Units
Tier
Guild
Banner
| Portrait | Unit | T | Guild | Banner | HP 1★/3★ | Attack | Spd | Rng | Ar/Mr |
|---|---|---|---|---|---|---|---|---|---|
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AcolyteSmite: 280/600/1200 magic damage to the target | 1 | Arcanist | Sunward | 290 / 1116 | 45 / 174 | 25 | 4 | 0 / 10 |
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BarbarianBattle Cry: allies within 1 gain +20/35/60 attack for 4 s | 1 | Brawler | Bloodmarked | 630 / 2422 | 52 / 198 | 20 | 1 | 5 / 0 |
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ChoristerHymn of Dawn: heals allies within 2 for 280/500/860 | 1 | Choir | Sunward | 720 / 2764 | 70 / 269 | 22 | 3 | 0 / 4 |
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CoglingOvercharge: absorbs 110/200/360 damage for 4 s | 1 | Clockwork | Voltaic | 800 / 3072 | 66 / 253 | 17 | 1 | 3 / 0 |
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CutpurseNick: enemies within 1 of the target lose 8/14/22 armor for 6 s | 1 | Sapper | Ironhold | 514 / 1974 | 42 / 162 | 18 | 1 | 2 / 0 |
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GhoulFeast: heals itself for 200/340/540 | 1 | Shadow | Gravebound | 601 / 2309 | 47 / 180 | 19 | 1 | 3 / 0 |
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JunkerScrap Blast: 130/230/400 physical damage to enemies within 1 of the target | 1 | Colossus | Voltaic | 700 / 2688 | 42 / 162 | 24 | 1 | 6 / 3 |
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MycomiteSpore Puff: enemies within 1 of the target lose 4/6/10 armor for 5 s | 1 | Swarm | Mirebloom | 638 / 2451 | 49 / 187 | 19 | 1 | 5 / 5 |
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PuffballPuff Up: absorbs 260/420/760 damage for 5 s | 1 | Sentinel | Mirebloom | 563 / 2163 | 33 / 127 | 22 | 1 | 9 / 6 |
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RaiderSweep: 150/250/420 physical damage to enemies within 1 of the target | 1 | Reaver | Bloodmarked | 600 / 2304 | 50 / 192 | 21 | 1 | 5 / 0 |
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RangerMultishot: the next attack also hits 2 more enemies in range | 1 | Longbow | Wildwood | 490 / 1872 | 56 / 214 | 14 | 5 | 0 / 0 |
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RimeguardRime Wall: absorbs 280/500/860 damage for 5 s | 1 | Vanguard | Frostborn | 880 / 3379 | 66 / 253 | 22 | 1 | 9 / 4 |
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SharpshooterHeadshot: 220/390/690 physical damage to the target | 1 | Starfarer | Duskwoven | 500 / 1920 | 44 / 168 | 21 | 4 | 0 / 0 |
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SkitterlingSkitter: 30/40/55% evasion for 3 s | 1 | Swarm | Bloodmarked | 653 / 2509 | 60 / 233 | 15 | 1 | 2 / 2 |
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SquireBrace: absorbs 130/250/480 damage for 5 s | 1 | Vanguard | Ironhold | 572 / 2197 | 39 / 151 | 22 | 1 | 8 / 5 |
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ThresherReap: 120/210/370 physical damage to enemies within 1 of the target | 1 | Sapper | Duskwoven | 528 / 2028 | 45 / 173 | 20 | 1 | 2 / 0 |
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WardenWard: absorbs 140/260/470 damage for 5 s | 1 | Sentinel | Ironhold | 558 / 2142 | 38 / 144 | 22 | 1 | 8 / 6 |
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BellcapToll of Spores: heals allies within 2 for 160/280/520 | 2 | Choir | Mirebloom | 760 / 2918 | 48 / 184 | 22 | 3 | 2 / 6 |
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BoneweaverMarrow Rot: 330/690/1250 magic damage to enemies within 1 of the target | 2 | Arcanist | Gravebound | 300 / 1152 | 38 / 145 | 26 | 4 | 0 / 10 |
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BreakerShatter: 200/340/560 physical damage to enemies within 1 of the target | 2 | Reaver | Tidebound | 740 / 2842 | 62 / 238 | 22 | 1 | 7 / 5 |
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BroodlingCocoon: absorbs 300/500/900 damage for 6 s | 2 | Swarm | Mirebloom | 820 / 3149 | 58 / 223 | 20 | 1 | 7 / 5 |
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CustodianTend: heals allies within 2 for 180/300/490 | 2 | Sentinel | Tidebound | 740 / 2842 | 50 / 192 | 22 | 1 | 10 / 10 |
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DirgesingerLament: enemies within 2 of the target lose 40/62/95 attack for 5 s | 2 | Choir | Bloodmarked | 920 / 3532 | 98 / 376 | 22 | 4 | 1 / 6 |
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GunmechSuppressing Fire: 200/350/620 physical damage to enemies within 1 of the target | 2 | Colossus | Ironhold | 820 / 3149 | 50 / 192 | 26 | 4 | 4 / 4 |
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HoarfrostHailstorm: 200/350/620 physical damage to enemies within 1 of the target | 2 | Longbow | Frostborn | 540 / 2073 | 70 / 269 | 16 | 4 | 1 / 1 |
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KnightShield Wall: absorbs 200/400/800 damage for 5 s | 2 | Vanguard | Ironhold | 720 / 2765 | 50 / 192 | 22 | 1 | 9 / 10 |
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MarksmanPiercing Shot: the next attack also hits 1 more enemies in range | 2 | Longbow | Ironhold | 470 / 1800 | 76 / 290 | 16 | 6 | 2 / 0 |
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NecromancerCurse: 260/500/940 magic damage to enemies within 2 of the target | 2 | Arcanist | Gravebound | 300 / 1152 | 40 / 154 | 25 | 4 | 0 / 10 |
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NightfletchDusk Volley: the next attack also hits 2 more enemies in range | 2 | Longbow | Duskwoven | 490 / 1860 | 70 / 269 | 14 | 5 | 1 / 0 |
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RogueBackstab: 300/520/900 physical damage to the target | 2 | Shadow | Wildwood | 630 / 2419 | 72 / 276 | 15 | 1 | 2 / 0 |
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SaboteurUndermine: enemies within 1 of the target lose 10/17/27 armor for 6 s | 2 | Sapper | Tidebound | 600 / 2304 | 66 / 253 | 16 | 1 | 3 / 0 |
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ShellbackCrushing Claw: 300/520/900 physical damage to the target | 2 | Swarm | Ironhold | 968 / 3716 | 60 / 233 | 22 | 1 | 11 / 4 |
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SkirmisherBarbed Arrow: 300/520/880 physical damage to the target | 2 | Longbow | Bloodmarked | 500 / 1920 | 68 / 262 | 14 | 4 | 1 / 0 |
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StarlancerPlasma Lance: 260/460/810 magic damage to enemies within 1 of the target | 2 | Starfarer | Voltaic | 650 / 2496 | 64 / 245 | 22 | 3 | 2 / 2 |
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StingwingStatic Sting: 260/440/800 magic damage to enemies within 1 of the target | 2 | Swarm | Voltaic | 592 / 2270 | 76 / 293 | 16 | 3 | 1 / 3 |
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TrooperSpray: the next attack also hits 1 more enemies in range | 2 | Clockwork | Tidebound | 790 / 3034 | 70 / 269 | 20 | 3 | 0 / 0 |
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VenomistVialburst: 180/300/500 magic damage to enemies within 1 of the target | 2 | Sapper | Wildwood | 590 / 2266 | 62 / 239 | 16 | 1 | 2 / 5 |
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WarlordRally: allies within 2 gain +25/45/75 attack for 5 s | 2 | Brawler | Bloodmarked | 800 / 3072 | 62 / 238 | 21 | 1 | 7 / 0 |
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Bog SeerBog Burst: 600/1020/1800 magic damage to enemies within 1 of the target | 3 | Arcanist | Mirebloom | 400 / 1536 | 50 / 192 | 25 | 4 | 0 / 8 |
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BulwarkAegis: absorbs 220/420/760 damage for 5 s | 3 | Sentinel | Sunward | 933 / 3582 | 62 / 238 | 22 | 1 | 12 / 14 |
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DruidThornstorm: 500/850/1440 magic damage to enemies within 2 of the target | 3 | Arcanist | Wildwood | 400 / 1500 | 55 / 211 | 25 | 4 | 0 / 15 |
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HarvesterStrip: enemies within 2 of the target lose 12/20/32 magic resist for 6 s | 3 | Sapper | Sunward | 700 / 2687 | 77 / 295 | 16 | 1 | 4 / 6 |
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HeadsmanCleave: 240/400/660 physical damage to enemies within 1 of the target | 3 | Reaver | Duskwoven | 835 / 3206 | 76 / 292 | 21 | 1 | 8 / 5 |
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HivecapRally the Brood: allies within 1 gain +22/36/64 attack for 6 s | 3 | Swarm | Mirebloom | 1008 / 3871 | 79 / 304 | 20 | 1 | 9 / 5 |
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LodestarBastion: allies within 2 gain +8/14/22 armor for 6 s | 3 | Sentinel | Duskwoven | 890 / 3419 | 59 / 228 | 22 | 1 | 11 / 12 |
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PyromancerFireball: 700/1190/2000 magic damage to enemies within 1 of the target | 3 | Arcanist | Bloodmarked | 280 / 1080 | 46 / 176 | 25 | 4 | 0 / 10 |
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RustfallenCorrode: enemies within 1 of the target lose 10/18/30 armor for 6 s | 3 | Colossus | Gravebound | 980 / 3763 | 60 / 230 | 25 | 1 | 8 / 5 |
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ShadecutterSlip: 40/55/70% evasion for 3 s | 3 | Sapper | Duskwoven | 678 / 2605 | 81 / 312 | 15 | 1 | 3 / 5 |
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SnowcantorFrost Chorus: stuns enemies within 1 of the target for 2.2/3/4 s | 3 | Choir | Frostborn | 1080 / 4147 | 114 / 438 | 22 | 4 | 2 / 8 |
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Sun ArcherArrow Storm: the next attack also hits 3 more enemies in range | 3 | Longbow | Sunward | 540 / 2040 | 92 / 354 | 12 | 5 | 0 / 5 |
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TemplarConsecrate: 160/280/480 magic damage to enemies within 1 of the target | 3 | Vanguard | Sunward | 901 / 3460 | 64 / 246 | 22 | 1 | 12 / 15 |
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TidecallerTide: heals allies within 2 for 600/980/1560 | 3 | Arcanist | Tidebound | 370 / 1416 | 53 / 203 | 25 | 4 | 0 / 14 |
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TinkerPatch: heals allies within 2 for 180/320/560 | 3 | Clockwork | Voltaic | 760 / 2918 | 60 / 230 | 19 | 1 | 4 / 4 |
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WoodsmanTimber: 180/300/500 physical damage to enemies within 1 of the target | 3 | Brawler | Wildwood | 954 / 3664 | 70 / 271 | 21 | 1 | 9 / 5 |
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WraithFade: 45/60/75% evasion for 3.5 s | 3 | Shadow | Gravebound | 594 / 2280 | 73 / 278 | 15 | 1 | 2 / 10 |
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ArchmageMeteor: 810/1380/2380 magic damage to enemies within 2 of the target | 4 | Arcanist | Ironhold | 360 / 1380 | 59 / 228 | 24 | 4 | 0 / 20 |
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ChampionStand Fast: allies within 2 gain +12/22/38 armor for 5 s | 4 | Starfarer | Voltaic | 1010 / 3878 | 78 / 299 | 20 | 1 | 8 / 8 |
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Death KnightGrave Chill: enemies within 2 of the target lose 12/20/32 armor for 7 s | 4 | Vanguard | Gravebound | 1029 / 3952 | 73 / 282 | 22 | 1 | 13 / 12 |
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IcefangShiver Strike: 380/660/1160 physical damage to the target | 4 | Shadow | Frostborn | 1250 / 4800 | 150 / 576 | 14 | 1 | 4 / 4 |
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KingpinExtort: enemies within 2 of the target lose 10/17/27 armor for 7 s | 4 | Sapper | Bloodmarked | 798 / 3065 | 97 / 373 | 14 | 1 | 5 / 6 |
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LifewardenRenewal: heals allies within 3 for 300/510/865 | 4 | Sentinel | Wildwood | 1020 / 3917 | 66 / 253 | 24 | 2 | 10 / 16 |
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MainspringWind the Spring: allies within 2 gain +18/32/56 attack for 4 s | 4 | Clockwork | Tidebound | 880 / 3379 | 62 / 239 | 15 | 1 | 6 / 6 |
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Mantis LordScything Dance: 380/650/1300 physical damage to enemies within 1 of the target | 4 | Swarm | Duskwoven | 820 / 3149 | 98 / 376 | 13 | 1 | 5 / 5 |
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ParagonVigil: heals allies within 3 for 280/470/760 | 4 | Sentinel | Bloodmarked | 1092 / 4193 | 71 / 274 | 22 | 1 | 14 / 14 |
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RotjawBog Slam: stuns enemies within 1 of the target for 1.5/2/3.5 s | 4 | Reaver | Mirebloom | 1150 / 4416 | 90 / 346 | 22 | 1 | 11 / 6 |
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ShadowbladeDeath Mark: 520/900/1600 physical damage to the target | 4 | Shadow | Gravebound | 700 / 2688 | 92 / 353 | 13 | 1 | 4 / 5 |
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StormbowStorm Volley: the next attack also hits 3 more enemies in range | 4 | Longbow | Voltaic | 780 / 2995 | 102 / 392 | 17 | 5 | 4 / 5 |
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Tide OracleUndertow Hymn: heals allies within 3 for 450/760/1300 | 4 | Choir | Tidebound | 1350 / 5184 | 118 / 453 | 22 | 4 | 3 / 12 |
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WarchiefWar Drums: allies within 2 gain +50/85/140 attack for 6 s | 4 | Brawler | Sunward | 1239 / 4758 | 95 / 366 | 22 | 1 | 12 / 5 |
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CometOrbital Strike: 500/880/1550 physical damage to enemies within 2 of the target | 5 | Starfarer | Duskwoven | 1080 / 4147 | 105 / 403 | 20 | 4 | 5 / 5 |
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ShogunSundering Cut: 420/740/1300 physical damage to enemies within 2 of the target | 5 | Colossus | Voltaic | 1200 / 4608 | 95 / 365 | 22 | 1 | 10 / 10 |
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Spore MotherSpore Storm: 480/840/2400 magic damage to enemies within 2 of the target | 5 | Swarm | Mirebloom | 1000 / 3840 | 80 / 307 | 22 | 4 | 4 / 14 |
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WarbringerDevastate: 380/640/1080 physical damage to enemies within 1 of the target | 5 | Reaver | Wildwood | 1240 / 4762 | 104 / 400 | 22 | 1 | 11 / 8 |
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Winter QueenEternal Winter: stuns enemies within 2 of the target for 2.2/3/4.5 s | 5 | Choir | Frostborn | 950 / 3648 | 72 / 277 | 22 | 4 | 4 / 14 |
Nothing matches that.
Synergies
Counted by distinct unit kinds on your board. Every level you reach stays on for the whole fight.
A match draws a subset of the guilds, so it can hold fewer kinds of a banner than this page lists. The game shows only the levels that match can actually reach.
Curve
Earlystrong from the first rounds, falls off late
Midcomes online mid-game
Lateslow to build, dominates the endgame
Depth
Startertops out at two or three
Coretops out at four
Jackpotfive or more
Guilds
Vanguard5 kinds
Mid curve: comes online mid-game. Levels 2 / 4; a match shows only the ones its draw can reach.
Sword and shield. They draw the blows and take the ones meant for whoever stands behind them.
2taunt enemies within 3 cells, +20 armor, takes 50% of the damage meant for allies within 2 cells
4+8 armor, takes 30% of the damage meant for allies within 2 cells, start with a 30% hp shield for 15 s, +15% max hp
Brawler4 kinds
Early curve: strong from the first rounds, falls off late. Levels 2 / 4; a match shows only the ones its draw can reach.
Bear hats and big axes. Thick from the first round, and the more they bleed, the faster they swing.
2+30% max hp, up to +80% attack speed as hp drops, +20 attack
4up to +20% attack speed as hp drops, +20 attack, +25% max hp
Arcanist8 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Hat and staff. Paper-thin, and their spells end fights. Keep someone between them and the enemy.
2start with 20 mana, +30% ability power
4+70% ability power, +8 mana when hit; -12 magic resist — every enemy
6+100% ability power, after a cast, the bar refills to 50% — only in matches that draw at least this many kinds
Longbow7 kinds
Mid curve: comes online mid-game. Levels 2 / 3 / 5 / 6; a match shows only the ones its draw can reach.
Bow and quiver. Quick, fragile and far from the fight: every third arrow hits more than twice as hard, with five every other one does, and six gather speed as the fight goes on.
2every 3. attack deals +150%, +18 attack
3+1 range, +20 attack
5+30 attack, every 2. attack deals +80% — only in matches that draw at least this many kinds
6+15% attack speed per second, up to +150% — only in matches that draw at least this many kinds
Shadow5 kinds
Early curve: strong from the first rounds, falls off late. Levels 2 / 4; a match shows only the ones its draw can reach.
Capes and daggers. They start the fight behind your back line, and the first cut is the deepest.
2leap behind the enemy line at the start, ignore taunts, first attack deals +300%, start with 60 mana, +16 attack, +10% max hp
4first attack deals +50%, +4 attack
Reaver5 kinds
Mid curve: comes online mid-game. Levels 2 / 3 / 4; a match shows only the ones its draw can reach.
Great blades, no shields. Every blow takes a slice of the target's whole body; the bigger they are, the harder they fall.
2attacks add 8.0% of the target's max hp as true damage, +30 attack
3attacks add 1.5% of the target's max hp as true damage, +10 attack
4attacks add 1.2% of the target's max hp as true damage, +60% damage to enemies under 35% hp
Sentinel7 kinds
Mid curve: comes online mid-game. Levels 2 / 4 / 5 / 6; a match shows only the ones its draw can reach.
Hooded shields. At four the whole line starts warded, mending and with mana ready; five mend faster, and six deepen its shields and protection against spells. Bring damage dealers behind them.
2+6 armor, +14 magic resist — every ally
4+12 armor, +26 magic resist, start with a 30% hp shield for 15 s, start with 25 mana, regen 2.5% hp per second, +25 attack — every ally
5regen 3.0% hp per second, +4 armor, +10 attack — every ally — only in matches that draw at least this many kinds
6+20 magic resist, start with a 30% hp shield for 15 s, +10 attack — every ally — only in matches that draw at least this many kinds
Sapper7 kinds
Mid curve: comes online mid-game. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Small knives, big holes. They strip a share of whatever armour the enemy wears, for everyone else; the thicker the plate, the more comes off. Six of them leave nothing standing.
2strips 45% of the armor they wear, -5 armor — every enemy
4strips 30% of the armor they wear, -15 magic resist — every enemy; +110 attack
6strips 30% of the armor they wear, -10 armor, -25 magic resist — every enemy; +20 attack, first attack deals +150% — every ally — only in matches that draw at least this many kinds
Clockwork4 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4; a match shows only the ones its draw can reach.
Wound, not born. They start slow and never stop winding; short brawls belong to others, but the longer a fight runs, the worse it gets for the other side.
2+14% attack speed per second, up to +140%, +55 attack, +40% max hp
4+16% attack speed per second, up to +160%, +30 attack, +15% max hp
Colossus4 kinds
Early curve: strong from the first rounds, falls off late. Levels 2 / 3; a match shows only the ones its draw can reach.
Too much machine to argue with. The first thing they hit stops moving.
2+60% max hp, +42 attack, the first attack stuns for 2 s, +10 armor
3+30% max hp, the first attack stuns for 3.5 s, +8 armor
Starfarer4 kinds
Mid curve: comes online mid-game. Levels 2 / 3; a match shows only the ones its draw can reach.
They shoot from further out, and they jam the enemy's spells shut before the first shot lands: the answer to a board of casters.
Strong vs Arcanist
2+1 range, +28 attack, +18% max hp; start silenced for 4 s, 100 mana down — every enemy
3+1 range, +20 attack; start silenced for 10 s, 100 mana down — every enemy
Choir6 kinds
Mid curve: comes online mid-game. Levels 2 / 4 / 5; a match shows only the ones its draw can reach.
They sing, and the board holds. The whole board mends and the singers start halfway to their hymn; at four everyone starts behind a shield, at five the hymn never ends.
2regen 7.0% hp per second, +18% max hp — every ally; start with 40 mana
4start with a 20% hp shield for 15 s, regen 2.0% hp per second — every ally; +40% ability power
5after a cast, the bar refills to 40%; regen 1.5% hp per second — every ally — only in matches that draw at least this many kinds
Swarm8 kinds
Mid curve: comes online mid-game. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Chitin and many eyes. They gang up: every swarmer next to the target makes the next bite worse; at four the whole board piles on, at six the hive feeds on what it tears.
2+30% damage for each other ally next to the target (up to 2), +15% max hp
4+15% damage for each other ally next to the target (up to 2) — every ally; +40% max hp
6+30% damage for each other ally next to the target (up to 2), physical damage heals for 30% of itself, +25% max hp — only in matches that draw at least this many kinds
Banners
Ironhold8 kinds
Early curve: strong from the first rounds, falls off late. Levels 2 / 4; a match shows only the ones its draw can reach.
Steel-clad. Heavy armour and a ward at the first bell: strongest before the enemy has anything but blades and arrows. Magic walks straight through it.
2+14 armor, start with a 12% hp shield for 15 s
4+8 armor, start with a 25% hp shield for 15 s; +8 armor, +20% max hp — every ally
Bloodmarked9 kinds
Early curve: strong from the first rounds, falls off late. Levels 2 / 4; a match shows only the ones its draw can reach.
Painted crimson. Wounds they deal close their own and every blow bites harder; at four their spells drink too and they smell blood. All of it is flat, so it wins the first rounds and thins out later.
2physical damage heals for 40% of itself, +8 attack
4+40 attack, physical damage heals for 20% of itself, magic damage heals for 30% of itself, +100% damage to enemies under 40% hp
Wildwood7 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 3 / 5; a match shows only the ones its draw can reach.
Forest green. The grove heals the whole board and stings whoever comes close; at three the trees hide them, at five the whole board overgrows and nothing walks out of it.
2regen 4.5% hp per second — every ally; attackers next to them take 20 damage per hit
3regen 1.5% hp per second — every ally; 10% evasion against attacks — every ally; 10% evasion against attacks, attackers next to them take 15 damage per hit
5attackers next to them take 80 damage per hit, regen 10.0% hp per second, 23% evasion against attacks — every ally — only in matches that draw at least this many kinds
Sunward7 kinds
Mid curve: comes online mid-game. Levels 2 / 4; a match shows only the ones its draw can reach.
Gilded. Every swing burns with daylight, dodged or not, worth more against bigger targets and blind to armour; at four, the sun wards the whole board against spells.
2+20 magic damage on hit, hits burn for 1.5% of the target's max hp as magic damage
4hits burn for 2.0% of the target's max hp as magic damage; +30 magic resist, +6% max hp — every ally
Gravebound7 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Bone-pale. Death is a setback; at four it is also a weapon, and at six nothing stays down.
2the first to fall rises with 85% hp
4everyone rises once with 60% hp, on death, 20% max hp as magic damage to neighbours
6everyone rises once with 60% hp, on death, 15% max hp as magic damage to neighbours — only in matches that draw at least this many kinds
Tidebound7 kinds
Mid curve: comes online mid-game. Levels 2 / 4; a match shows only the ones its draw can reach.
Deep blue. The tide comes back in; at four it lifts the whole board.
Weak vs Mirebloom
2regen 5.5% hp per second — every ally; every cast wards for 15% max hp for 4 s, +15% max hp
4regen 2.0% hp per second — every ally; regen 4.0% hp per second; +18% max hp — every ally
Frostborn5 kinds
Mid curve: comes online mid-game. Levels 2 / 4; a match shows only the ones its draw can reach.
Pale blue and fur. Their blows chill, and a chilled foe swings slower; at four every blow on the board chills, and the Frostborn shatter what is frozen.
2attacks chill: the target attacks 50% slower for 3 s
4attacks chill: the target attacks 25% slower for 2 s — every ally; +50% damage to chilled targets
Duskwoven8 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Violet dusk. Blades and arrows find nothing there; at four the dusk spreads across the board, at six nobody on it can be hit.
232% evasion against attacks
425% crit on attacks for +100%; 15% evasion against attacks — every ally
630% evasion against attacks — every ally — only in matches that draw at least this many kinds
Voltaic8 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Charged white. Every kill feeds the next one, and at four the whole board drinks from it; at six the charge has no ceiling.
2+30 attack per kill, up to +200
4+15 attack per kill, up to +250 — every ally; +30% max hp, +20 attack — every ally
6+35 attack per kill, up to +700; +35 attack, +20% max hp — only in matches that draw at least this many kinds
Mirebloom8 kinds
Late curve: slow to build, dominates the endgame. Levels 2 / 4 / 6; a match shows only the ones its draw can reach.
Peat and glowing spores. Their blows blight, and the rot eats a share of the victim every second; at four every blow on the board spreads it and the rotting cannot heal, at six the bloom is in full flower.
2attacks blight: the target rots for 3% of its max hp a second, stacking, +20% max hp
4attacks blight: the target rots for 2% of its max hp a second, stacking, +15% max hp — every ally; healing received cut by 50% — every enemy
6attacks blight: the target rots for 5% of its max hp a second, stacking, +45% max hp — only in matches that draw at least this many kinds
Items
Every creep round ends with a choice of two items, won or lost; a lost round rolls one rarity lower. Gear is held by one unit of its class -- a melee weapon by a melee unit, a staff by a caster, a bow by any ranged unit -- and buffs its bearer. From Rare up it may carry an aura for the whole board, or a curse on every enemy, while its bearer stands on the board. Items move freely between units during preparation; selling or combining a unit gives its item back.
CommonMelee units
+25 attack
+15% max hp
CommonMelee units
+8 armor
+12% max hp
CommonCasters (staff)
start with 15 mana
CommonCasters (staff)
+12% ability power
+25% max hp
CommonRanged units (bow, gun)
+25 attack
+30% max hp
CommonRanged units (bow, gun)
30% crit on attacks for +80%
RareMelee units
physical damage heals for 40% of itself
+35 attack
+15% max hp
RareMelee units
taunt enemies within 3 cells
+10 armor
Aura: attackers next to them take 35 damage per hit (every ally)
Strong vs Duskwoven, Reaver
RareCasters (staff)
+25% ability power
Aura: start with 12 mana (every ally)
RareCasters (staff)
+6 mana when hit
Aura: start silenced for 2.5 s, 45 mana down (every enemy)
Strong vs Ironhold, Shadow
RareRanged units (bow, gun)
+25 magic damage on hit
hits burn for 2.5% of the target's max hp as magic damage
Strong vs Ironhold, Duskwoven
RareRanged units (bow, gun)
+20 attack
Aura: healing received cut by 35% (every enemy)
Strong vs Bloodmarked, Wildwood
EpicMelee units
+30 attack
Aura: healing received cut by 40% (every enemy)
Strong vs Bloodmarked, Wildwood, Tidebound
EpicMelee units
attacks add 2.5% of the target's max hp as true damage
Aura: strips 25% of the armor they wear (every enemy)
Strong vs Ironhold, Vanguard, Colossus
EpicCasters (staff)
+20% ability power
Aura: shields they raise are 50% weaker (every enemy)
Strong vs Vanguard, Ironhold, Sentinel, Tidebound
EpicRanged units (bow, gun)
every 3. attack deals +80%
+5% attack speed per second, up to +50%
LegendaryMelee units
+30 attack
+20% max hp
+15 attack per kill, up to +60
Aura: +15 attack (every ally)
LegendaryCasters (staff)
+40% ability power
every cast wards for 15% max hp for 4 s
Aura: regen 2.0% hp per second (every ally)
LegendaryRanged units (bow, gun)
+35% damage to enemies under 35% hp
12% crit on attacks for +60%
Aura: -6 armor (every enemy)
LegendaryAny unit that is not Vanguard
The bearer counts as one more Vanguard toward its levels
RareUse on a unit you own
A free copy of the unit it is used on
Rarity odds after a won creep round
| Round | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| 1-3 | 85% | 15% | 0% | 0% |
| 10 | 40% | 45% | 15% | 0% |
| 15 | 20% | 45% | 30% | 5% |
| 20 | 5% | 35% | 45% | 15% |
| 25 | 0% | 25% | 45% | 30% |
| 30+ | 0% | 15% | 45% | 40% |
Crests (Legendary): the bearer counts as one more kind of the crest's trait, and is a trait ally for its effects. A crest never lifts a trait past what the match holds.
Mirror Shard: 2 free copies of a unit you own. From round 10 one of the two items may be a shard.
Mechanics
Rules in play
Traits count distinct unit kinds on the board; each reached threshold applies for the whole fight, cumulatively.
Three numbers take the best value instead of adding: the hp share an execute triggers under, the hp a revive returns with, and how often a volley fires. The damage bonuses themselves do add, so Reaver at four is +125% damage under 40% hp, not under 75%.
Mana: 100 to cast; +10 per attack landed, +8 per hit taken. Casting empties the bar and locks the caster for 0.3 s.
Heals hold their cast until an ally in reach has lost a fifth of its hp. Leaps fire once at fight start. Multishots arm the next attack.
Physical damage is reduced by armor (
dmg * 100 / (100 + 6 * armor)), magic by magic resist (dmg * (100 - mr) / 100), pure by nothing.Crit and evasion apply to attacks only, never to a cast, and evasion is capped at 75%.
Revives happen 2 s after death on the death cell or the nearest free one, at 0 mana with statuses cleared.
Economy
Shop odds by level
| Lvl | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|
| 1 | 100 | — | — | — | — |
| 2 | 70 | 30 | — | — | — |
| 3 | 60 | 35 | 5 | — | — |
| 4 | 50 | 35 | 15 | — | — |
| 5 | 40 | 35 | 23 | 2 | — |
| 6 | 33 | 30 | 30 | 7 | — |
| 7 | 30 | 30 | 30 | 10 | — |
| 8 | 24 | 30 | 30 | 15 | 1 |
| 9 | 22 | 30 | 25 | 20 | 3 |
| 10 | 20 | 22 | 25 | 28 | 5 |
Gold and experience
| Reach level | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|
| Total xp | 1 | 2 | 6 | 14 | 30 | 62 | 110 | 166 | 230 |
IncomeUp to 5 base, +1 per 10 gold saved (5 max), +1 for a win, plus a streak bonus.
Win streak+1 gold every round from 2 wins in a row, +2 from 3, +3 from 5: tempo turns into money while it lasts.
Loss streakPays nothing by the round. Each loss in a row banks gold in a pot (5 losses: 10, 7 losses: 18), and the next win cashes the whole pot out at once. Eliminated with a pot, you never see it. Losing cheaply on purpose, then cashing out to roll for a late board, is a plan.
Creep lootEvery creep round ends with a choice of two items, won or lost; a lost round rolls one rarity lower. From round 10 one of the two may be a Mirror Shard, a free copy of a unit you own. Three copies make a two-star, nine a three-star, and a three-star hits a fifth harder than its stars alone suggest.
Experience1 free per round. 5 gold buys 4. A reroll costs 2.
Shared pool, copies per kind
| Tier | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Copies | 45 | 30 | 25 | 15 | 10 |
Scaled up when a match holds fewer kinds in a tier, so a smaller roster does not make three-starring harder — except at the top tier, where scarcity is the point and the copies are the copies. Everyone draws from one pool: a copy is in the pool, in a shop, or on a board.
74 units, 13 guilds, 10 banners — generated from the game's own tables at rules version 31.









































































