgrade, they need to reach critical mass to be effective, highly impactful in larger fights.






Wasp
Overall rating 8/10

the Wasp offers range, DPS and a damage received debuff to targets similar to the Manticore.
for single target sniping Wasp is best in slot though it lacks the Prions AOE or the Falcons low pop cost, a few of these can do alot of damage.


Slot 7








Condor
Overall rating 7/10

A capable siege unit that also provides army screening vs AA fire via its drone swarms.
New Horizon Infantry
Slot 1








Vampire
Overall rating 7/10

Well rounded Melee infantry, their DPS and dash allows them to overwhelm ranged infantry,
life steal further augments their durability in combat.









Minotaur
Overall rating 7/10

Durable ranged infantry with below average DPS, best suited to defensive plays, they also work well in the anti air role.




Slot 2







Lycan
Overall rating 8/10

Powerful, slow moving infantry with a jump pack that grants invulnerability in flight. used wisely they are very potent but can be out manoeuvred by high speed units.








Ogre
Overall rating 6/10

Slow, direct fire AOE infantry, capable of impressive damage output they are let down by their moderate range and middling durability, their slowing rounds upgrade also increase their weapon range.











Satyr
Overall rating 6/10

Support infantry that can shield and buff allies DPS, or reduce enemy DPS.
Situational but a powerful combination with powerful units such as the Titan.

New Horizon Vehicles
Slot 3







Orion
Overall rating 5/10

Support vehicle capable of healing and buffing allies, or stunning enemies, unfortunately prime combos to pair it with share the same card slot.









Manticore
Overall rating 7/10

Slow but powerful all rounder, with good DPS and an upgrade that causes enemies to take bonus damage.








Cerberus
Overall rating 6/10

Fast moving raider that fires a projectile hitting enemies in a line,
Reworked projectile as of patch 1.3, limiting its effective range and preventing it scoring double hits, drastically reducing its effective damage output












Helios
Overall rating 8/10

a versatile Support unit that provides vision, damage buffs and detection.



Slot 4






Cyclops
Overall rating 5/10

Long range, high HP Tank with a long charge up time on its cannon. Its great stat line is undermined by its cumbersome nature, The Hades is just a better option.










Hades
Overall rating 8/10

Affordable, High DPS artillery that can be upgraded to shoot air.
The perfect mixture of durability, range and firepower.







Vulcan
Overall rating 8/10

A powerful support and control unit that provides a weak AOE shield regen drone, that can be upgraded to provide hp healing and the ability to teleport any unit to itself, friend or foe.
This means it can pull enemies to their death and summon help to itself.
If you are a control style player and like making your enemy miserable, this is the pick for you.






Arachne
Overall rating 10/10

An AA unit that when upgraded is able to deploy into a long-range, area-denial role.
A solid AA unit, its real value is the Arachne Web ability, setting up a circular AOE visible to enemies, the Arachne will bombard enemies in the AOE with a powerful barrage of missiles from long range.
Does not target buildings!
Cheap and low Pop.


Slot 7




Titan
Overall rating 8/10

Expensive but it provides a monstrous HP pool and suite of abilities, including;
a dash that provides invulnerability,
a short range AOE that stuns enemies,
shield recharge,
it also packs a slow charging but potent AOE cannon.








Hyperion
Overall rating 7/10

The same cost as the Titan but focused around dealing damage, this means you have a large more vulnerable mech that still needs to get in range, great damage potential but risky.
Its upgrade ability "Saturation bombardment" channels a 900 damage AoE attack, This ability is core to using the Hyperion effectively.









Behemoth
Overall rating 8/10

Expensive and relatively fragile, however the Behemoth offers good damage, range and utility.
Capable of teleporting itself along with an army and with 2 you can chain teleport to escape too.
finally it has the Nova ability to unlock, allowing it to unleash a huge 400 damage AOE around itself, annihilating most infantry.
New Horizon Air
Slot 5






Pegasus
Overall rating 9/10

Adaptable fighter/gunship, with a reasonable ground fire weapon, its upgrade unlocks a powerful AA mode providing AOE AA in an affordable and mass produce-able package, the ability to instantly swap modes makes them a potent threat.







Siren
Overall rating 8/10

Aerial support caster and detector, the Siren is able to place a 200 damage DoT on a target, that explodes causing a large AOE at the end of the duration.
The upgrade enables an AOE snare but the Siren requires you work around its cooldowns, it is vulnerable to aggressive plays.











Charon
Overall rating 4/10

Air transport that provides a defence bonus, largely redundant due to NH's mass teleportation ability.








Griffin
Overall rating 6/10

A dedicated Air superiority fighter, the Griffin main strengths are its front-loaded damage and when upgraded, range.
The problem with this? lack of view range, the Griffin is stat'd as an artillery unit relying on others to spot targets, undermining its role.



Slot 6








Typhon
Overall rating 5/10

Large and slow, the Typhon launches artillery drones but it is overpriced and effectively an inferior airborne Hades, it still has good damage potential.









Harpy
Overall rating 7/10

The Harpy is a Gunship,
it is expensive when looking at its raw stats, however when upgraded the Harpy passively cloaks when out of combat making it a very useful raider while also possessing the durability to strike and escape







Icarus
Overall rating 6/10

A New Horizon brand Prion, offering higher stats in a slower and more expensive form.
It is a reliable damage dealing platform but lacks mobility, requiring critical mass or substantial support to be effective,
it is however much better than the Typhon
15 Comments
KB 15 Sep, 2024 @ 7:33am 
Hopefully the game will be updated with features that allows players to capture opposing technologies and be able to control all three factions at the same time
JDPUK 19 Aug, 2024 @ 1:15pm 
This game was criminally underrated!
Tren  [author] 5 May, 2024 @ 7:32am 
RTS games either need a robust set of PvE content or a large community to keep PvP active, the devs put in a solid effort but the community never really formed a solid foundation.

It is good this is here to provide a starting point for people seeking info on units and I am happy it has been helpful.:steamhappy:
Hanzō 4 May, 2024 @ 3:21am 
Thanks for making this. Unfortunate the game wasn't more popular. Seems like a decent RTS
Tren  [author] 8 Jul, 2023 @ 9:15am 
there will be another update I have simply been focused on map maker/mod stuff

also the majority of changes would be aimed at transports, the fact they are locked to tier 3 however has limited their impact thus far.
Soulccat 30 Jun, 2023 @ 7:19am 
is there gonna be an update to this guide? now that we have 9 slots and permanent transports, i think some units went up in viability, like lion/fireant combos
Da Dakka Doc 15 Mar, 2023 @ 9:21am 
Amazing, congrats and thank you.
Tren  [author] 15 Mar, 2023 @ 9:12am 
I finally did it, I updated it and added all the new units.
I also had to completely restructure the whole guide because I hit a character limit...

I am sure I've left errors and missed something but with more eyes on this guide I can correct those.
Sipher 13 Dec, 2022 @ 8:11am 
still smiling that the good ol' Jackal who is literally unbeatable right now sits at a comfortable 7/10 xD
Tren  [author] 12 Dec, 2022 @ 1:41pm 
List needs updating, as of this post the following units are missing;
GR
Paladin
Jester
Overlord
Centurion
Broadsword
High tower

BL
Scarab
Leopard
Locust
Wasp
Stingray

NH
Helios
Vulcan
Griffin
Harpy
Icarus
Behemoth

I also plan to update my ratings and breakdowns to better cover their current state in game.