Perks

Overview
Perks are enhancements that can be purchased with perk coins, earned primarily from Challenges, but also available from Helidrops and Events. A player may have up to 6 active perks at any one time and three in reserve, with an option to purchase 2 additional active slots and 3 additional inactive slots. Perks are in 3 categories: Overdrive (troop stats), Stronghold (base defence) and Micro Management (Resources). There are 5 different types of perk within each category. Each level and each type has its own range of applicable %s.

Perks coins are available in 3 classes (1,2,3) for each Perk category and are not interchangeable. Lower level Perks can be 'sold' to help purchase higher level Perks. (Example: a class 1 Stronghold Perk can be sold for one class 2 Stronghold coin.) Selling a level 3 perk returns 5x level 3 coins of that category.

. Note: Perks below marked with ** are calculated using Reduced Time = Time / (100% + Perk%) and so the effect is not as generous as expected. Example - Build upgrade rate +40% gives a factor of 1/1.4 = 0.71 = 29% faster! This arithmetic may also apply to other perks, but has not been confirmed.

{Figures in curly brackets are approximate chance/drop rate for each perk}

Overdrive
Overdrive perks enhance your troops in battle. Examples are:

Level 1:

5% - 7% Human troop damage {21%}

3% - 5% Machine troop damage {30%}

3% - 5% Heavy machine damage {27%}

2% - 4% All troop HP {10%}

3% - 5% All troops rate of fire {12%}

Level 2:

+10% / 14% Human troop damage

+8% / 10% Machine troop damage

+8% / 10% Heavy machine damage

+7% / 9% All troops HP

+8% / 10% All troop fire rate

Level 3:

(+20% / 30%) Human troop damage

(+11% to 24%) Machine troop damage

(+11% to 24%) Heavy machine damage

(+10% to 20%) All troops HP

(+11 to 24%) All troop fire rate

Stronghold
Stronghold perks boost your base defenses. Examples are:

Level 1:

10% - 13% Hero post detection range {23%}

2%- 4% structure HP {9%}

5% - 6% turret damage {31%}

10% - 17% mine damage {27%}

10% - 13% hanger detection range {8%}

Level 2:

(+18% to 25%) Hero post detection range

(+7% to 14%) turret damage

(+26% to 40%) mine damage

(+5% to 9%) structure HP

(+18% to 25%) hanger detection range

Level 3:

(+28% to 45%) Hero post detection range

(+44% to 60%) mine damage

26% (+14% to 26%) turret damage

(+10% to 20%) structure hp

(+27% to 45%) hanger detection range

Micro Management
Micro Management perks boost resource production. Examples are shown below:

Note: Perks marked with ** are calculated using Reduced time = Time / (100% + Perk%) and so the effect is not as generous as expected. Example Build upgrade rate +40% gives a factor of 1/1.4 = 0.71 = 29% less time.

Level 1:

5% - 9% Unit training speed ** {12%}

5% - 9%  oil production rate {30%}

5% - 9%  gold production rate {23%}

5% - 9%  diamond production rate {22%}

5% - 9%  build/upgrade rate ** {11%}

Level 2:

(+12% to 18%) gold production rate

(+12% to 18%) oil production rate

(+12% to 18%) diamond production rate

(+12% to 20%) Unit training speed **

(+12% to 20%) build/upgrade rate **

Level 3:

(+25% / 40%) Unit training speed **

(+21% / 30%) oil production rate

(+19% / 30%) gold production rate

(+21% / 30%) diamond production rate

(+21% to 40%) build/upgrade rate **