Cannon |
Your average cannon. |
3 |
Basic |
Weapon |
Offense |
Velmir the Wizard |
Give a random friendly explosive Weapon +2% Explosive Damage and +1 Damage. |
1 |
Magic |
Town |
Utility |
Big Laser Pointer |
Big Pierce Damage. |
3 |
Tinker |
Weapon |
Offense |
Sun Altar |
When taking Damage, gain +10 Damage. |
4 |
Ancient |
Weapon |
Offense |
Jeffrey |
Give a Defense unit +3 Health for each adjacent Town unit. |
1 |
Basic |
Town |
Utility |
Town Hall |
When adjacent Town unit triggers, give a random friendly Weapon +1 Damage and a random friendly Defense +2 Health. |
3 |
Basic |
Town |
Utility |
Powerline |
Start of Combat: Adjacent Town units get 20% speed. |
2 |
Tinker |
Town |
Utility |
Root of Life |
Start of Combat: friendly Town units gain +2 Health for each one. Passive: When a friendly Town unit triggers, 3 random friendly Nature units gains +1 Health. |
5 |
Nature |
Town |
Utility |
Stone Wall |
Takes 20% less Damage. |
3 |
Basic |
Structure |
Defense |
Artillery Repeater |
Deals 2x Damage to Defense Units. |
3 |
Basic |
Weapon |
Offense |
Crystal Mine |
After Combat: Generate a random Crystal. |
3 |
Basic |
Production |
Utility |
Ruby |
Passive: Gives adjacent Weapons +3 Damage. |
1 |
Nature |
Structure |
Utility |
Azurite |
Passive: Adjacent units trigger 5% faster. |
1 |
Nature |
Structure |
Utility |
Emerald |
Passive: Gives adjacent units +50 Health. |
1 |
Nature |
Structure |
Utility |
Tether 2000 |
Top Weapon gains +3% Damage of bottom Weapon (and the other way around). |
3 |
Tinker |
Structure |
Utility |
Eternal Bonfire |
Passive: when you have at least 3 adjacent cooldown units and an adjacent unit triggers, another random adjacent unit triggers 3% faster. (Destroys itself after 20 triggers) |
4 |
Magic |
Structure |
Utility |
Stone Gorgon |
Also stuns itself and 4 additional random enemy units. |
4 |
Ancient |
Weapon |
Offense |
Materia Contrarium |
Anytime there are units on to the left, destroy them and split +80% of their Health and +10% of their Damage between the units on the right. |
4 |
Novus |
Structure |
Utility |
Force Field |
Passive: When an enemy Weapon attacks, gain +10 Health. |
3 |
Tinker |
Structure |
Defense |
Electrocatalyst |
When a friendly Tinker unit triggers, charge this +1. When at 16 Charge, trigger all friendly Tinker units with a cooldown of 5 seconds or less. Resets Charge. |
5 |
Tinker |
Structure |
Utility |
Bamboo |
When destroyed, summon 2 smaller Bamboos with 50% Health. (repeats once) |
3 |
Nature |
Structure |
Defense |
Small Bamboo |
Smaller version of the Bamboo, when destroyed it summons 2 tiny Bamboos with 50% Health. |
2 |
Nature |
Structure |
Defense |
Tiny Bamboo |
Tiny Bamboo. |
2 |
Nature |
Structure |
Defense |
Mushroom Mender |
Passive: When this takes Damage, give adjacent units +Health equal to 25% of the Damage. |
3 |
Nature |
Structure |
Defense |
Mana Machina |
After Combat: Gives +1 Mana. |
3 |
Novus |
Production |
Utility |
Styx' Well |
Passive: When a friendly Magic gets destroyed, divide its base stats over 3 other friendly units. They become Magic. |
5 |
Magic |
Structure |
Utility |
Refractor |
Start of Combat: Replace the tags of adjacent units with your most common tags. |
3 |
Novus |
Structure |
Utility |
Assembolator |
Start of Combat: Gets +4 Damage for each unique Tag you have (Rarity, Faction, Type, Role). |
4 |
Novus |
Weapon |
Offense |
Oversized Crossbow |
When an adjacent unit triggers, charge this +1. When at 20 Charge, Trigger and reset. |
5 |
Ancient |
Weapon |
Offense |
Synthetic Leecher |
Passive: Unit on top double-triggers. This deals Damage to closest friendly unit. (besides itself and leeched unit) |
4 |
Novus |
Structure |
Utility |
Geronimo's Warehouse |
After Combat: Generate a random Utility unit. (of Rarity 2 and below) |
4 |
Basic |
Production |
Utility |
Spellbound Rocket |
Targets the largest enemy unit instead of the closest. Can't target Weapons. |
5 |
Magic |
Weapon |
Offense |
Magnus the Enchanter |
Deals more Damage to bigger units. (+10 per square) |
3 |
Magic |
Weapon |
Offense |
Community Cauldron |
Start of Combat: Adjacent Town units become Magic. Adjacent Magic units get +25 Health. |
2 |
Magic |
Town |
Utility |
Graveyard |
Resummon a random destroyed friendly unit. |
5 |
Ancient |
Structure |
Utility |
Tree |
Passive: When Damaged, adjacent Nature units gets +10 Health. When you buy a tree, get a copy. |
1 |
Nature |
Structure |
Defense |
Spell Factory |
After Combat: Generate a random Enchantment. |
3 |
Magic |
Production |
Utility |
Research Facility |
Start of Combat: Spread 10 random Enchantments between all adjacent units. |
3 |
Novus |
Structure |
Utility |
Voodoo totem |
Passive: Reflects 30% Damage back to the Weapon. |
4 |
Ancient |
Structure |
Defense |
Chamaeleontis |
After every trigger, changes Damage Effect and Faction. |
3 |
Novus |
Weapon |
Offense |
Unstable Tesla Coil |
Targets the 3 closest enemies instead of 1. On trigger: Loses 1 Damage. |
4 |
Tinker |
Weapon |
Offense |
Jumpstarter |
Start of Combat: Trigger bottom unit, it loses 40% Health. |
3 |
Tinker |
Structure |
Utility |
Piranha Plant |
Passive: When this gets 2 or more Health at once, it attacks. (doesn't loop with lifesteal) |
3 |
Nature |
Weapon |
Offense |
Warden's Flame |
Deals Damage equal to 10% of the Health of adjacent Defense units. (Damage can't be buffed otherwise) |
4 |
Magic |
Weapon |
Offense |
Atomic Clock |
Passive: All friendly and enemy cooldowns are increased by 0.2s. |
3 |
Tinker |
Structure |
Utility |
Thanathos' Altar |
Passive: When an adjacent unit dies, resummon it with 10% of its base Health. (doesn't stack) |
4 |
Ancient |
Structure |
Utility |
Necromancer Hut |
Passive: When a friendly Defense unit gets destroyed, a random friendly Weapon gains +1 Damage. |
2 |
Ancient |
Town |
Utility |
Sequoia |
Passive: Adjacent Nature units take 10% less damage. |
2 |
Nature |
Structure |
Defense |
Buffer Bot |
Passive: Ignore the first 3 instances of Damage it takes. |
2 |
Tinker |
Structure |
Defense |
Homing Landmine |
When destroyed, deals Damage to a random enemy Defense unit. |
1 |
Basic |
Structure |
Offense |
Mini Black Hole |
Destroy all adjacent units and resummon them. Destroy this. |
5 |
Novus |
Structure |
Utility |
Botanist |
Give a random friendly Nature unit +10 Health. (that's not a Botanist) |
1 |
Nature |
Town |
Utility |
Industrialist |
Give a random friendly Weapon +2 Damage. |
1 |
Basic |
Town |
Utility |
Saloon |
Trigger 2 adjacent Town units. (can't Trigger other Solo units) |
2 |
Basic |
Town |
Solo |
Casino |
Start of Combat: All Town units above this trigger +4% faster for each Town unit below this. (and the other way around) |
3 |
Basic |
Town |
Utility |
Mechanic |
Trigger a random friendly Tinker unit. (can't Trigger other Solo units) |
2 |
Tinker |
Town |
Solo |
Fatigue Wizard |
Gains +1 Damage. |
6 |
Magic |
Weapon |
Offense |
Rafflesia |
Steals 20 Health from an adjacent unit. When this gains Health, its doubled. |
3 |
Nature |
Structure |
Utility |
Blacksmith |
Passive: When a friendly Weapon attacks, adjacent Town units get +2 Health. |
1 |
Basic |
Town |
Utility |
Altering Stone |
Passive: When this gets Health, give a random friendly Weapon unit +3 Damage. |
2 |
Magic |
Structure |
Utility |
Haunted Clocktower |
Start of Combat: Fatigue starts 5 seconds earlier. (can stack) |
4 |
Ancient |
Structure |
Utility |
Sunrise Flower |
Start of Combat: Adjacent Defense units gain +10% Health. |
2 |
Nature |
Structure |
Utility |
Compound Knowledge |
Give the Weapon to the right +0.5 Damage for each friendly Town unit. |
4 |
Novus |
Structure |
Utility |
Bathhouse |
When in Fatigue: Halve the Cooldown of adjacent Town units. |
2 |
Basic |
Town |
Utility |
Spirit Torch |
When in Fatigue: friendly Weapons gain +10% Damage. |
1 |
Ancient |
Structure |
Utility |
Cursed Bell |
Passive: When an adjacent unit gets destroyed, stun 5 random enemy units for 0.5s. |
4 |
Ancient |
Structure |
Utility |
Brick by Brick |
Start of Combat: Gets +40 Health for each unique Tag you have. (Rarity, Faction, Type, Role) |
4 |
Novus |
Structure |
Defense |
Cthulu's Disciple |
Passive: When any unit gets destroyed, this gains +2 Damage. |
5 |
Ancient |
Weapon |
Offense |
Homing Missiles |
Passive: Can only target Town units. |
4 |
Basic |
Weapon |
Offense |
Shrub |
Start of Combat: Gain +50 Health for each enemy Weapon. |
1 |
Nature |
Structure |
Defense |
Mill |
Trigger a random friendly Town unit and Stun a random enemy Town unit for 0.5s. (can't Trigger other Solo units) |
2 |
Basic |
Town |
Solo |
Time Dilutor |
The fastest friendly and enemy unit trigger 0.1s slower. |
2 |
Tinker |
Structure |
Utility |
EMP Mine |
When destroyed, stun all friendly and enemy Utility units for 1s. |
1 |
Tinker |
Structure |
Offense |
Mecha Egg |
Can be permanently destroyed. After Combat: If it survives, hatches into Mecha Dragon. |
3 |
Tinker |
Structure |
Offense |
Mecha Dragon |
On Trigger: Triggers 0.03s faster. (20 times) |
5 |
Tinker |
Weapon |
Offense |
Bakery |
Start of Combat: If you have more Town units than your opponent, trigger all adjacent Town units. (can't Trigger other Solo units) |
2 |
Basic |
Town |
Solo |
The Portal |
Start of Combat: Destroy 2 random adjacent units permanently. For each one destroyed, add a higher tier unit to your inventory. |
5 |
Magic |
Structure |
Utility |
Myrria The Cursebinder |
Force an enemy Weapon to attack one of its allies. |
4 |
Magic |
Town |
Solo |
Glow Berries |
When an adjacent unit triggers, add 5% of its Health to a random friendly Defense unit. |
3 |
Nature |
Structure |
Utility |
Rusty Sentry |
Permanently destroys itself at the end of a fight. |
2 |
Basic |
Weapon |
Offense |
Lumberjack |
Give a random friendly Weapon unit +0.5 Damage for each unique friendly Nature unit. |
2 |
Nature |
Town |
Utility |
Well |
When an adjacent Town unit triggers, give it +5 Health. |
1 |
Basic |
Town |
Utility |
Fortune Teller |
Give a friendly Ancient or Magic unit +1 Health. Upgrades with +1 when an adjacent Town unit triggers. |
2 |
Magic |
Town |
Utility |
Prismatic Mirror |
Passive: When this takes Damage, shoot 20% of the Damage back. |
4 |
Magic |
Structure |
Defense |
Micro Librarium |
Give a random friendly unit of every Faction +2 Health. |
1 |
Novus |
Town |
Utility |
Forest Spirit |
Deals Damage equal to 20% of its Health. (Damage can't be buffed otherwise) |
5 |
Nature |
Weapon |
Offense |
The Pillar |
Start of Combat: Gain 60% of the Health of all adjacent Defense units (that are not Pillars). |
5 |
Magic |
Structure |
Defense |
Weather Machine |
Start of Combat: Has +0.5 Damage for each friendly Tinker and Magic unit. When this attacks, it targets 5 random enemies and 1 random friendly unit. (Damage can't be buffed otherwise) |
5 |
Magic |
Weapon |
Offense |
Watch Tower |
Start of Combat: If this has no adjacent units, all friendly Town units trigger 7% faster. |
2 |
Basic |
Town |
Utility |
Crystal Core |
Start of Combat: All your Crystals get a +50% bonus. (stacks) |
4 |
Nature |
Structure |
Utility |
Corrupt Shaman |
Steal 5 life from all adjacent Town units, add the total to this unit and to your unit with the most Health. |
1 |
Magic |
Town |
Utility |
Super Charger |
Trigger adjacent Start of Combat effects again, then destroy itself. |
4 |
Tinker |
Structure |
Utility |
Mana Jar |
Can be permanently destroyed. On Destroy: get +3 Mana. |
2 |
Magic |
Structure |
Utility |
Ritualist |
Remove 1 Damage from a random enemy Weapon. |
1 |
Ancient |
Town |
Utility |
Inverter |
Only shows up when you have 8 or fewer Hitpoints. |
4 |
Novus |
Structure |
Defense |
Post Office |
Give a random friendly unit a random Enchantment. |
1 |
Basic |
Town |
Utility |
Obelisk |
Destroy a random adjacent unit, deal double its Health as Damage to the enemy's healthiest unit. |
3 |
Ancient |
Structure |
Offense |
Sonic Mine |
When destroyed, deal 5 Damage to all friendly and enemy units. |
1 |
Basic |
Structure |
Offense |
Dig Site |
When destroyed, summon 4 random Mines and add 1 to your Inventory. |
3 |
Basic |
Structure |
Utility |
Replicator |
After Combat: Copy a random unit on your board, spend mana equal to its Rarity. (that's not a Replicator) |
5 |
Novus |
Structure |
Utility |
Dynamo |
After the Weapon unit below this triggers, give it +1 Damage. |
2 |
Tinker |
Structure |
Utility |
Proliferator |
Start of Combat & When destroyed: Summon 4 Trees on empty spaces. |
5 |
Nature |
Structure |
Defense |
Arborist |
After Combat: Generate a Tree or Shrub. |
2 |
Nature |
Production |
Utility |
Soul Slinger |
Passive: Has +20 Damage and +40 Health for every friendly and enemy Ancient unit. |
5 |
Ancient |
Weapon |
Offense |
Blissful Bristlecone |
Passive: Has +5% Lifesteal for each friendly and enemy Nature unit. |
5 |
Nature |
Weapon |
Offense |
Latching Spore |
Start of Combat: Adjacent Weapons gain +7% Lifesteal |
3 |
Nature |
Structure |
Utility |
Power Plant |
Passive: When an adjacent Tinker unit triggers, give a random friendly Weapon +1 Damage. Also speed up 3 friendly Town unit by 1%. |
2 |
Tinker |
Town |
Utility |
Toy Store |
Start of Combat: Summon 4 Toy Turrets if you have space (top, right, bottom, left) |
4 |
Tinker |
Town |
Offense |
Toy Turret |
Passive: Also deals the Damage to itself. |
1 |
Tinker |
Weapon |
Offense |
Bee Keeper |
Passive: When this gets Health, also spread it to a random friendly unit (that's not a Bee Keeper) |
1 |
Nature |
Town |
Utility |
Schola |
Passive: After friendly Town units trigger 25 times, your non-Town units gain +3% of their own Health and Damage. |
3 |
Novus |
Town |
Utility |
Scarecrow |
Stun a random enemy unit and permanently slow it down by +0.05s. (Maximum of 10 seconds) |
2 |
Basic |
Structure |
Offense |
Bot Buffer |
Start of Combat: Adjacent Buffer Bots absorb 1 extra hit. (only shows up when you have a Buffer Bot) |
1 |
Tinker |
Structure |
Utility |
Toy Production |
On Trigger: All your Toy Stores resummon their Toy Turrets. After Combat: Generate a Toy Turret. (only shows up when you have a Toy Store) |
5 |
Tinker |
Production |
Utility |
Taron the Enchanter |
Give a random friendly Magic +1 Health (repeat for every Enchantment on your island) and give a random adjacent Town unit a random Enchantment. |
2 |
Magic |
Town |
Utility |