Most units have certain skills that make them special in combat. The skills a unit has can be found under the skills section when viewing the information of a troop. Here is a list of them and which unit has what skill.
The dash skill allows a unit to attack after it has moved during its turn.
Units with dash
If a unit with the "Escape" skill attacks another unit and the attacker is still alive, then it is given the option to move once more, even if it already moved earlier. (Ex: A rider moves next to an enemy warrior. The rider attacks the warrior. (It doesn't matter if the rider kills the warrior or not- as long as the rider is alive.) The rider is given an extra turn to move.)
Units with escape
Allows the unit to traverse on Water and Ocean after moving onto a port. Upon disembarking, the unit returns to its land form. (Navigation must be researched to travel on Ocean, regardless of the unit having the Carry skill.)
Units with Carry
Scout allows the unit to explore a 5x5 radius instead of 3x3.
Units with Scout
Units with Sneak
- Scout (removed)
Allows the unit to destroy any unit and buildings (Ex: Lumber Hut) by moving onto them.
Units with Crush
Persist allows a unit to immediately attack again after it kills another unit. The next unit attacked must be adjacent to the one already killed.
Units with Persist
Convert allows a unit to convert an enemy unit to the player's tribe.
Units with Convert
Note: Converting a Knight or Rider as Aquarion will transform the unit into their respective Aquarion forms, but converting an Aquarion-specific unit as any other tribe will keep the special unit as it is.
Heal allows units to heal every adjacent friendly unit that doesn't have full health.
Units with Heal
Swim allows units to travel back and forth from water to land.
Units with Swim