Empires & Allies Cheats and Tips: A Power-Ups Guide

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Empires & Allies Power-Ups
Empires & Allies Power-Ups

Who knew that combat in a Facebook game could actually be interesting? Well, Zynga has arguably achieved the impossible in Empires & Allies with a turned-based combat system that relies on brief strategy and lots of explosions to keep players engaged. But another engrossing aspect of combat in E&A is Invasions, more specifically the Power-Ups earned from them.

As players invade their friends or visit them to help, their Infamy or Honor will increase, respectively. At certain milestones, power-ups are granted to the player that cost Empire Points to use, but boy are some of them worth it. There's just something about clicking that big green button during a battle and watching the explosions that's simply satisfying. Without any further delay, here is everything you need to know about every Power-Up in the game:

Field Repairs
Explosive Ammo
Air Strike
Missile Attack

Field Repairs (Repairs friendly units in combat):

  • Level 1 - Requires Player Level 1, Costs 4 Empire Points, Restores 25 Health to each Unit

  • Level 2 - Requires Player Level 16, Costs 11 Empire Points, Restores 50 Health to each Unit

  • Level 3 - Requires Player Level 31, Costs 20 Empire Points, Restores even more Health


Explosive Ammo (Increases damage done by successful attacks):

  • Level 1 - Requires Player Level 1, Costs 3 Empire Points, +10 damage on a direct hit and +15 damage on a critical hit (5 uses)

  • Level 2 - Requires Player Level 17, Costs 8 Empire Points, +20 damage on a direct hit and +30 damage on a critical hit (4 uses)

  • Level 3 - Requires Player Level 32, Costs 13 Empire Points, +30 damage on a direct hit and +45 damage on a critical hit


Air Strike (Bombers bomb one target. Bonus versus Army units):

  • Level 1 - Requires Player Level 1, Costs 4 Empire Points, 30 damage to sea or air unit and 60 damage to land unit

  • Level 2 - Requires Player Level 19, Costs 13 Empire Points, 100 damage to naval or air units and 200 damage to land units

  • Level 3 - Requires Player Level 35, Costs 20 Empire Points


Missile Attack (Launches missile at one enemy unit. Bonus versus Naval units):

  • Level 1 - Requires Player Level 6, Costs 5 Empire Points, 30 damage to land or air unit and 60 damage to sea units

  • Level 2 - Requires Player Level 20, Costs 16 Empire Points, 100 damage to land or air units and 200 damage to naval units

  • Level 3 - Requires Player Level 36, Costs 25 Empire Points, 150 damage to land or air units and 300 damage to naval units


Hunker Down
Target Jammer
Accuracy
Evasion

Hunker Down (Friendly units take less damage):

  • Level 1 - Requires Player Level 7, Costs 4 Empire Points, Shields units from 5 damage (5 uses)

  • Level 2 - Requires Player Level 22, Costs 8 Empire Points, Shields units from 10 damage (5 uses)

  • Level 3 - Requires Player Level 37, Costs 12 Empire Points, Shields units from more damage (5 uses)


Target Jammer (Reduces enemy accuracy):

  • Level 1 - Requires Player Level 8, Costs 5 Empire Points, 8 uses

  • Level 2 - Requires Player Level 23, Costs 11 Empire Points

  • Level 3 - Requires Player Level 38, Costs 19 Empire Points


Accuracy (Increases units' chance to hit enemy units):

  • Level 1 - Requires Player Level 10, Costs 5 Empire Points, 3 uses

  • Level 2 - Requires Player Level 25, Costs 11 Empire Points, 7 uses

  • Level 3 - Requires Player Level 40, Costs 17 Empire Points


Evasion (Decreases chance of being hit):

  • Level 1 - Requires Player Level 11, Costs 6 Empire Points, 4 uses

  • Level 2 - Requires Player Level 26, Costs 12 Empire Points, 6 uses

  • Level 3 - Requires Player Level 41, Costs 20 Empire Points


EMP
Poison Gas
Tactical Nuke

EMP (Prevents one enemy from attacking):

  • Level 1 - Requires Player Level 6, Costs 7 Empire Points, 5 uses

  • Level 2 - Requires Player Level 29, Costs 11 Empire Points

  • Level 3 - Requires Player Level 44, Costs 15 Empire Points


Poison Gas (Damages all enemy units over time):

  • Level 1 - Requires Player Level 15, Costs 8 Empire Points, 5 damage to all units every turn (5 uses)

  • Level 2 - Requires Player Level 30, Costs 15 Empire Points, 10 damage to all units every turn (6 uses)

  • Level 3 - Requires Player Level 45, Costs 21 Empire Points, 15 damage to all units every turn (8 uses)


Tactical Nuke (Destroys all enemies instantly)

  • Requires Player Level 46, Cost Unknown, 1 use


Of course, the Tactical Nuke is the grand daddy of Power-Ups in E&A, though there are plenty more useful ones. Most notable of which we'd say are Accuracy, because critical hits yield more resources than normal hits, and either the Target Jammer or Evasion, which essentially do the same thing: keep you from getting knocked out. Other runners up are the Poison Gas and the Field Repairs, though players have the option to heal any one unit for 2 Empire Points at any time. I don't know about you, but I'm not terribly attached to my units to spend Empire Points on keeping them alive, so maybe skip this option. Either way, these Power- Ups can save your behind in battle, so spend wisely.

[Source and Image Credits: Empires & Allies Wiki]

Check out the rest of our Empires & Allies Cheats and Tips right here.

Which of these power-ups if your favorite to use in battle? What types of power-ups would you like to see Zynga add in the future? Sound off in the comments. Add Comment.

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