The Tridention is a unit exclusive to the Aquarion tribe. It costs 8 stars and is unlocked by the Spearing technology and replaces the Knight. The Tridention has a ranged attack, high mobility, and the ability to freely travel between land and water. However, it is expensive and, as an amphibious unit, is slowed by land tiles that aren't flooded. This is similar to the movement penalty mountains and forests (without roads) apply to all units, but the Tridention experiences this effect on fields as well unless they are flooded.
The Tridention is one of Aquarion's most powerful units. It can perform additional attacks after kills that can easily wipe out weak enemies grouped together due to the combination of its mobility (movement of 2 and dash skill), persist, and ranged attack.
Strengths and Weaknesses[]
Strengths:
- Killing high-defence units. Like all ranged units, the Tridention can easily take over high-defence units without retaliation, and can do this slightly quicker than archers thanks to the 2.5 damage, and can mobilize and attack a variety of units much quicker than a Catapult thanks to the 2 movement and dash skill.
- Killing catapults. The Tridention hasn’t enough movement to reach a catapult like a knight would do from outside its attack zone, but its range allows it to deal with catapults from a distance. Additionally, its persist ability allows it to easily kill several catapults that are bunched together, if they are within range. Note that this doesn’t work well on land, and that the Tridention cannot chain catapults like a knight.
- Naval warfare. Tridentions can move freely between land and water, and are in a very good position placed near land, sniping units on the coast without them being able to reach the Tridentions. They can also deal easily with swarms of rafts or even scouts.
- Dealing with swarms of weak units. Like the Knight, the Tridention has the persist skill and is able to clear large masses of weak units such as archers, riders, rafts or catapults. Although, unlike the knight, the Tridention's reduced attack and lack of moving after killing makes it less viable than knights. It also cannot one-shot archers or riders with defence bonuses or warriors, making them even less efficient to deal with these.
Weaknesses:
- Fighting on land. The Tridention’s limited movement on non-flooded land combined with its low defence makes it an easily reachable, vulnerable unit on land. Therefore, they should only be used on land behind other protecting units, as a replacement for a catapult in the goal of having dash/more defence/health just in case at the cost of an attack point and a half.
- Fighting alone. Although they posses the persist skill, the Tridention's lower attack makes them less effective at chain-killing than Knights, since there are not many units that can be one-shot by them without them first being weakened. Even a Warrior without a defense bonus can survive an attack from a Tridention, if it is at full health. This means that, unlike the Knight, they often cannot wipe out entire swarms of enemies single-handedly. Therefore, they should be accompanied by other units that can soften up enemy units to set them up for a chain attack by the Tridention.
Gallery[]
Tribe Skins[]
Trivia[]

A comparison of the regular mounted units to Aquarion's unique ones.
- The Tridention is slightly smaller than the Knight.
- The Tridention did not receive a defence bonus in cities until update 1.14, which introduced the fortify skill. This was removed in later updates.
- Prior to the Aquarion rework, the Tridention had 3 attack and had the escape skill instead of persist.
- The Tridention is the only unit that uses a golden trident as its weapon.
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Aquarion | |
∑∫ỹriȱŋ | |
Polaris | |
Cymanti | |
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