Project SkyShard Unit Data

Name Info Rarity Faction Role Type
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