Project SkyShard Unit Data

Name Info Tier Faction Role Type
Cannon Keep This is an average cannon. 3 Basic Weapon Offense
Velmir the Wizard Give a random friendly explosive Weapon +1% Explosive and +1 Damage. 1 Magic Town Utility
Big Laser Pointer This deals big Pierce Damage. 3 Tinker Weapon Offense
Red Sun Shrine When this takes 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 +0.5 Damage and a random friendly Defense +2 Health. 3 Basic Town Utility
Powerline Start of Combat: Adjacent Town units get 15% speed. 2 Tinker Town Utility
The Big Tree 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 double Damage to Defense units. 3 Basic Weapon Offense
Crystal Mine After Combat: Generate a random Crystal. 3 Basic Production Utility
Ruby Passive: Adjacent Weapons have +5 Damage. 1 Nature Structure Utility
Azurite Passive: Adjacent units trigger 5% faster. 1 Nature Structure Utility
Emerald Passive: Adjacent units have +50 Health. 1 Nature Structure Utility
Tether 2000 The Weapon above this gains +3% Damage of the the Weapon below this (and the other way around). 3 Tinker Structure Utility
Conjured Clock Passive: When you have at least 3 adjacent cooldown units, each time one triggers, a different adjacent unit gets 2% Speed (Destroys itself after 30 triggers) 4 Magic Structure Utility
Stone Gorgon This deals Stun Damage. 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 +25% of their Damage between the units on the right. 4 Novus Structure Utility
Force Field Passive: When an enemy Weapon attacks, gain +5 Health. 3 Tinker Structure Defense
Big Red Button When a friendly Tinker unit triggers, charge this +1. After every 20 charges, trigger 5 random friendly Tinker units. 5 Tinker Structure Utility
Bamboo When destroyed, summon 2 smaller Bamboo with 50% Health. (repeats once) 3 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
Infinity Pool Passive: When a friendly Magic gets destroyed, divide its base stats over 3 other friendly units. 5 Magic Structure Utility
Refractor Start of Combat: Replace the Faction of adjacent units with the Faction of the unit on the right. 3 Novus Structure Utility
Assembolator Start of Combat: Gets +4 Damage for each unique tag you have (Tier, Faction, Type, Role). 4 Novus Weapon Offense
Blighted Ballista When an adjacent unit triggers, charge this +1. When at 20 charges, trigger and reset. 5 Ancient Weapon Offense
Scarlet Leech Passive: Unit on top double-triggers. This deals Damage to the next-closest friendly unit. 4 Ancient Structure Utility
Stockmoore's Warehouse After Combat: Generate a random Utility unit. (Tier 2 and below) 4 Basic Production Utility
Spellbound Rocket Targets the largest enemy unit instead of the closest. Can't target Weapons unless it has no other targets. 5 Magic Weapon Offense
Magnus the Miniscule Deals extra Damage to units based on their size. (+10 Damage extra per tile) 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 get +5 Health. When you buy a Tree, get a copy. 1 Nature Structure Defense
Spell Factory After Combat: Generate 2 random Enchantments. 3 Magic Production Utility
Research Facility Start of Combat: Spread 10 random Enchantments between all adjacent units. Also add one to your Inventory. 3 Novus Structure Utility
Vile Totem Passive: Reflects 30% Damage back to the source. 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 the Cooldown of the bottom unit, it loses 40% Health. 3 Tinker Structure Utility
Piranha Plant Passive: When this gets 2 or more Health at once from another unit, it attacks. 3 Nature Weapon Offense
Warden's Flame Deals Damage equal to 15% of the Health of adjacent Defense units. (Damage can't be buffed otherwise) 4 Magic Weapon Offense
Atomic Timekeeper Start of Combat: All friendly and enemy cooldowns are increased by 0.2s. 3 Tinker Structure Utility
Altar of Decima 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
Towering Shadewood Passive: Adjacent units take 15% less damage. 3 Nature Structure Defense
Buffer Bot Passive: Ignore the first 3 instances of Damage it takes. 2 Tinker Structure Defense
Magic Missile Mine When destroyed, deals Damage to a random enemy Defense unit. 1 Magic 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
Foundry 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 +2% 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
Giant Rafflesia Steals 20 Health from an adjacent unit. When this gains Health, it's doubled. 3 Nature Structure Utility
Blacksmith Passive: When a friendly Weapon attacks, adjacent Town units get +1 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) 2 Ancient Structure Utility
Sunrise Flower Start of Combat: Adjacent Defense units gain +20% 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: Start a 2s cooldown. On Trigger: Trigger all adjacent Town units (can't Trigger other Solo units) 2 Basic Town Solo
Spirit Torch When in Fatigue: Friendly Weapons gain +15% 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 +25 Health for each unique Tag you have. (Tier, Faction, Type, Role) 4 Novus Structure Defense
Entombed Terror Passive: When any unit gets destroyed, this gains +2 Damage. 5 Ancient Weapon Offense
Firepot Trebuchet Passive: Target Town units first. 4 Basic Weapon Offense
Shrub Start of Combat: Gain +20 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, increase the cooldown of a random Enemy unit by 0.2s. 1 Tinker Structure Offense
Mecha Egg Can be permanently destroyed. After Combat: If it survives, hatches into Mecha Dragon. 3 Tinker Structure Offense
Bakery Start of Combat: If you have more Town units than your opponent, trigger all adjacent Town units twice. (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 Ancient Town Solo
Glow Berries When an adjacent unit triggers, add 3% of its Health to your rightmost unit. (max 30) 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 +8 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 25% 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). When you buy a Cystal Core, get a random Crystal. 4 Nature Structure Utility
Corrupt Alchemist Steal 3 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. (can't be resummoned during Combat) 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
Pain Inverter Only shows up when you have 70 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 4 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. 4 Basic Structure Utility
Replicator After Combat: Copy a random unit on your board, spend mana equal to its Rarity. (that's not a Replicator or Weapon) 5 Novus Structure Utility
Dynamo After the Weapon unit below this triggers, give it +1 Damage. 2 Tinker Structure Utility
Elder Dandelion 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
Latchwood 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 non-Tinker Town units 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
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 base Health and Damage. 3 Novus Town Utility
Scarecrow Target a random enemy unit with a cooldown, stun it and permanently slow it down by +0.1s. (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 Solo
Taron the Enchanter Give a random friendly Magic +1 Health for every Enchantment on your island and give a random adjacent Town unit a random Enchantment. 2 Magic Town Utility
Firestorm Shelter Passive: Adjacent Town units take 50% less Damage from Explosive, Stun and Pierce (doesn't stack). When they take Damage, this takes the Damage instead. 2 Magic Town Defense
Kudzu Start of Combat: Give all adjacent units +5 Health. After 3 second, grow in 2 random directions (5 times max, does not spread Enchants) 5 Nature Structure Defense
Solar Saber On Trigger: Gain +2 Damage. Move 5 Damage from this unit to another random friendly Weapon. 4 Novus Weapon Offense
Enchant Weaver Start of Combat: Permanently change this unit's Enchantments into different ones. On trigger: Gain +10 Health. If this has an enchantment, remove it and gain +30 Health. 2 Magic Town Utility
Jefferson Build a pillar above or below this unit in a straight line. (only shows up when you have a Jeffrey) 4 Basic Town Defense