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Wesnoth Units database

Kancho

(image)

Sometimes, spotting no ennemies is even worse than spotting a Monomi or Teisatsu, because this means a Kancho, or Spy, could be lurking about in the shadows, using the ninjas' feared bakemono-jutsu, the ghost technique. Kanchos only lead the most effective of ninja units, scouting ahead in the dark all the while taking down sentries with his mastery of bowmanship and being near impossible to catch.

Special Notes: This unit is able to hide at night, leaving no trace of its presence. This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them. This unit can interrupt combat when it lands a blow with the correct weaponry. This unit is so fast that it can attack first in battle, even on defense. This unit's attack fills a whole area and is particularly difficult to dodge.

Advances from: Monomi
Advances to:
Cost: 48
HP: 52
Movement: 9
XP: 150
Level: 3
Alignment: chaotic
IDIME_Kancho
Abilities: nightstalk, skirmisher
(image)smoke bomb
impact
0 - 3
melee
firststrike
interrupt
area
(image)long bow
pierce
8 - 4
ranged
Resistances:
blade-30%
pierce-20%
impact-20%
fire0%
cold0%
arcane20%
TerrainMovement CostDefense
Castle170%
Cave250%
Coastal Reef250%
Deep Water-0%
Flat160%
Forest270%
Frozen240%
Hills270%
Impassable-0%
Mountains370%
Mushroom Grove270%
Sand240%
Shallow Water240%
Swamp240%
Unwalkable-0%
Village170%