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Command and Conquer: Rivals is a progression game, where levels of units and commanders can be upgraded by spending cards and credits. Units can't increase levels on the battlefield. When unit stats are discussed on this wiki, patch notes or other forums, they usually refer to the baseline unit level, which is level 5.

The minimum unit level for common units is 1, for rare units it's level 3 and for epic units it's level 5.

Leveling mechanics[]

Training and promoting units improve their health points and damage output. No other unit stats are affected. To level up a unit, they have to be fully trained first. It takes three training sessions to train up the unit. Training is done by spending credits, leveling (promoting) is done by spending unit cards.

Unit leveling effects
Levels Training Promoting
1–4 0.825% 5%
5–15 1% 10%

Training consumes credits and get progressively more expensive with each level[1]. When training is complete, the unit can be upgraded to the next level by spending cards. There are no difference in training/upgrading costs among common, rare and epic units.

To calculate the true health points of a unit, if levels are < 5:

HP = B × 1.05L−1 × 1.00825T

where B is the base health, L is unit level and T is the training level.

For example, Rhino health officially is 1611. To calculate its HP at level 4 and at training level 3, the formula is 1611 × 1.054−1 × 1.008253 = 1911 (rounding to the nearest integer).

To calculate the true health points of a unit, if levels are ≥ 5:

HP = B × 1.053 × 1.1L−4 × 1.01T

where B is the base health, L is unit level and T is the training level.

For example, Talon officially has health of 909. To calculate its HP at level 10 and at training level 2, the formula is 909 × 1.053 × 1.110−4 × 1.012 = 1902.

The exact same calculations are valid for damage.

For commanders the levels affect base health and harvester health. If the commander's special ability is deploying units, structures or weapons, the commander level affects the health and damage of those units, structures and weapons.

The writing convention for levels and training are [levels].[training]. For example, 6.3 is a short form for unit level 6 with training level 3.

In practice, to calculate the interaction between level 7.3 Scorpion tank and level 8 Orca, it is sufficient to calculate the difference from the highest level baseline. Here, the HP of the Tank can be assumed to be 2197×1.013=2263 (base HP times training) and the damage of Orca is 510×1.11×4=2244 (damage per missile times promotion times number of missiles). This back-of-the-envelope calculation shows that full training can help the Tank to survive Orca volley even at one level disadvantage. Just make sure neither unit is below level 5.

Unit upgrade costs and rewards
Level Common cards Rare cards Epic cards Coins Training XP Upgrade XP
1 2 10 10 100
2 4 30 50 150
3 10 2 60 60 250
4 25 4 120 120 300
5 50 10 2 250 150 550
6 75 15 3 500 350 950
7 150 30 6 1'000 500 1'500
8 350 90 15 2'000 650 2'050
9 600 180 30 4'000 800 2'600
10 1'000 300 60 8'000 1'000 3'000
11 1'700 600 90 13'000 1'200 3'400
12 2'500 900 120 20'000 1'350 3'950
13 4'000 1'200 150 28'000 1'650 5'050
14 6'000 1'600 180 36'000 2'000 6'000
15 36'000 2'500

Level caps[]

Units can be leveled up to level 15 plus training. When unit has reached this level, surplus cards are automatically converted to credits.

Leagues have unit caps:

  • Training league: level 5.3
  • Iron league: level 6.3
  • Bronze league: level 7.3
  • Silver league: level 8.3
  • Gold league: level 9.3
  • Platinum league: level 10.3
  • Diamond league: level 11.3
  • Master league: level 13.3
  • Tiberium league: level 19.3 (To prevent challenge battles)

Events also have unit caps, usually at two leagues lower.

References[]

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