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Hellstorm

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Hellstorm   Elite Hellstorm   Hellstorm Schematic

Hellstorm-Unlocked
<< Prev HELLSTORM Next >>
Unit Class Upgrade Building Production Building
Aircraft Tech Center Airfield
Splash Damage Space Infantry Vehicle Air Building Map Speed
Yes 250 Best Best Can't Hit Best N/A
AVAILABLE FROM THE EVENT SHOP
Event XP Cost 25,000 xp
Requirements Raptor


Stat Progression

Level Upgrade Cost Upgrade
Time
Tech
Center
Production Cost Speed Health Range Damage
(DPS)
Metal Oil Thorium Metal Oil
1 N/A N/A N/A N/A 5 72,000 180,000 1.6 800 370 950
2 3,000,000 3,600,000 0 6 93,600 243,000 1.6 860 380 1,188
3 4,320,000 5,184,000 0 6 121,680 328,050 1.6 920 390 1,287
4 6,220,800 7,465,000 0 7 210,000 540,000 1.6 980 400 1,386
5 8,957,950 10,749,500 0 7 274,185 797,160 1.6 1,040 412 1,485
6 12,899,450 15,479,300 0 7 356,443 1,076,169 1.6 1,100 425 1,584
7 18,575,210 22,290,300 0 20h 8 463,373 1,452,826 1.6 1,160 432 1,754
8 26,748,300 27,010,000 0 8 602,386 1,961,318 1.6 1,220 440 1,925
9 26,748,300 27,010,000 0 9 900,000 2,400,000 1.6 1,382 450 2,321
10 26,748,300 27,010,000 800,000 5s 9 1,050,000 2,700,000 1.6 1,500 450 2,901
11 26,748,300 27,010,000 800,000 5s 9 1,050,000 2,700,000 1.6 1,650 450 3,191
12 29,700,000 29,700,000 2,000,000 5s 10 1,050,000 2,700,000 1.6 1,800 450 3,481
13 31,779,000 31,779,000 3,000,000 5s 10 1,050,000 2,700,000 1.6 1,950 450 3,772
14 31,779,000 31,779,000 3,000,000 5s 10 1,050,000 2,700,000 1.6 2,100 450 4,050
15 31,779,000 31,779,000 3,000,000 5s 10 1,050,000 2,700,000 1.6 2,250 450 4,352
16 47,668,500 42,901,700 4,000,000 7d 3h 58m 10 1,050,000 2,700,000 1.6 2,400 450 4,642
Total 331,020,410 338,056,800 16,600,000 000d 00h 00m Note : Showing Data for a Non-Customized Unit

Yellow indicates increase from previous level. Underline Indicates Max Value.


Thorium Technology Advantage : Rockets Split Into Multiple Mini-Rockets Just Prior to Impact

Build Times & Repair Information

Level 10 Airfield Build & Repair Times Per Hellstorm Level
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10+
Build 7h 45m 7h 45m 7h 45m 7h 45m 7h 45m 7h 45m 7h 45m 7h 45m 11h 0m 12h 6m
Repair 0m 0s 1h 33m 4s 1h 33m 4s 1h 33m 4s 1h 33m 4s 1h 33m 4s 1h 33m 4s 1h 33m 4s 2h 12m  2h 25m 12s
Level 10 Airfield Repair Costs Per Hellstorm Level
Metal 14,400 18,720 24,336 42,000 54,838 71,289 92,675 120,477 180,000 210,000
Oil 36,000 48,600 65,610 108,000 159,432 215,234 290,565 392,264 480,000 540,000
Times for other War Factory Levels may be calculated by adding 5% for each level below Level 10.

Effective Hellstorm Levels vs Turrets

Turret Level Hellstorm Level Required to Out Range
AA Ion AA Plasma Blitz Flak Flame Machine
1 5 5 1 1 5 1
2 7 7 5 1 7 1
3 450 450 461 1 450 1
4 475 475 511 1 475 1
5 500 500 548 1 500 1
6 525 525 600 5 3
7 550 550 600 5 3
8 600 600 660 460 9
9
Image AA Ion turret lvl8 AA-Plasma-Lv8 Blitz-Lv8 FlackTurret-Lv (8) FlameCannon-Lv8 MachingGunTurret-Lv8(80px)
Note : Showing Data from Non-Customized Unit

Related Special Ops

Name Icon Class Level Description Time of
Effect
Thorium to
Extend Op
Raining Blood RainingBlood-Lg Attack Rare 2 level 10 mercenary Hellstorms join your attack after you deploy ground units. 1h 500,000
More Information and a the Full List of Ops available here: Special Ops

History of Availability

Hellstorm Event Shop History
Event Shop Status eXP Cost / WCP Special Event
Event Shop Introduction Hellstorm-EventShopInfo-Hellstorm 25,000 xp Operation: Hellstorm
Removed from Event Shop Hellstorm-EventShopInfo-RedSwarm Unavailable Operation: Red Swarm
Return to Event Shop HellstormEventStore 25,000 xp Operation: Warlord
eXP Sale Hellstorm-Sale(Hellstorm2) 12,500 xp Operation: Hellstorm 2
eXP Sale Hellstorm-Sale(Hellstorm2) 12,500 xp Operation: Floodgate
WCP Sale Hellstorm-EventShopInfo-IronMarch Wave 11 Operation: Iron March
eXP Sale Hellstorm-DragonsOath 5,000 xp Operation: Dragon's Oath
Offered in Event Shop Continuously Except Where Otherwise Stated  //  eXP = Event Xp / WCP = Wave Checkpoint Prize
ShadowOps-worldmap icon  Hellstorm Shadow Ops History  ShadowOps-worldmap icon
Availability Status Prize Tier Cycle Number Cycle Dates
Introduction Hellstorm-ShadowOp-MainPic Tier 2 Cycle #4 Oct 03, 2014 Thru Oct 23, 2014
2nd Appearance Hellstorm-ShadowOp-MainPic Tier 2 Cycle #6 Nov 28, 2014 Thru Dec 18, 2014
Only Offered As Shadow Ops Prize For Dates Listed

Update History

Listed in Reverse Chronological Order -- Click Expand to View Earliest Updates

Additional information

  • The Hellstorm received a Schematic for the Workshop during the Special Event - Operation: Hellstorm 2.
  • A fully destroyed Level 10+ Hellstorm with a Level 10 Airfield requires a minimum Micro Repair of 15 minutes in order to return to Battle.
  • Starting at Level 10 the Hellfire Missiles fired from the Hellstorm split into multiple smaller missiles just prior to impact of with the Target. This is the same characteristic found with Hellfire Missiles from the Elite Hellfire.
  • The Area of Splash Damage caused by Level 10+ Hellstorms missiles changes by rotating around the intended target North, South, East and West as shots land. So for each impacting shot one of the four sides will receive a larger Splash Area and majority of the Splash Damage.
  • The Hellstorm has the Longest Range of any Non-Strafing Aircraft.
  • One of the Hellstorms deadliest enemy is the Flak Tank for three reasons:
    • The Flak Tank does not fire at incoming Hellstorm Missiles therefore it can not be baited like the Stinger and other other Anti Air Defenses.
    • With a Anti-Air Bonus Enhanced Range of 468, the Level 10 Flak Tanks out range all Levels of the Hellstorm.
  • A Level 10+ Rifleman placed in a Watchtowers will out range all levels of the Hellstorm ( 472 to 450 ).
  • The Hercules with Anti-Air Bonus Enhanced Range (457) outrange a Level 10+ Hellstorm (450).
  • The Hellfire Missiles fired by the Hellstorm can be shot down by  Anti Air Defenses except : Flak Weapons, the Valkyrie / Elite Valkyrie.
  • Multiple Stingers will each target 1 incoming Hellfire Missile each.
  • Multiple Hellfire Missiles fired simultaneously and grouped together may all be destroyed by a single Stinger.
  • The Special Op : Raining Blood - gives the Player 2 Level 10 Mercenary Hellstorms to join their attack after they deploy ground units. This gives the Player a Maximum of 7 Hellstorms with a Level 10 Airfield.
  • Hellfire Missiles fired by the Hellstorm explode when shot down leaving a visible mark on the ground.  To view this the In-Game Graphic Setting: Explosions must be set to "Awesome".

In-Game Quotes

Click Expand to View Additional Quotes


The Hellstorm is an aerial delivery platform for the hellfire Missile.
  — In-Game Description 

The Hellstorm can now launch modified Hellfire missiles that split into multiple smaller explosives.
  — Level 10 Message 



Your Veteran Level 5 Hellstorm is better than ever, Commander.
  — Level 15 Message 

The Hellstorm is ready for liftoff!
  — Unlocked post on Facebook 

Tips On Hellstorm Usage

( Opinion Only )

  • Tips on Increasing the Chances of getting Hellstorm Missiles through Different Defenses:
    • Machine Gun Fire - When trying to get Missiles a large number of Turrets and Units firing Machine Guns, fire the Missiles so that they are tightly grouped together.  This will stop the MG's from going from one missile to the other 1 at a time.
    • Stinger Fire - Stingers have a Splash (Flak) effect allowing them to destroy other Missile that are close to its target therefore manipulate the Hellstorms so that they fire 1 Missile after another in sequence so there is a near constant stream of Missiles going to the target. This will insure that 1 Stinger only takes out a single Missile.
    • Combination of MG & Stinger - If the defense is comprised of a combination of both MG Firing Units and Stingers then a both of the previous methods can be done together.  For 4 HS group two missiles together and then stagger the remaining two.  For 5 HS group two, stagger 3. Another option is to spread out the HS's so that all missiles are approaching the target at slightly different angles while firing all at once. This will have the same effect as grouping them all together for the MG fire at the same time keeping them far enough apart ( until they are extremely close to the target ) that one Stinger will only destroy one Missile.
    • Be Patient - With only 4 Hellstorms it may take up to 10 Missile Volleys to get one or two missile through a Heavy Stinger Defense. This decreases if 5 Hellstorms are used. This is due to a  small Rate of Fire discrepancy between the Stinger, MG's and Hellstoms and the short periodic pause in the continuous Heavy Gunner Fire.  Since the Gatling Trucks lack this pause in firing they for the toughest defense against Hellstorm Missiles.
    • Adjust to Secondary Target - The further along the Missiles path before triggering the Defense the better.  Therefore if a secondary target is available that is closer to the HS but still close enough to the Primary Target to damage it with Splash is a good option because the the MG's will have less time to fire on the missiles and the effect of the Fire Rate discrepancy will be amplified bringing the impact Missile sooner.
    • Pre-Target Baiting - If the desired Target has a Range advantage the Hellstorm can nullify this by first firing a Volley of Missiles at a closer safe target drawing the defensive fire long enough to allow the Hellstorms to move into range and fire a second volley which in turn will continue do draw the fire away from the Hellstorm.  This works best if the Missiles are fired in the Staggered Pattern so that there is always a missile target in the air.  WARNING: This will not work against Flak Tanks since they do not fire on incoming Missiles. 
  •  When Hellstorm Missiles Cannot Get Through On There Own :
    • Combine With Hellfire - If non of the above tactics work the Player may need to bring in Hellfire Tanks to increase the shear number of missiles fired against the Defense with the hope of overwhelming it.  To aid in this the same above tactics can be applied to the Hellfire.
    • Combine With Other Aircraft - If ground Units are not an option other Air Units with shorter ranges than the HS can be used to supplement the HS Fire. For example: A Level 10 Airfield can hold 4 HS & 6 Cobra or 5 HS & 2 Cobra.  The Hellstorm can be used to Bait and draw away the Defense fire from the Cobra allowing them to get far into normal Kill Zones with little or no damage.
    • Secondary Aircraft vs Non-Bunkered Units - Essentially the same as the last tactic with the exception that the Cobra ( in that case ) can be used to get in close to Snipe individual ground targets such as Stingers not housed in Bunkers or Gatling Trucks while the Hellstorm draw their fire away from them.

Related Pages

External Links

Animated Gallery

Gallery

Images may have been resized to fit in the page. Click to enlarge.

  • Level 1 Stats with a Level 10 Airfield
  • Level 2 Stats with a Level 10 Airfield
  • Level 3 Stats with a Level 10 Airfield
  • Level 4 Stats with a Level 10 Airfield
  • Level 7 Stats with a Level 10 Airfield
  • Level 8 Stats with a Level 10 Airfield
  • Level 9 Stats with a Level 10 Airfield
  • Level 11 Stats with a Level 10 Airfield
  • Level 12 Stats with a Level 10 Airfield
  • Level 13 Stats with a Level 10 Airfield
  • Level 14 Stats with a Level 10 Airfield

Video

War commander Hellstorms in action02:45

War commander Hellstorms in action


Four Tower SS Base - War Commander07:08

Four Tower SS Base - War Commander

WC Hellstorm Attack10:47

WC Hellstorm Attack


RAH 66 Comanche01:22

RAH 66 Comanche

Navigation

INFANTRY T )
Attack Dog  •  Colossus  •  Flamethrower  •  Gladiator  •  Heavy Gunner  •  Hercules  •  Hercules Commander  •  Mortar Team  •  Rifleman  •  Shock Trooper  •  Sniper  •  Stinger  •  Suicide Bomber  •  Valkyrie  •  Vanguard  •  Viper  •  Viper X  •  Wraith   •  Wraith Commander
VEHICLES
Behemoth  •  BFG  •  Challenger  •  Crusader  •  Crusader X  •  Enforcer  •  Flak Tank  •  FAV  •  Gatling Truck  •  Guardian  •  Hellfire  •  Honey Badger  •  Hover Tank  •  Humvee  •  Jackrabbit  •  Laser Tank  •  Mega Tank  •  Paladin  •  Razorback  •  Rhino  •  Rocket Buggy  •  Scorcher  •  Scorpion  •  Shock Tank  •  Suicide Truck  •  Torch  •  Vanquisher  •  Vanquisher Commander  •  Warden  •  Widowmaker  •  Widowmaker X  •  Widowmaker Prime
AIRCRAFT
Banshee  •  Chimera  •  Cobra  •  Copter Drones  •  Halcyon  •  Havoc  •  Hellstorm  •  Hellstorm Commander  •  Kondor  •  Oni  •  Oni Mk. II  •  Raptor  •  Reaper Drone  •  Slayer Drone  •  Spectre  •  Thunderbolt  •  Titan  •  Warhawk  •  Wing Drones
MERCENARY MECHS
Marauder  •  Striker  •  Wrecker
SPECIAL UNITS
ArtilleryChinookZombie ( Armored )Zombie ( Berserker )Zombie ( Juggernaut )Zombie ( Spitter )Zombie ( Suicide )
RETIRED / UNRELEASED UNITS
Medic (Retired)Tech (Retired)

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