| 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 |