Transformers Battle Tactics Wiki
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You have 3 ability points to use on an opponent during battle. There are four default abilities : Re-spin, Air Strike, Photon Strike, and Targeting. As you advance in ranking, more abilities become usable.

The ability point will carry over to next round if you put the points to the Ability. Any point that not use will dissapear in the next round and the next 3 Points will be available again.

Basic

Abilities Energy Cost Tier Description Receive On Rankings Remark
A re-spin 1 0 Re-spin one of your units Tutorial Upgrade to Re-spin All with same cost
A targeting 1 0 Focus all friendly attacks on one enemy unit Tutorial

Upgrade to Targeting II (Cost 2 Energy)

Can be counter with Jammer or Draw Fire or Jammer II or Draw Fire II

A photon strike 2 0 Deal 7 to 9 damage to a single enemy unit Tutorial

Upgrade to Photon Strike II with same cost or Orbital Strike (Cost 3 Energy)

Sometimes Jammer or Jammer II can change the target

A air strike 4 1 Deal 5 to 7 damage to each enemy unit Recruit 1

Upgrade to Air Strike II with same cost

Bots can evade multi target attack if have Evade bonus

A draw fire 2 2 Apply 4 armor and draw all enemy attacks to one of your units Recruit 2

Upgrade to Draw Fire II with same cost

The additional +4 Armor will stay even if Jammer II override it. But as all Buff the additinal Armor will disappear in the end of the Round

A immobilizer 2 2 Deal 7 damage to an enemy unit and prevents it from changing Recruit 2

Upgrade to Immobilizer II with same cost

The unit will not be able to Transform for one Round only

Sometimes Jammer or Jammer II can change the target

A re-spin all 1 3 Re-spin all of your characters Recruit 3 A more improve than Re-Spin
A decoy 2 4 Replace a unit with a drone to deal 8 to 10 damage to each enemy Recruit 4 One of your unit will be lost after the usage and this Ability will be cancel if the unit is destroy.
A orbital strike 3 5 Deal 10 to 13 damage to a single enemy unit Recruit 5

Upgrade to Orbital Strike II with same cost

Sometimes Jammer or Jammer II can change the target

A jammer 1 6 All your unit are immune to basic enemy targeting Rookie 1

Upgrade to Jammer II (Cost 2 Energy)

Can be counter with Draw Fire or Draw Fire II

A nucleon strike 2 7 Deal 7 damage to an enemy unit and prevents it from re-spinning Rookie 2

Upgrade to Nucleon Strike II with same cost

The unit will not be able to Re-spin for one Round only

Sometimes Jammer or Jammer II can change the target

Similar effect with Special Attack Short Circuit

A shield all 3 8 Provide 5 armor to each of your units for one round Rookie 3

Upgrade to Shield All II with same cost.

The additional Armor will disappear in the end of the Round

A plasma bomb 3 9 Deal 5 damage to all enemies and 2 additional damage every round Rookie 4

Upgrade to Plasma Bomb II with same cost

Similar effect with Special Attack Napalm

Bots can evade multi target attack if have Evade bonus

Advance

Abilities Energy Cost Tier Description Receive On Rankings Remark
A targeting ii 2 10 Targeting which can't be removed by enemy jammer plus 1 additional damage per hit Rookie 5 Can be counter with Jammer II or Draw Fire II
A immobilizer ii 2 11 Deal 9 damage to an enemy unit and prevents it from changing Guard 1

The unit will not be able to Transform for one Round only

Sometimes Jammer II can change the target

A air strike ii 4 12 Deal 7 to 9 damage to each enemy unit Guard 2 Bots can evade multi target attack if have Evade bonus
A photon strike ii 2 13 Deal 9 to 12 damage to a single enemy unit Guard 3

Upgrade to Orbital Strike II (Cost 3 Energy) with more improve damage

Sometimes Jammer II can change the target

A draw fire ii 2 14 Apply 9 armor and draw all enemy attacks to one of your units Guard 4 The additional +9 Armor will stay even if Jammer II override. But as all Buff, the additional Armor will disappear in the end of the Round
A orbital strike ii 3 15 Deal 13 to 17 damage to a single enemy unit Guard 5 Sometimes Jammer II can change the target
A nucleon strike ii 2 16 Deal 9 damage to an enemy unit and prevents it from re-spinning Warrior 1

The unit will not be able to Re-spin for one Round only

Sometimes Jammer II can change the target

Similar effect with Special Attack Short Circuit

A shield all ii 3 17 Provide 7 armor to each of your units Warrior 2 The additional Armor will disappear in the end of the Round
A jammer ii 2 18 Remove all targeting effects from any opponent ability Warrior 3
A plasma bomb ii 3 19 Deal 7 damage to all enemies and 3 additional damage every round Warrior 4

Similar effect with Special Attack Napalm

Bots can evade multi target attack if have Evade bonus

Targeting and Jammer and Draw Fire

This ability can cancel each other and especially Jammer II can overide Draw Fire II and Targeting II at the same time.

In summary : Jammer II > Draw Fire II > Targeting II > Jammer > Draw Fire > Targeting

In detail:

Jammer II override Draw Fire II
Draw Fire II override Targeting II
Targeting II override Jammer
Jammer override Draw Fire
Draw Fire override Targeting

Jammer and other Targeting ability

  • Jammer will sometimes move the :
    • Photon Strike,
    • Immobilizer,
    • Orbital Strike,
    • Nucleon Strike to other unit
  • Jammer II will sometimes move the :
    • Photon Strike II,
    • Immobilizer II,
    • Orbital Strike II,
    • Nucleon Strike II,
    • and the lower version of targeting to other unit

Notes

  • Decoy Boosted team in Grimlock's Escape (Stronghold Extra Hard map) use Decoy ability and have 25 Damage fix.
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