NWars:Sturm

Sturm is a CO in the Advance Wars games. He is the leader of the Black Hole army in the first 2 games.

Statistics
Sturm's units are all stronger, and have 1 Movement Costs on all terrain that they can traverse at all during Clear and Rain weather. AW2 says he suffers in Snow, but in fact, he has the same Movement Costs there as most other COs.

Sturm has only one CO Power: Meteor Strike. It drops a meteor on a unit, reducing the HPs of the targeted unit and any units that are adjacent or 2 spaces away. What unit the meteor targets depends on the total cost of enemy units that would be hit, after subtracting the costs of Sturm's own units.

In the original Advance Wars, Sturm is banned from War Room. Due to story events in Advance Wars 2, Sturm is not in Advance Wars Dual Strike at all.

Advance Wars (Campaign Mode)

 * Day-To-Day:
 * 130% ATK and 80% DEF for all units
 * 1 Movement Cost in all traversable terrain in Clear and Rain
 * CO Power: Meteor Strike (200,000G dealt - very expensive)
 * Target unit and all units 1 or 2 spaces away from it take 8 HPs of damage each
 * Note: Sturm has his CO Power unavailable in Enigma.

Advance Wars (VS Mode)

 * Day-To-Day:
 * 80% ATK and 120% DEF for all units
 * 1 Movement Cost in all traversable terrain in Clear and Rain
 * CO Power: Meteor Strike (200,000G dealt - very expensive)
 * Target unit and all units 1 or 2 spaces away from it take 4 HPs of damage each
 * Note: Sturm has his CO Power unavailable in Enigma.

Advance Wars 2: Black Hole Rising

 * Day-To-Day:
 * 120% ATK and 120% DEF for all units
 * 1 Movement Cost in all traversable terrain in Clear and Rain
 * CO Power: N/A
 * Super CO Power: Meteor Strike (10 Stars - extremely expensive)
 * Target unit and all units 1 or 2 spaces away from it take 8 HPs of damage each
 * Combat stats for all units modified to 140% ATK and 150% DEF

Balance
Sturm's incredible Movement makes him a living nightmare on maps with plenty of terrain. Infantry are no longer slowed down by Mountains, and Recons now move very fast through Plains or Forests. This allows Sturm to dominate the early game, granting him control. He is overpowered this way; whatever daily weakness he has (depends on which mode in the original Advance Wars) is no longer easy to exploit with the surplus and a counteracting strength. Meteor Strike is thankfully expensive, and underpriced in Advance Wars VS mode.

In Advance Wars 2, Sturm is unquestionably broken. Not only are his units unaffected by terrain during Clear or Rain weather unless it stops them altogether, but his units have strong combat boosts, on level with the original Advance Wars' Kanbei daily. This makes Sturm not require a CO Power, and even if he does need his Super CO Power, if he uses it, it's extreme devastation with massive power boosts as well as a large amount of damage to a group of units.

However, this overpoweredness/brokenness can be attributed to Sturm being the final boss.