User:PBChew18/sandbox/TFEW Gamemodes
Transformers: Earth Wars is a mobile game developed by Space Ape Games and (initially) published by Hasbro subsidiary Backflip Studios with a long-running weekly storyline overseen by brand founding father Simon Furman, which means FURMANISMS BEYOND MEASURE! The aim of the game is to assemble an army and build a fortress, then try to defend your base while destroying the enemy's. Essentially, Transformers meets Clash of Clans, without Hog Riders. Going with a formula that ain't broke evidently paid off, as somewhere along the way Earth Wars became the longest-lived video game in the history of the Transformers brand by a fairly hefty margin.
The setting is for the most part straightforwardly Generation 1 based, though as has been known to happen for projects this long in the tooth, characters from places like the Beast Era, Unicron Trilogy, Shattered Glass, G.I. Joe, Prime and even the odd wholly new faces have crept in over time.
Plot
The Autobots and Decepticons return to Earth to battle over resources. At launch, Furman promised that while it "appears to be about the same old stuff" initially, "as we progress through the game, more is revealed about Megatron’s master plan and what he’s looking for on Earth."[1]
Campaigns
One part tutorial, one part single player campaign, these missions establish the gameplay mechanics and the basics of the setting:
- Get Optimus! / Get Megatron! (present at launch)
- Jetfire and Starscream arrive on Earth and set up their base of operations. Soon, Ironhide and Bludgeon arrive through their Space Bridges, and after raiding a few bases, both factions find a crystal powerful enough to power their Space Bridges and bring their leaders to Earth.
- The Lost Map (present at launch)
- With the arrival of Optimus Prime and Megatron, the Autobots and/or Decepticons set out to find the Fractal Map pieces with the help of their human allies. Both sides find a Gunner Crystal and recruit Sunstreaker and Swindle, respectively.
- Power Play (present at launch)
- After collecting three of the map pieces, both factions try putting the pieces they collected together, only to find out they need a Codex Key to break the encryption.
- The Codex Showdown (present at launch)
- With the help of the recently recruited medics Ratchet and Hook, both sides fight over the Codex Key, and find the location of a legendary artifact.
Later campaigns introduced newly layered mechanics while interweaving with the ongoing weekly narrative:
- Combiner Wars (Added November 2016)
- With the Enigma of Combination, the Autobots and Decepticons harness the power of Combiners. The gestalts prove unstable, however, and require Ore-13 and high-ranking bots to be useful.
- Secrets of Nebulos (added October 2017)
- Some weird pieces of Nebulos technology called "Power Cores" have landed on Earth. Starscream and Optimus gather some troops, and both Starscream and Optimus Prime fight over the Power Cores. The power cores gathered, however, have been rigged to explode, and so both sides have to start from scratch with building up their power core stocks.
- Return to Cybertron (Added December 2018)
- A power play involving Starscream, Straxus, and Rodimus Unicronus results in the Autobots and Decepticons teaming up to assault Cybertron-based fortresses with overpowered defenses in the finale of the conflict over the mystical Prime Cores.
- War for Cybertron (Added July 2020)
- Flashbacks to the struggle for the AllSpark in Cybertron's ancient past introduce the Omega Supreme and Overlord combiners to the present day, along with the War for Cybertron cosmetic skin cores.
- Regenesis (Added September 2020)
- Autobots and Decepticons team up once more to retrieve the mysterious Project: Regenesis.
- Titans on Earth (Added October 2021)
- Prime Relics (Added September 2025)
- An exercise in competitive archeology digs up a way to unseal the original Thirteen Primes themselves from beyond space and time as the consequences of the gang's dabbling in primordial forces begin to come home to roost.
In practice, the game's story mode declines to present the campaigns in release order, prioritizing the "tutorial" aspect over narrative intelligibility to introduce new players to mechanics in order of increasing intricacy. As of this writing, the "production order" is:
Events
Every weekend, for three days, events are held to give players a shot at a regular supply of various resources. They usually alternate between solo and Alliance (read: guild) modes each week.
Events are frequently accompanied by "transmissions" of cutscenes providing context for the gameplay goings-on. New character additions in particular are introduced with stories strewn across two-to-eight week "sagas" (occasionally "seasons" when Space Ape slips into live-service industry jargon on main).
These arcs are additionally serialized between each other, and form an ongoing narrative that constitutes the bulk of the game's story content, if only by sheer volume.
A complete-ish accounting of story relevant events is given below, with the multi-part "sagas" given in bold:
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 "One-shot" character introductions, largely predating the longform "saga" format.
- ↑ Epilogue to "Combiner Wars" campaign.
- ↑ 3.0 3.1 Prologue to "Secrets of Nebulos" campaign.
- ↑ The "Titans on Earth" campaign is part of this saga.
- ↑ The "Prime Relics" campaign is part of this saga.
Character profiles
The third major story element of Earth Wars comes packaged with each individual character. Upon unlocking a new unit, the player is presented with a short, replayable (but only for standard Bots) cutscene referred to as a "character story" illustrating their personality, along with a prose bio in the classical back-of-box style squirreled away in their profile with their stats, equipped Power Cores, etc.
Character stories frequently tie into that character's corresponding saga, which, while delightfully immersive for veterans present during their initial rollout, has a way of producing gibberish full of unfamiliar characters for later players acquiring the unit via the game's normal "slot machine" mechanic. Accordingly, summaries of character stories can be found in the articles for their respective sagas.
Gameplay
- For further information, see: [Game Modes at the Transformers: Earth Wars Wiki]
Although the primary gameplay loop is as mentioned above, multiple different game modes has spun from it each with their own unique properties. All game modes involve choosing a battle zone depending your team's total squad power which in turn gauges the difficulty of said battle zone, ranging from easy to very hard. You start out with 2 battle zones, with more stronger battle zones unlocked by upgrading your Scanner. Each battle zones has a maximum limit to the amount of rewards and XP you can obtain.
- Attack A Rival Player- The game's main PVP mode, this mode is primarily used for raiding other player's Alloy, Energon, Medals (see below), and Titan XP.
- Campaign- see above
- Events- see above
- Alliance War- A larger scale PVP mode that pits your Alliance against another Alliance, the bases four players and the Alliance Commander from both Alliances are chosen and you are required to destroy each of them progressively with the Commander always being the final base in order to gain points for your Alliance, however you can only lose up to 3 attack attempts across all 5 bases. The Alliance with the highest points wins and gets to progress their War Leagues allowing them to take on higher ranked Alliances. In addition, special War Effects are active which provides boosts to buildings of defending bases. Alliance Wars can only be initiated by the Commander and Officers at whenever time they want.
- Raid: Raid battles does not involve attacking another player's base but rather multiple larger and much difficult bases that requires the cooperation of your Alliance to clear. Special Energy Cells are provided allowing players to take on bases for a total of 7 attempts. On top of that, the final two raid bases also consist of a Titan in their base mode and robot mode respectively. The rewards from this mode are Shanix and two Titan-related battle boosts that alternates between the two. Raid battles occur on an alternating middle-of-the-week basis.
- Elimination Mode: Mainly used for farming Z-Energon, this special PvP mode as it's name suggests, involves only being able to use your Bots once per battle regardless of whether you win or lose. Not only that, but Titans and Primes(eventually will be removed from this mode) cannot be used in this mode and although Combiners can be brought into these battles, they cannot deal damage to your opponent's HQ. This mode will reset in tandem with the ending of the weekend Event so that you won't outright run out of Bots to use. Bots that have been used in other PVP modes will not be affected in this mode and vice versa.
- Titan Assault: Instead of using regular ol' Bots, this mode instead pits your Titan against other player's base and a sole Titan after every 2 bases for a total of 15 attacks for each Titan you own. Much like Alliance Wars however you can only fail an attack for up to 3 times across all 15 bases. This mode is the main way of obtaining Titan Spark for each of your Titan and much like Elimination Mode it resets at the same time as an Event coming to an end.
- Dispatch Missions: A completely different mode that doesn't involve PVP, this takes your Bots that may rarely see much action in battles and puts them to use in a different way by sending them off to Missions that takes them out of battles or a certain amount of time. Each Mission will have different requirements such as certain number of Bots of a specific class and also a minimum squad power, they also have their own special story description explaining what's the mission about. This mode can be accessed through the Scanner.
Bots
- For further information, see: [Characters at the Transformers: Earth Wars Wiki]
"Bots" are the standard units of combat in Earth Wars, as well as the occupants of the "anime girl PNG file" ecological niche in its gambling mechanics. As of this writing, they are divided into six fundamental types, each with their own forest of menus: "standard" Bots, Combiners, C.O.M.B.A.T. Bots, Titans, Weapons, and Primes.
As is somewhat industry standard for such things, most classes of Bot can be drawn with a star rating from one to five, with rarity, stats, and pay-to-play price tag scaling accordingly.
Standard Bots
(present at launch)
- For further information, see: [Bots & NPCs at the Transformers: Earth Wars Wiki]
Classes
Given they originally constituted the entire game, it should be unsurprising that standard Bots are significantly more complicated than subsequent breeds, and include a variety of sub-types:
- Warriors are armored front line melee fighters that rush into enemy defenses to open up the attack and protect other bots, but they have the lowest Damage per second (DPS). Warriors generally have a speed of 1.7, but some are slightly faster.
- Aerial units deal the highest DPS at a short range and can perform powerful airstrikes on single targets from great distances, but have low health. All air units have a speed of 2.
- Gunners shoot over walls and bombard large areas with their abilities from long range. like the Air units, they're deadly but vulnerable. All gunners have a speed of 1.8.
- Medics heal and support other bots in battle. They are only a few medics in the game, and they aren't durable themselves, so keep them in the back. Medics have a speed of 2.6.
- Special bots are highly individualized fighters with unique capabilities. This class incorporates leaders, scouts, and deployers.
- Triple Changers come with two special abilities making them highly versatile in battle. Triple Changers have speeds from 2.1 to 2.4.
Military Ranks
(Added Winter 2022)
- For further information, see: [Ranks & 5-Star Conversion Rate at the Transformers: Earth Wars Wiki]
Not long after the announcement of HQ level 18, a new rank-up system for standard Bots was introduced. Based on the military insignia system from the War for Cybertron Trilogy toyline, these serve as an extra layer to upgrading your bots outside of levelling them up as your Bots' rank is applied to all rarities of the same character. This is done through the use of Character Shards and Class Shards (see below) or alternatively 5-star shards can be used in place of Character Shards instead.
- Private: Default rank all Bots start at.
- Corporal: Increases your Bots' health, DPS/Healing, and ability damage by 5%, requires 5,000 character shards (or about 750 5-star shards) and 15,000 class shards to reach this rank.
- Sergeant: Increases your Bots' health, DPS/Healing, and ability damage by 10%, requires 15,000 character shards (or about 2,250 5-star shards) and 45,000 class shards to reach this rank.
- Captain: Increases your Bots' health, DPS/Healing, and ability damage by 15%, requires 25,000 character shards (or about 3,750 5-star shards) and 75,000 class shards to reach this rank.
- Major: Increases your Bots' health, DPS/Healing, and ability damage by 20%, requires 50,000 character shards (or about 7,500 5-star shards) and 150,000 class shards to reach this rank.
- General: Adds a new battle effect to your Bot depending on the class, requires 100,000 character shards (or about 15,000 5-star shards) and 300,000 class shards to reach this rank. The effects provided are as follows:
- Warrior: Reflects 5% damage back at attackers.
- Aerial: Heals every second by a percentage when using their ability for up to 4 seconds.
- Gunner: Reduces enemy attack speed when hit by Bots' normal attack by 10%.
- Medic: Heals allies in close proximity by x1 DPS for every 4 seconds.
- Special: Gains 30% damage reduction shield when below half health.
- Triple Changer: TBA
Combiners
(Added Fall 2016)
- For further information, see: [Combiners at the Transformers: Earth Wars Wiki]
Just like in toylines, Combiners are unlocked via assembling all of their component standard Bots, provided said components meet a minimum 3-star rating (and the player has 700000 Energon). Once the player has unlocked all of the components with a higher star rating (that is, any higher rating; a mixture of 4-stars and 5-stars will still unlock a 4-star), that combiner is upgraded to a 4-star, and their third ability is unlocked. Their fourth ability is unlocked when they are upgraded to a 5-star.
Combiners can be leveled up in the Combiner Lab (see below) with Ore-13 and Combiner Spark.
To deploy them in combat, you must first select one of them from the Combiner Lab's menu and spend 10 Ore-13 on its activation. In battle, they must be summoned individually in a special phase that temporarily clears the field of standard Bots. They deal massive amounts of damage, but can only stay on the battlefield for so long. Their four abilities do not use ability points, but have cooldown times. Once you reach HQ level 16, you unlock the Combiner Beacon, which allows you to put one on guard duty for your base in the same vein as an outpost. Unlike a normal outpost, however, they are only on guard for a limited amount of time, and it costs Ore-13 to both initially assign one and extend their time.
C.O.M.B.A.T. Bots
(Added Spring 2020)
- For further information, see: [COMBATs at the Transformers: Earth Wars Wiki]
Classes
- Melee
- Companion
- Range
- Scout
- Shield
Titans
(added Fall 2021)
- For further information, see: [Titans at the Transformers: Earth Wars Wiki]
Weapons
(added Fall 2023)
- For further information, see: [Weapons at the Transformers: Earth Wars Wiki]
Weapons are usually-mystical doohickies mechanically identical to C.O.M.B.A.T. Bots, with the primary distinction being that they talk less.
Primes
(added Fall 2025)
Artifacts
Bases and buildings
- For further information, see: [Buildings at Transformers: Earth Wars Wiki]
Earth Wars being a strategy game, your base is the bedrock of your gameplay experience. It is composed of a litany of individual building units.
Main
- Headquarters - The heart of your Autobot/Decepticon outpost, protect yours well, and destroy an opponent's Headquarters to win a battle! Upgrade it to unlock more upgrades and buildings!
- Shuttle - The shuttle carries Autobots and Decepticons into battle! Upgrade with Energon to increase maximum capacity.
Defense
- Auto Cannon - Provides a decent amount of damage and has medium range. Cannot target flying units.
- Laser Turret - Shoots off 4 smaller lasers that deal constant damage at shorter range, but deals double damage to flying units!
- Mortar - Long range defense that targets ground units and deals explosive damage from far away.
- Outpost - Assign an Autobot or Decepticon with a fraction of their normal stats to defend against attacks on your base.
- Beam Laser - Shoots off a long range Photon laser to deal the Highest DPS on a single ground unit.
- Shock Tower - Delivers a nasty jolt of electricity to nearby bots and knocks them back, and is immune to EMP effects! (Except for shockfire)
- Missile Launcher - Shoots off a barrage of rockets over a very long range at both ground and air units. Cannot target troops within its blind spot.
- Stasis Mine - Doesn't deal damage, but freezes enemies in place for 2–5 seconds.
- Wall - Used to shield defenses and slow down invaders. Upgrading each wall post gives it more health to better defend against opponent bots.
- Combiner Outpost - Originally unavailable to players and only seen in the Combiner Wars Campaign, this very long-ranged outpost activates a Combiner to defend against other Combiners!
- Shield Generator - When charged, shields HQ from all damage and absorbs ability damage for adjacent buildings.
- Multi-Defense System - Switch between three different modes and adapt to your foes! Immune to EMP and hack effects.
- Spider Mine - Releases explosive spiders rushing onto enemies
Utility
- Energon Harvester - Harvests precious Energon for research and upgrading buildings. Upgrade with Alloy to increase production rate.
- Energon Storage - Stores Energon for later usage. Upgrade with Alloy to increase maximum storage capacity.
- Alloy Harvester - Harvests Alloy to upgrade buildings. Upgrade with Energon to increase production rate.
- Alloy Storage - Stores Alloy for later usage. Upgrade with Energon to increase maximum storage capacity.
- Ore-13 Harvester - Harvests the rare mineral Ore-13 for sending out Combiners to battle.
- Ore-13 Storage - A storage device strong enough to contain the power of Ore-13.
- Space Bridge - The Space Bridge is used to activate Crystals to bring in bots and resources!
- Research Lab - Upgrade your bots and their abilities with Energon and Spark to make them more powerful! Upgrade the lab to increase the max level that bots can be upgraded to.
- Combiner Lab - Used to activate Combiners and upgrade their abilities using combiner Spark.
- Build Bot - Build Bots will build and upgrade buildings, but the bots themselves cannot be upgraded and have very low health. The number of buildings that can be upgraded at a time depends on the number of Build Bots on base. More Build Bots can be bought at 2000 Cybercoins or 5000 Shanix each. Until a later update, the build bots can now be upgraded & can be equipped with a power core.
- Scanner - Provides locations of rivals' bases so you can raid them. Upgrading it will give access to tougher battle zones. In a later update, dispatch missions were introduced and can be accessed through the Scanner.
- Power Core Lab - Equip, manage & fuse your power cores for your bots & buildings.
- Helio-Harvester - Can be obtained by completing the "Regenesis" campaign. When charged, increases the production of all Energon Harvesters by 100%
- Titan Lab - Used to upgrade Titans using their respectively named titan Spark and also access the Titan Tech Tree which unlocks perks for defenses, battles or the titans themselves.
- Prime Lab - Used to upgrade Primes and their Artifacts.
Power Cores
- For further information, see: [Power Cores at the Transformers: Earth Wars Wiki]
Power Cores are pieces of Nebulan Technology that are used to enhance bots and buildings, that can be obtained from ‘’’Power Chips’’’ or from Bot duplicates. Unused cores can be "fused" to active ones, increasing the effectiveness of the latter, but annihilating the former.
Bot Cores
- For further information, see: [Bot Power Cores at the Transformers: Earth Wars Wiki]
- Universal Bot Cores:
- Attack: Boosts damage of regular attacks.
- Vitality: Increases bot's health.
- Rejuvenate: Heals bot every 5 seconds.
- Tactician: The bot prioritizes defenses for a period immediately after deployment.
- Wallbuster: Damage to walls increased.
- Warrior Bot Cores:
- Trithyllium Plating: Partial protection from Auto Cannons.
- Death Pulse: On 0 health, the warrior creates an EMP explosion, stunning targets in a large area.
- Air Bot Cores:
- Reflective Coating: Partial protection from Laser Turrets and Beam Lasers.
- Enhanced Ordnance: Increases special ability damage.
- Gunner Cores:
- Flak Jacket: Partial protection from Mortars and Missile Launchers.
- Volatile Mixture: Increases special ability damage.
- Medic Cores:
- Ray Boosters: Increases power of healing done.
- Bot Specific Cores:
- Certain bots have bot-specific cores that can only be equipped to one particular bot. Their effects are unique, and they also modify the visual appearance of the bot on which they're equipped - for instance, Optimus Prime and Rodimus Prime each have "Matrix" cores, which cause the Matrix to appear on their chests.
- G1 Cores: A more standardized iteration of Bot Specific Cores came with the introduction of "G1 Cores." Again, these can be equipped to specific bots, modifying or upgrading their abilities and modifying the visual appearance of the bots. But in the case of the G1 cores, the visual modification (usually) takes the form of a thicker black outline around the edges of each bot and cel-shaded panels, approximating the appearance of the classic animated series.
- Transmetal Cores: Instead of G1 cores, a smattering of the early waves of Beast Wars characters in this game have Transmetal cores, which also give them character-specific boosts. In terms of visual modifications, the silver versions of these cores give them a shiny, metallic appearance, while the gold and Gmetal versions change their color schemes to those of their 1998 Transmetal toys.
- Limited Time Cores:
- Temporary cores that provide an XP boost for a specific period after being equipped. Once the period is completed, they are automatically destroyed.
- Squad Cores:
- Faction- and class-specific cores that confer two buffs - one to the bot on whom it is equipped, and another on any bots of the same class in the same squad.
- Skin Cores:
- Cores that will give your bots a different appearance, are equipped separately from other cores.
Building Cores
- For further information, see: [Building Power Cores at the Transformers: Earth Wars Wiki]
- Universal Building Cores:
- Attack: Increases attack.
- Defense: Increases initial building health.
- Repair: Restores building health periodically after receiving damage.
- Death Pulse: Releases an EMP explosion when building is destroyed.
- Auto Cannon Cores:
- Explosive Shells: Deals a reduced amount of damage to all targets in a small area, and eliminates knockback.
- High Velocity Shells: Fires a reduced amount of damage through everything in a straight line and beyond.
- Mortar Cores:
- Incendiary: Fiery explosions deal increased damage over 6 seconds, and eliminate knockback.
- Target Protocol: Prioritizes gunners and medics, while increasing range and decreasing damage.
- Missile Launcher Cores:
- Guided Missiles: Laser-guided single target missiles, dealing a reduced amount of damage.
- Laser Turret Cores:
- Anti-Air Laser: Increases range and damage but reduces damage against grounded targets.
- Laser Ricochet: Increases damage and bounces to another target dealing half the damage.
- HQ Cores:
- Adaptive Shielding: Partial protection from Combiner damage and Special Ability damage.
- Omni-Flamer: Torches all nearby enemies.
- Point Defense Beam: Deals damage to a single nearby target. Can target airborne attackers, and prioritizes gunners.
- EMP Defense Bolt: Deals electrical damage and stuns the target. Cannot hit at close range.
- Beam Laser Cores:
- Cybertronian Charge: Increases range & deals more damage the longer the beam stays on target.
- Slowdown Photon: Fires a beam that slows the target.
- Shock Tower Cores:
- Thunderstorm: Increases range but deals a reduced amount of damage.
- EMP Shock: Deals a reduced amount of damage & stuns targets temporarily.
- Stasis Mine Cores:
- Glass Gas Mine: Affected targets take more damage when triggered.
- Flare Mine: Nearby defences focus their attacks on a single target when triggered. Can detect bots in stealth mode.
- Motion Sensing Mine: Prevents a bot from using their ability temporarily.
- Building Bot Cores:
- Force Field Disruptor: Disables nearby enemy ability shields & dissipates zone damage cloaking.
- Anti Electric Zone: Gains Electric damage resistance and provides nearby buildings resistance to Electric damage.
- (Formerly) Lightning Rod: Shields nearby building from EMP effect. Build Bot is immune to Electrical damage.
- Zone Heal: Restores health of nearby buildings every couple of seconds.
- Ray Blockers: Blocks healing of invaders. Does not affect bots equipped with health regeneration core.
- High Frequency Suppressor: Protects nearby buildings from getting hacked.
- Anti Fire Zone: Gains Fire damage resistance and provides nearby buildings resistance to Fire damage.
- (Formerly) Fireproof Dome: Shields nearby building from Fire damage. Build Bot is immune to Fire damage.
- Anti Acid Zone: Gains Acid damage resistance and provides nearby buildings resistance to acid damage.
- (Formerly) Anti-Dote Zone: Shields nearby building from Acid damage. Build Bot is immune to Acid damage.
- Anti Cryo Zone: Gains Cryo damage resistance and provides nearby buildings resistance to Cryo damage.
- (Formerly) Waterproof Dome: Shields nearby building from Water damage. Build Bot is immune to Water damage.
Prime Cores
- For further information, see: Prime Master#Transformers: Earth Wars
Bot Prime Cores
- For further information, see: [Bot Prime Cores at the Transformers: Earth Wars Wiki]
12 unique cores (each corresponding to one of the ancient Primes) that provide particularly potent abilities, and in some cases alter the physical appearance of each bot. Prime cores are not obtainable from bot duplicates or standard core chips, and can be obtained only through the collection of 5,000 Prime Core shards (typically special rewards from weekend events).
Building Prime Cores
- For further information, see: [Building Prime Cores at the Transformers: Earth Wars Wiki]
Resources
- For further information, see: [Currencies at Transformers: Earth Wars Wiki]
- Alloy - A metal substance used to upgrade buildings and walls. It is obtained through battles, events, duplicates from crystals and chips, and the Cyber Pass rewards system (see below).
- Cybertronian Alloy - Used to upgrade Artifacts, obtained through events.
- Energon - Energon is used to upgrade buildings, upgrade Bots' special abilities, and to perform research on Bots to make them stronger. It is obtained through the same methods as alloy.
- Ore-13 - A potent substance used to activate Combiners. It is only obtained via either an Ore-13 Harvester in your base or events and the Cyber Pass.
- Z-Energon - This higher grade, more-annoying-to-acquire (it’s obtainable through dispatch missions and pesky elimination mode battles) variant of energon is necessary to upgrade level 60 and above Bots and buildings. It's red!
- Binary Bonding Element - Used to upgrade a C.O.M.B.A.T. bot to level 11, obtained through events and bundles.
- Spark - Obtained from duplicate bots in the Space Bridge and event rewards, Spark is used along with Energon to upgrade Bots' abilities.
- Combiner Spark - This type of spark is used only for combiners, and is obtained when you get a duplicate of a combiner component, in place of normal spark.
- Prior to 2019, each combiner had their own specific spark, with Universal Combiner Spark being able to upgrade all combiners. This was changed to a singular Combiner Spark.
- C.O.M.B.A.T. Spark - Obtained when you get a duplicate C.O.M.B.A.T. bot, it is used to upgrade them.
- Titan Spark - Obtained from the Titan Assault game mode, and is used to upgrade the corresponding titan.
- Prime Spark - This type of spark is used to unlock and increase the rank of the corresponding Prime, and is obtained through events and bundles.
- Universal Prime Spark - Can be used in place of any Prime's specific spark to increase their rank.
- Combiner Spark - This type of spark is used only for combiners, and is obtained when you get a duplicate of a combiner component, in place of normal spark.
- Crystal Shards - Also the result of holographic summons and events, shards are used to create powerful crystals to summon high star rating Bots.
- Character Shards - Obtained from duplicate bots (C.O.M.B.A.T.s and Weapons included) in the Space Bridge, these serve as an alternate means to obtain Bots, costing 100, 1,500, and 7,500 shards for 2, 3, and 4-stars respectively (only the 4-star rating of C.O.M.B.A.T.s and Weapons are available through this method). Alternatively, these can also be used to upgrade your Bots' military rank in tandem with another currency.
- Class Shards - Used in tandem with the aforementioned character shards to upgrade you Bots' military rank, obtained from duplicate bots in the Space Bridge. The type of class shards received depends on the class of the corresponding duplicate bot.
- Cyber Coin - Premium currency used for instantly obtaining resources and crystals, only obtainable through the shop and achievements.
- Shanix - Another form of currency, but more easy to get on account of them being given as rewards for the Alliance raids that happen every other week.
- Fuel Cells - Used to enter battles, refills over time.
- Energy Cells - Used to attack in raids, given a set amount at the start of the raid.
- Medals - Given (or lost) for PVP battles.
- Alliance Loyalty - see Alliance Headquarters
- Cyber Pass Points - see Cyber Pass
- Loyalty Points - see Loyalty Program
Battle Boosts
- For further information, see: [Battle Boosts at Transformers: Earth Wars Wiki]
Battle Boosts are like Spells in Clash of Clans. They can only be used once in a battle, but provide extra offense or defense for your team.
- Incendiary Barrage MK. 1, II, III, and IV: Rain down an artillery battery of Incendiary shells on the battlefield dealing medium damage
- Orbital Strike MK. I, II, III, and IV: Summon a powerful Orbital Strike from above dealing massive damage.
- Forcefield MK. I, II, III, and IV: Provides a forcefield that blocks 45% to 80% of damage taken and makes them immune to knockbacks for 6 seconds.
- Smart Bomb MK. I, II, III, and IV: Deals a set amount of damage to a single target.
- EMP blast MK. I, II, III, and IV: Stun all targets in a large radius for a set amount of time depending on the level.
- Field Repairs MK. I, II, III, and IV: Heal all friendly bots for a set amount of HP over 5 seconds.
- Shark Attack MK I, II, III, and IV: Call for 3 vicious 2-star Sharkticons (level 14, 30, 40, and 60, respectively) to attack a target. Warning: Fallen Sharkticons are highly explosive.
- Cryo (formerly Nanofrost) MK. I, II, III, and IV: Freeze a building for 8-15 seconds, then destroy it to freeze and slow down all buildings around the Bomb.
- Kremzeek: Coming in 6 variants, Kremzeeks can do quite a lot of things.
- Red Kremzeeks set buildings on fire dealing 306 damage per second for 6 seconds, increasing every second as they jump to a different building up to 4 times if you destroy the building they are currently deployed on.
- Yellow Kremzeeks deal 153 damage over 15 seconds. Can jump to other buildings up to 4 times.
- Purple Kremzeeks hack defenses and make them attack other defenses for you, albeit with less damage.
- The rare Blue Kremzeek can stun defenses over a brief period of time.
- The White Kremzeek makes the target building take more damage.
- Green Kremzeeks rains acid on buildings dealing 47 damage per second for 15 seconds. Destroying the building they are deployed on will cause them to jump to other buildings up to 4 times
- Titan Beam MK. I, II, and III: Summon a Titan-powered beam that deals massive damage in a large area.
- Titan Smite MK. I, II, and III: Smites buildings dealing damage overtime for 8-12 seconds.
- Fury Surge MK. I, II, III, and IV: Increases your bots' DPS and speed in a small area.
Alliances
- For further information, see: [Alliances at the Transformers: Earth Wars wiki]
Like many mobile games of its type, Earth Wars features a descendant of the MMO guild, here referred to as Alliances, featuring up to 40 players.
Membership in an Alliance opens up access to a variety of Alliance-exclusive Event types as well as king-size PVP battles known as "Alliance Wars."
A player must have Level 4 Headquarters or higher to join an Alliance, and founding an Alliance from scratch costs 15,000 Alloy.
Alliance roles
- Commanders
- Officers
- Defenders
- Strikers
- Rookies
Alliance Headquarters
Alliances feature a larger analogue of players' individual bases, including their own building-ish things that impart various boosting modifiers on the gameplay of Alliance members.
- Mining Station
- Intel Room
- Rookie Academy
- Research Center
- Training Center
- Defensive Operations
- Strikers' Outpost


