General Mode in Warpips is no joke. It pushes your lineup to the limit, punishes wasted CP, and forces you to think about efficiency over comfort. Some units and powers will carry you through entire islands, while others are little more than dead weight. This Warpips General Mode Unit 2025 & Powers Tier List guide ranks them all—infantry, vehicles, static defenses, and powers—based on how they perform on General difficulty.
Ranking Scale
- S – Game-winning. Can carry runs or are near-essential in endgame.
- A – Strong, reliable options. Great support or secondary carries.
- B – Good tools that fit certain builds or maps.
- C – Situational. Usable with the right setup.
- D – Weak, rarely worth the cost.
- F – Practically unusable.
Infantry Rankings
S- | Pipsqueak
Tiny, cheap, and surprisingly powerful. They counter early infantry, scale extremely well with upgrades, and remain viable when vehicles dominate. Long spawn timers mean you’ll need other units alongside them, but they’re the only infantry that truly lasts into the endgame.
C+ | Warpip
Mediocre damage, fragile, and cost inefficient. A decent early filler but quickly becomes a liability past midgame. Vehicle openers are far stronger.
C- | Shield Pip
Tougher than warpips but can’t carry waves. Mostly coupon fodder past Island 2.
B+ | Tactician
On paper, they’re overpriced warpips. In practice, the free artillery and buffs they bring make them a solid support piece well into later maps.
A- | Scorpion Pip
Mobile TOW alternatives. Expensive and frail compared to real turrets, but excellent for conserving TOWs in midgame. Not strong enough to replace static defenses in the last islands.
D | Sniper
Consumes CP, kills slowly, and folds to vehicles. Only usable on infantry-only maps, and even then feels overpriced.
A | Heavy Gunner
Slow and expensive to field, but devastating firepower makes them worth it. Great at breaking entrenched infantry and remains viable late, as long as enemy armor isn’t overwhelming.
Vehicle Rankings
A+ | KN38 Puma
Solid generalist. Excellent as an opener if you can secure 2 CP early. Needs rank 2 for anti-vehicle power. Works best alongside turrets or scorpion support.
S | LRV
The king of vehicles. Handles everything well, tanks shots, and spawns free units. Can solo early maps if rushed. Only real weakness: mass heavy vehicles.
A | M7 Ramrod
Tanky and reliable against ground threats. Its curve is smoother than the Puma’s, but lack of anti-air keeps it from being a universal pick.
A | 88-86 Warbus
Spawns spec ops pips and lays mines, making it extremely valuable. The vehicle itself doesn’t attack, which keeps it from reaching S-tier.
B | AH32-2 Tomahawk
Shreds anything, but too costly to field consistently. Works as a closer in infantry-heavy builds rather than a mainstay.
Static Structures Rankings
S / A | Small Turret
An S-tier answer to infantry waves, but crumbles to vehicles. At rank 2, it’s absurdly strong—just make sure you transition to TOWs before endgame.
S+ | TOW Turret
The undisputed endgame staple. Without enough TOWs, General Mode’s late maps are nearly unwinnable. Doesn’t touch infantry, but keeps your base alive against the heaviest armor rushes.
D- | Sandbags
Help early survival but quickly fall off. More useful as coupons than actual defenses.
F | Wire Entanglement
Completely outclassed. Barely slows infantry, useless against vehicles, and not worth even at zero cost.
B- | Land Mines
High damage, but expensive to spam and don’t advance your frontline. Best used sparingly against strong armor.
C+ | Base Defense Turret
Helpful for weak early builds, but limited offensive use. Slightly better in Phalanx variant.
S | Cash Buildings (Pumpjacks)
Game-changing with the 50% discount upgrade. They let you field vehicles and turrets at unsustainable speeds for the AI. Also double as meat shields when pushed to your base.
Powers Rankings
B+ | Tear Gas
Cheap, devastating against infantry waves, but long cooldown punishes poor placement.
B | Dogs
Weaker than tear gas early, but scale well with upgrades. Often pay for themselves in repeated summons.
C | Smoke Grenade
Niche survivability boost. Rarely necessary, but can save a run when options are thin.
B+ | Kamikaze Drones
Expensive if spammed, but perfect for deleting turrets, vehicles, or other high-value targets.
B | RA52 Rockets
Free, decent at all stages, limited by cooldown.
C+ | RA64-F Super Rocket
Strong but rare and expensive. Best used against heavy vehicle rushes, though it can miss.
A- | IC7 Bulwark Missile
The best rocket power. Aimable, consistent, and not too long on cooldown. Endgame lifesaver.
B+ | Air Raid
Similar to IC7, but strikes in a line. Powerful but harder to aim precisely.
A | Oil Barrel Powers
Shine in cash-heavy builds. Common enough that you can use them up before the final islands without worry.
C- | Stimpack
Situational buff for infantry pushes. Can make heavy gunners unstoppable, but almost never worth prioritizing.
General Mode is all about CP efficiency and late-game planning. Vehicles like the LRV and defenses like the TOW turret are non-negotiable if you want to survive the last islands. Cash buildings are the hidden MVPs, unlocking strategies that overwhelm even the buffed enemy waves. Everything else—infantry, mines, powers—are just tools to get you there.