Three Stars Autobattle
Compendium

Units

Tier
Guild
Banner
PortraitUnitTGuildBannerHP 1★/3★AttackSpdRngAr/Mr
Acolyte AcolyteSmite: 280/600/1200 magic damage to the target 1 Arcanist Sunward 290 / 1116 45 / 174 25 4 0 / 10
Barbarian BarbarianBattle Cry: allies within 1 gain +20/35/60 attack for 4 s 1 Brawler Bloodmarked 630 / 2422 52 / 198 20 1 5 / 0
Chorister ChoristerHymn of Dawn: heals allies within 2 for 280/500/860 1 Choir Sunward 720 / 2764 70 / 269 22 3 0 / 4
Cogling CoglingOvercharge: absorbs 110/200/360 damage for 4 s 1 Clockwork Voltaic 800 / 3072 66 / 253 17 1 3 / 0
Cutpurse 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
Ghoul GhoulFeast: heals itself for 200/340/540 1 Shadow Gravebound 601 / 2309 47 / 180 19 1 3 / 0
Junker 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
Mycomite 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
Puffball PuffballPuff Up: absorbs 260/420/760 damage for 5 s 1 Sentinel Mirebloom 563 / 2163 33 / 127 22 1 9 / 6
Raider RaiderSweep: 150/250/420 physical damage to enemies within 1 of the target 1 Reaver Bloodmarked 600 / 2304 50 / 192 21 1 5 / 0
Ranger RangerMultishot: the next attack also hits 2 more enemies in range 1 Longbow Wildwood 490 / 1872 56 / 214 14 5 0 / 0
Rimeguard RimeguardRime Wall: absorbs 280/500/860 damage for 5 s 1 Vanguard Frostborn 880 / 3379 66 / 253 22 1 9 / 4
Sharpshooter SharpshooterHeadshot: 220/390/690 physical damage to the target 1 Starfarer Duskwoven 500 / 1920 44 / 168 21 4 0 / 0
Skitterling SkitterlingSkitter: 30/40/55% evasion for 3 s 1 Swarm Bloodmarked 653 / 2509 60 / 233 15 1 2 / 2
Squire SquireBrace: absorbs 130/250/480 damage for 5 s 1 Vanguard Ironhold 572 / 2197 39 / 151 22 1 8 / 5
Thresher ThresherReap: 120/210/370 physical damage to enemies within 1 of the target 1 Sapper Duskwoven 528 / 2028 45 / 173 20 1 2 / 0
Warden WardenWard: absorbs 140/260/470 damage for 5 s 1 Sentinel Ironhold 558 / 2142 38 / 144 22 1 8 / 6
Bellcap BellcapToll of Spores: heals allies within 2 for 160/280/520 2 Choir Mirebloom 760 / 2918 48 / 184 22 3 2 / 6
Boneweaver 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
Breaker BreakerShatter: 200/340/560 physical damage to enemies within 1 of the target 2 Reaver Tidebound 740 / 2842 62 / 238 22 1 7 / 5
Broodling BroodlingCocoon: absorbs 300/500/900 damage for 6 s 2 Swarm Mirebloom 820 / 3149 58 / 223 20 1 7 / 5
Custodian CustodianTend: heals allies within 2 for 180/300/490 2 Sentinel Tidebound 740 / 2842 50 / 192 22 1 10 / 10
Dirgesinger 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
Gunmech 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
Hoarfrost HoarfrostHailstorm: 200/350/620 physical damage to enemies within 1 of the target 2 Longbow Frostborn 540 / 2073 70 / 269 16 4 1 / 1
Knight KnightShield Wall: absorbs 200/400/800 damage for 5 s 2 Vanguard Ironhold 720 / 2765 50 / 192 22 1 9 / 10
Marksman MarksmanPiercing Shot: the next attack also hits 1 more enemies in range 2 Longbow Ironhold 470 / 1800 76 / 290 16 6 2 / 0
Necromancer NecromancerCurse: 260/500/940 magic damage to enemies within 2 of the target 2 Arcanist Gravebound 300 / 1152 40 / 154 25 4 0 / 10
Nightfletch NightfletchDusk Volley: the next attack also hits 2 more enemies in range 2 Longbow Duskwoven 490 / 1860 70 / 269 14 5 1 / 0
Rogue RogueBackstab: 300/520/900 physical damage to the target 2 Shadow Wildwood 630 / 2419 72 / 276 15 1 2 / 0
Saboteur 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
Shellback ShellbackCrushing Claw: 300/520/900 physical damage to the target 2 Swarm Ironhold 968 / 3716 60 / 233 22 1 11 / 4
Skirmisher SkirmisherBarbed Arrow: 300/520/880 physical damage to the target 2 Longbow Bloodmarked 500 / 1920 68 / 262 14 4 1 / 0
Starlancer 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
Stingwing 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
Trooper TrooperSpray: the next attack also hits 1 more enemies in range 2 Clockwork Tidebound 790 / 3034 70 / 269 20 3 0 / 0
Venomist VenomistVialburst: 180/300/500 magic damage to enemies within 1 of the target 2 Sapper Wildwood 590 / 2266 62 / 239 16 1 2 / 5
Warlord WarlordRally: allies within 2 gain +25/45/75 attack for 5 s 2 Brawler Bloodmarked 800 / 3072 62 / 238 21 1 7 / 0
Bog Seer 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
Bulwark BulwarkAegis: absorbs 220/420/760 damage for 5 s 3 Sentinel Sunward 933 / 3582 62 / 238 22 1 12 / 14
Druid DruidThornstorm: 500/850/1440 magic damage to enemies within 2 of the target 3 Arcanist Wildwood 400 / 1500 55 / 211 25 4 0 / 15
Harvester 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
Headsman HeadsmanCleave: 240/400/660 physical damage to enemies within 1 of the target 3 Reaver Duskwoven 835 / 3206 76 / 292 21 1 8 / 5
Hivecap 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
Lodestar LodestarBastion: allies within 2 gain +8/14/22 armor for 6 s 3 Sentinel Duskwoven 890 / 3419 59 / 228 22 1 11 / 12
Pyromancer PyromancerFireball: 700/1190/2000 magic damage to enemies within 1 of the target 3 Arcanist Bloodmarked 280 / 1080 46 / 176 25 4 0 / 10
Rustfallen 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
Shadecutter ShadecutterSlip: 40/55/70% evasion for 3 s 3 Sapper Duskwoven 678 / 2605 81 / 312 15 1 3 / 5
Snowcantor 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
Sun Archer Sun ArcherArrow Storm: the next attack also hits 3 more enemies in range 3 Longbow Sunward 540 / 2040 92 / 354 12 5 0 / 5
Templar TemplarConsecrate: 160/280/480 magic damage to enemies within 1 of the target 3 Vanguard Sunward 901 / 3460 64 / 246 22 1 12 / 15
Tidecaller TidecallerTide: heals allies within 2 for 600/980/1560 3 Arcanist Tidebound 370 / 1416 53 / 203 25 4 0 / 14
Tinker TinkerPatch: heals allies within 2 for 180/320/560 3 Clockwork Voltaic 760 / 2918 60 / 230 19 1 4 / 4
Woodsman WoodsmanTimber: 180/300/500 physical damage to enemies within 1 of the target 3 Brawler Wildwood 954 / 3664 70 / 271 21 1 9 / 5
Wraith WraithFade: 45/60/75% evasion for 3.5 s 3 Shadow Gravebound 594 / 2280 73 / 278 15 1 2 / 10
Archmage ArchmageMeteor: 810/1380/2380 magic damage to enemies within 2 of the target 4 Arcanist Ironhold 360 / 1380 59 / 228 24 4 0 / 20
Champion ChampionStand Fast: allies within 2 gain +12/22/38 armor for 5 s 4 Starfarer Voltaic 1010 / 3878 78 / 299 20 1 8 / 8
Death Knight 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
Icefang IcefangShiver Strike: 380/660/1160 physical damage to the target 4 Shadow Frostborn 1250 / 4800 150 / 576 14 1 4 / 4
Kingpin 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
Lifewarden LifewardenRenewal: heals allies within 3 for 300/510/865 4 Sentinel Wildwood 1020 / 3917 66 / 253 24 2 10 / 16
Mainspring 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
Mantis Lord 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
Paragon ParagonVigil: heals allies within 3 for 280/470/760 4 Sentinel Bloodmarked 1092 / 4193 71 / 274 22 1 14 / 14
Rotjaw 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
Shadowblade ShadowbladeDeath Mark: 520/900/1600 physical damage to the target 4 Shadow Gravebound 700 / 2688 92 / 353 13 1 4 / 5
Stormbow StormbowStorm Volley: the next attack also hits 3 more enemies in range 4 Longbow Voltaic 780 / 2995 102 / 392 17 5 4 / 5
Tide Oracle Tide OracleUndertow Hymn: heals allies within 3 for 450/760/1300 4 Choir Tidebound 1350 / 5184 118 / 453 22 4 3 / 12
Warchief WarchiefWar Drums: allies within 2 gain +50/85/140 attack for 6 s 4 Brawler Sunward 1239 / 4758 95 / 366 22 1 12 / 5
Comet 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
Shogun 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
Spore Mother 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
Warbringer WarbringerDevastate: 380/640/1080 physical damage to enemies within 1 of the target 5 Reaver Wildwood 1240 / 4762 104 / 400 22 1 11 / 8
Winter Queen 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

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
BodyguardMidCore
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.
Strong vs Shadow, Brawler
SquireSquire t1RimeguardRimeguard t1KnightKnight t2TemplarTemplar t3Death KnightDeath Knight t4
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
BruiserEarlyCore
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.
BarbarianBarbarian t1WarlordWarlord t2WoodsmanWoodsman t3WarchiefWarchief t4
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
Glass cannonLateJackpot
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.
AcolyteAcolyte t1NecromancerNecromancer t2BoneweaverBoneweaver t2PyromancerPyromancer t3DruidDruid t3TidecallerTidecaller t3Bog SeerBog Seer t3ArchmageArchmage t4
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
MarksmanMidJackpot
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.
RangerRanger t1MarksmanMarksman t2SkirmisherSkirmisher t2NightfletchNightfletch t2HoarfrostHoarfrost t2Sun ArcherSun Archer t3StormbowStormbow t4
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
AssassinEarlyCore
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.
GhoulGhoul t1RogueRogue t2WraithWraith t3ShadowbladeShadowblade t4IcefangIcefang t4
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
Tank breakerMidCore
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.
Strong vs Vanguard, Sentinel
Weak vs Frostborn, Choir
RaiderRaider t1BreakerBreaker t2HeadsmanHeadsman t3RotjawRotjaw t4WarbringerWarbringer t5
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
WardenMidJackpot
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.
WardenWarden t1PuffballPuffball t1CustodianCustodian t2BulwarkBulwark t3LodestarLodestar t3ParagonParagon t4LifewardenLifewarden t4
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
Armor breakerMidJackpot
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.
Strong vs Sentinel, Vanguard
CutpurseCutpurse t1ThresherThresher t1SaboteurSaboteur t2VenomistVenomist t2ShadecutterShadecutter t3HarvesterHarvester t3KingpinKingpin t4
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
EngineLateCore
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.
CoglingCogling t1TrooperTrooper t2TinkerTinker t3MainspringMainspring t4
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
JuggernautEarlyStarter
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.
Strong vs Shadow, Brawler
Weak vs Swarm
JunkerJunker t1GunmechGunmech t2RustfallenRustfallen t3ShogunShogun t5
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
SpellbreakerMidStarter
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
SharpshooterSharpshooter t1StarlancerStarlancer t2ChampionChampion t4CometComet t5
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
SupportMidJackpot
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.
Strong vs Shadow, Reaver
Weak vs Mirebloom
ChoristerChorister t1DirgesingerDirgesinger t2BellcapBellcap t2SnowcantorSnowcantor t3Tide OracleTide Oracle t4Winter QueenWinter Queen t5
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
Pack hunterMidJackpot
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.
Strong vs Colossus, Vanguard
MycomiteMycomite t1SkitterlingSkitterling t1ShellbackShellback t2StingwingStingwing t2BroodlingBroodling t2HivecapHivecap t3Mantis LordMantis Lord t4Spore MotherSpore Mother t5
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
Iron wallEarlyCore
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.
Strong vs Longbow
Weak vs Arcanist
SquireSquire t1WardenWarden t1CutpurseCutpurse t1KnightKnight t2MarksmanMarksman t2GunmechGunmech t2ShellbackShellback t2ArchmageArchmage t4
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
BloodthirstEarlyCore
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.
BarbarianBarbarian t1RaiderRaider t1SkitterlingSkitterling t1WarlordWarlord t2SkirmisherSkirmisher t2DirgesingerDirgesinger t2PyromancerPyromancer t3ParagonParagon t4KingpinKingpin t4
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
OvergrowthLateJackpot
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.
Strong vs Shadow, Sapper
Weak vs Mirebloom
RangerRanger t1RogueRogue t2VenomistVenomist t2DruidDruid t3WoodsmanWoodsman t3LifewardenLifewarden t4WarbringerWarbringer t5
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
SunfireMidCore
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.
AcolyteAcolyte t1ChoristerChorister t1TemplarTemplar t3Sun ArcherSun Archer t3BulwarkBulwark t3HarvesterHarvester t3WarchiefWarchief t4
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
UndyingLateJackpot
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.
GhoulGhoul t1NecromancerNecromancer t2BoneweaverBoneweaver t2WraithWraith t3RustfallenRustfallen t3Death KnightDeath Knight t4ShadowbladeShadowblade t4
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
TideMidCore
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
BreakerBreaker t2CustodianCustodian t2SaboteurSaboteur t2TrooperTrooper t2TidecallerTidecaller t3MainspringMainspring t4Tide OracleTide Oracle t4
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
FrostMidCore
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.
Strong vs Brawler, Reaver
RimeguardRimeguard t1HoarfrostHoarfrost t2SnowcantorSnowcantor t3IcefangIcefang t4Winter QueenWinter Queen t5
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
PhantomLateJackpot
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.
Strong vs Longbow, Shadow, Sapper
ThresherThresher t1SharpshooterSharpshooter t1NightfletchNightfletch t2HeadsmanHeadsman t3LodestarLodestar t3ShadecutterShadecutter t3Mantis LordMantis Lord t4CometComet t5
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
OverloadLateJackpot
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.
CoglingCogling t1JunkerJunker t1StarlancerStarlancer t2StingwingStingwing t2TinkerTinker t3ChampionChampion t4StormbowStormbow t4ShogunShogun t5
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
BlightLateJackpot
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.
MycomiteMycomite t1PuffballPuffball t1BellcapBellcap t2BroodlingBroodling t2HivecapHivecap t3Bog SeerBog Seer t3RotjawRotjaw t4Spore MotherSpore Mother t5
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.

Iron Blade
CommonMelee units
+25 attack
+15% max hp
Warden's Maul
CommonMelee units
+8 armor
+12% max hp
Apprentice Wand
CommonCasters (staff)
start with 15 mana
Warded Staff
CommonCasters (staff)
+12% ability power
+25% max hp
Hunting Bow
CommonRanged units (bow, gun)
+25 attack
+30% max hp
Keen Bow
CommonRanged units (bow, gun)
30% crit on attacks for +80%
Bloodletter
RareMelee units
physical damage heals for 40% of itself
+35 attack
+15% max hp
Thornguard
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
Conduit Staff
RareCasters (staff)
+25% ability power
Aura: start with 12 mana (every ally)
Hexing Wand
RareCasters (staff)
+6 mana when hit
Aura: start silenced for 2.5 s, 45 mana down (every enemy)
Strong vs Ironhold, Shadow
Sunfire Bow
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
Barbed Bow
RareRanged units (bow, gun)
+20 attack
Aura: healing received cut by 35% (every enemy)
Strong vs Bloodmarked, Wildwood
Grievous Axe
EpicMelee units
+30 attack
Aura: healing received cut by 40% (every enemy)
Strong vs Bloodmarked, Wildwood, Tidebound
Plate Splitter
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
Nullrod
EpicCasters (staff)
+20% ability power
Aura: shields they raise are 50% weaker (every enemy)
Strong vs Vanguard, Ironhold, Sentinel, Tidebound
Stormstring
EpicRanged units (bow, gun)
every 3. attack deals +80%
+5% attack speed per second, up to +50%
Kingsblade
LegendaryMelee units
+30 attack
+20% max hp
+15 attack per kill, up to +60
Aura: +15 attack (every ally)
Worldroot
LegendaryCasters (staff)
+40% ability power
every cast wards for 15% max hp for 4 s
Aura: regen 2.0% hp per second (every ally)
Heartseeker
LegendaryRanged units (bow, gun)
+35% damage to enemies under 35% hp
12% crit on attacks for +60%
Aura: -6 armor (every enemy)
Crest of Vanguard
LegendaryAny unit that is not Vanguard
The bearer counts as one more Vanguard toward its levels
Mirror Shard
RareUse on a unit you own
A free copy of the unit it is used on
Rarity odds after a won creep round
RoundCommonRareEpicLegendary
1-385%15%0%0%
1040%45%15%0%
1520%45%30%5%
205%35%45%15%
250%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
LvlT1T2T3T4T5
1100————
27030———
360355——
4503515——
54035232—
63330307—
730303010—
8243030151
9223025203
10202225285
Gold and experience
Reach level2345678910
Total xp126143062110166230
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
Tier12345
Copies4530251510
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.