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Unit skills, also called unit abilities, give units special characteristics in combat or movement.

The information box for a Warrior shows its unit skills, dash and fortify.


List of Unit Skills[]

General[]

Skill Description Units
Carry Allows a unit to carry another unit inside. A unit with the carry skill can move to a land tile adjacent to water. Doing so releases the unit it was carrying and ends the unit's turn.
Convert Allows a unit to convert an enemy unit into a friendly unit by attacking it.
Dash Allows a unit to attack after moving in the same turn.
Escape Allows a unit to move after attacking in the same turn.
  • Rider
  • Amphibian
  • Tridention
  • Crab
  • Baby Dragon
  • Battle Sled
  • Hexapod
Float Allows a unit to move in water. Navigation or Free Diving must be researched to travel in ocean tiles if the unit does not have the navigate skill.
  • Boat
  • Ship
  • Battleship
  • Dinghy
  • Navalon
  • Raychi
Fortify Allows a unit to receive a defence bonus in a city.
  • Warrior
  • Archer
  • Defender
  • Rider
  • Swordsman
  • Knight
  • Amphibian
  • Tridention
  • Polytaur
  • Ice Archer
Heal Gives a unit the Heal Others unit action, which heals all adjacent friendly units by up to 4 HP.
  • Mind Bender
Hide Allows a unit to hide itself and become invisible to enemies when it moves.
  • Cloak
  • Dinghy
Independent Units with this skill do not take up a population slot in or belong to any city.
  • Dagger
  • Polytaur
  • Segment
  • Nature Bunny
Infiltrate Allows a unit to incite a revolt and spawn Daggers by entering an enemy city.
  • Cloak
  • Dinghy
Persist Allows a unit to attack again immediately after killing an enemy unit. There is no limit on the number of kills in a single turn.
  • Knight
  • Navalon
Scout Allows a unit to explore a 5x5 area instead of a 3x3 area.
Sneak Allows a unit to ignore movement barriers imposed by enemy units.
  • Cloak
  • Dinghy
  • Hexapod
  • Scout (removed)
Surprise Prevents a unit from triggering retaliation attacks when attacking an enemy unit.
  • Dagger
  • Phychi

Special Tribes[]

Skill Tribe Description Units
Auto Freeze Polaris Allows a unit to automatically freeze adjacent enemy units and water tiles (turning them into ice tiles) as it moves.
Boost Cymanti Gives a unit the Boost unit action, which boosts all adjacent friendly units by increasing their attack by 0.5 and movement by 1 until their next action (excluding moving).
  • Shaman
Creep Cymanti Allows a unit to ignore movement barriers imposed by terrain.
  • Hexapod
  • Raychi
  • Doomux
  • Centipede
  • Segment
Eat Cymanti Allows a unit to grow in length for every kill.
  • Centipede
Explode Cymanti Gives a unit the Explode unit action, which damages using the unit's attack value and poisons all adjacent enemy units, kills the unit itself, and leaves in its place spores (on land) or Algae (on water).
  • Doomux
  • Raychi
  • Segment
Fly ∑∫ỹriȱŋ and Cymanti Allows a unit to ignore all movement barriers imposed by terrain but prohibits the unit from using roads.
  • Baby Dragon
  • Fire Dragon
  • Phychi
Freeze Polaris Allows a unit to freeze enemy units it attacks.
  • Ice Archer
Freeze Area Gives a unit the Freeze Area unit action, which freezes adjacent enemy units, freezes adjacent water tiles into ice tiles, and converts adjacent land tiles to the style of the tribe the unit belongs to.
Grow ∑∫ỹriȱŋ Allows a unit to grow into a different unit after a given number of turns.
  • Dragon Egg
  • Baby Dragon
Navigate ∑∫ỹriȱŋ and Cymanti Allows a unit to move in ocean even if no prerequisite technology is researched but prevents the unit from moving onto land, except for capturing cities and villages.
  • Navalon
  • Raychi
Poison Cymanti Allows a unit to poison enemy units it attacks.
Skate Polaris Doubles movement on ice but limits movement to one and prohibits the use of the dash and escape skills on land.
  • Mooni
  • Battle Sled
  • Ice Fortress
Splash ∑∫ỹriȱŋ and Cymanti Allows a unit to damage or poison enemy units adjacent to the targeted unit.
  • Fire Dragon
  • Exida
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