In my opinion the F117 is the best plane for the Development Garrison Zone due to it's Construction, Research, Resource, Production and Troop Training Attributes. It is also relatively easy to max those Attributes due to the low number of steps it has. The F117 is also a good gathering plane due to it's Core Attribute of Energy.
In order to get the F117 you have to spend money, however it's relatively inexpensive. If you're patient, you can find it on sale for $5 US in Limited Sale. Load it with the best Development gears you have and make sure to assign it to the Development Garrison Zone.
If you are using the F117 in the Development Garrison slot as you should be, look to the following Gear Sets:
- Christmas Frost
- Christmas Snowflake (Gold)
- Christmas Snowflake (Purple)
- Commercial Development (Gold)
Where to get F117 Spare Parts:
If you do not have one yet, you can buy an F117 from the Plane Store in the Air Force Command Center for $20 US. However, if you're patient, you should be able to find an F117 for sale in Limited Sale for $5:
There is also an F117 Part Selection Chest that allows you to pick one of the four F117 Spare Parts.
You need 1 of each Spare Part to make a whole plane:
|F117 Infrared Mapper|
|F117 Navigation System|
Initial Core Attributes:
- Initial core stats:
- Armoring I: 0
- Firepower: 0
- Energy: 5400
- Initial Chip slots: 9
Air Force Attributes:
The Attributes of the F117 are perfectly suited for Development, with a couple of Gathering and Toy Attributes thrown in as well:
|F117||Plastic Production I||3||Plastic Production||+10%||Development|
|F117||Paint Production I||3||Paint Production||+10%||Development|
|F117||Construction Speed 1||3||Construction Speed||+5%||Development|
|F117||Research Speed I||3||Research Speed||+5%||Development|
|F117||Electricity Production I||3||Electricity Production||+10%||Development|
|F117||Metal Production I||3||Metal Production||+10%||Development|
|F117||Unit Load I||3||Unit Load||+10%||Gathering|
|F117||Gathering Speed I||3||Gathering Speed||+10%||Gathering|
|F117||Battlefield March||3||Marching Speed (Toys, Mad Scientist, FG)||+25%||Attack (Toys)|
|F117||Plastic Production II||5||Plastic Production||+30%||Development|
|F117||Paint Production II||5||Paint Production||+30%||Development|
|F117||Building Speedup II||5||Construction Speed||+30%||Development|
|F117||Research Speedup II||5||Research Speed||+30%||Development|
|F117||Electricity Production II||5||Electricity Production||+30%||Development|
|F117||Metal Production II||5||Metal Production||+30%||Development|
|F117||Battlefield Aid||3||Damage Resistance (against Toys, Mad Scientist, FG)||+25%||Attack (Toys)|
|F117||Unit Load II||5||Unit Load||+30%||Gathering|
|F117||Gathering Speed II||5||Gathering Speed||+30%||Gathering|
|F117||Vehicle Training Cost||5||Resource Utilization in Vehicle Training||+10%||Development|
|F117||Copter Training Cost||5||Resource Utilization in Copter Training||+10%||Development|
|F117||Artillery Training Cost||5||Resource Utilization in Artillery Training||+10%||Development|
|F117||Unit Upkeep Efficiency||5||Unit Upkeep Efficiency||+10%||Development|
|F117||Commando Training Cost||5||Resource Utilization in Commando Training||+10%||Development|
|F117||Super Missile||5||Temp Increases Damage to Toys, Mad Scientist, FG||+50%||Attack (Toys)|
|Total Steps:||100||(Approximately 109.8M Air Force Points)|
When all Attributes are maxed:
|Damage Resistance (against Toys, Mad Scientist, FG)||+25%||Attack (Toys)|
|Marching Speed (Toys, Mad Scientist, FG)||+25%||Attack (Toys)|
|Temp Increases Damage to Toys, Mad Scientist, FG||+50%||Attack (Toys)|
|Resource Production (All)||+40%||Development|
|Resource Utilization in Training (All)||+10%||Development|
|Unit Upkeep Efficiency||+10%||Development|
|Resource Gathering (All)||+40%||Gathering|
Plane Special Skills:
Plane Special Skills are buffs that can be activated manually and last for a limited time. They have a "cool-off" period (which is usually 24 hours, but might be less) such that they can only be used once until the cooldown period expires. Many of these are quite powerful, one-time buffs that can be activated for the next attack. These skills are only available when you have maxed out the specific Plane's Attribute. To activate the Special Skill, go to the Battlefield Screen and click the icon in the lower-left corner with an officer hat and a plane:
F117 has the Super Missile Special Skill which, when activated, temporarily Increases Damage to Toys, the Mad Scientist, and Fanatic Generals.
NOTE: You do not have to use the Plane that has the Special Skill in your march in order to reap the benefits of that skill, you only need to activate it. Put another way, you can activate the Special Skill for one plane and use a different plane and still get the benefit of that Special Skill. I have verified this.
EXP needed to upgrade level:
|Level||New Energy Cost|
Total EXP to max:
General Plane Promotion Material can be used to Promote Planes (increase their star level). F117 requires the following General Plane Promotion Material:
Air Force Cultivation Card Cost:
Planes can be promoted by purchasing Air Force Cultivation Cards from the Premium Gift Card Event. The cost for 1 star for F117 is $10 US.
Plane Specific Pilots?
F117 does not have specific pilots that give it bonuses.