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Bounty Hunter
Marauder
Uncle Fungus
Magma Spawn
Impaler
Ice Demon
Abolished
Horn Head
Nightmare
Troglodyte
Toxic Shroom
Snow Bunny
Swampler
Gumble
Cycloper
Vulcan
Razorback
Sarcophag
Miss Creeper
Adaptation
Flayed
Lava Mollusk
Metal Face
Living Armor
Mr. Stitches
Moss Hound
Sand Shrimp
Stomper
Gilded Maiden
Papa Eggplant
Cyber Hound
Deep Beauty
Golden Wyrm
Bouncer
Greedy Knight
Vertigo
Swine Thug
Infernal
Headless
Nutcase
Flesh Cleanser
Night Stalker
Fire Bird
Scavenger
Chimera
Scorpius
Royal Guard
Satyr
Volpyr

Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
-- Dark Priest 1⬡

100

1

60

100

20

50

3

3

2

Plasma Field - this ability is passive.

Protects from most harmful abilities when unit not being currently active.
-1 plasma for each countered attack.
Upgrade: 5 pure damage counter hit.

Electro Shocker - costs 20 energy pts.

Does shock damage to a nearby unit. More effective versus larger enemies.
12 shock damage × unit hexagon size.
Upgrade: The range is increased to 4.

Disruptor Beam - costs 20 energy pts.

Does pure damage to a nearby unit, based on its missing health points.
Plasma cost is equal to the unit size.
Upgrade: Minimum 40 pure damage.

Godlet Printer - costs 20 energy pts.

Materializes a unit within 4 hexagons that will serve and obey given orders.
Plasma cost equals unit's size + level.
Upgrade: Range becomes 6 hexagons.

2

2

2

2

2

2

2

2

30


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A2 Bounty Hunter 1⬡

100

2

35

115

14

110

12

5

2

Personal Space - this ability is passive.

Gains bonus stat points if there is an adjacent enemy unit when turn starts.
50% offense and movement increase.
Upgrade: Bonus is increased to 100%.

Sword Slitter - costs 15 energy pts.

Swift attack on any nearby enemy unit.
Hit does 15 slash and 10 piece damage.
Upgrade: Performs extra hit if it will kill.

Pistol Shot - costs 15 energy pts.

Delivers a medium ranged shot that can damage target up to 6 hexagons away.
20 pierce damage in any of 6 directions.
Upgrade: Can be used twice per round.

Rifle Assassin - costs 35 energy pts.

Very powerful long range attack that can strike up to 12 hexagons distance.
40 pierce damage in any of 6 directions.
Upgrade: 12 total directions targeting.

5

2

3

5

2

6

4

5

8


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G6 Marauder 3⬡

223

8

40

120

6

100

14

5

7

Back Stabs - this ability is passive.

Reduces some damage from behind and also harms rear melee attackers.
30% rear damage reduction & return.
Upgrade: test

Metallic Claws - costs 15 energy pts.

Shreds nearby foe using its razor nails.
10 pierce + 10 slash damage on strike.
Upgrade: test

Morning Star - costs 20 energy pts.

Whips out its scepter like tail to bluntly punish a foe that is within 3 hexagons.
15 pierce + 15 crush damage on strike.
Upgrade: test

Diving Shredder - costs 30 energy pts.

Dives 6 empty hexagons or more while damaging side units from nearby rows.
Does 10 slash damage to each hexagon.
Upgrade: 5 extra slash damage per hit.

8

8

6

10

9

5

6

3

3


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G3 Uncle Fungus 2⬡

132

4

55

75

25

80

12

4

2

Toxic Spores - this ability is passive.

Any melee range enemy attackers will have their regrowth stat reduced a bit.
-1 regrowth stat debuff that can stack.
Upgrade: Hitting a foe will debuff too.

Supper Chomp - costs 20 energy pts.

Takes a huge bite out of nearby foe, restoring a minor amount of health.
20 pierce damage, 1/2 as regrowth.
Upgrade: Instant healing until full.

Frogger Jump - costs 25 energy pts.

Leaps in straight line over any traps, gaining bonus offense after jumping.
+25 offense for next hit after landing.
Upgrade: Leaps units or jumps twice.

Sabre Kick - costs 30 energy pts.

Strikes a nearby foe using feet claws, doing nice versatile physical damage.
18 pierce + 12 slash + 6 crush damage.
Upgrade: Adds 1 hexagon knockback.

5

5

5

3

4

6

12

5

3


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L3 Magma Spawn 3⬡

124

4

70

90

25

46

7

12

2

Boiling Point - this ability is passive.

Leaves 2 puddles of hot lava under, lasting 1 round or until stepped on.
10 burn damage for each hexagon.
Upgrade: Will last until stepped on.

Pulverizing Hit - costs 15 energy pts.

Smacks a foe with its very heavy hand, gaining bonus damage with every hit.
6 crush damage + 4 burn each strike.
Upgrade: 2 stacks if hitting same foe.

Cracked Earth - costs 20 energy pts.

Smashes both fists into the ground, wreaking fierce havoc in area ahead.
10 burn damage over all 8 hexagons.
Upgrade: It can spawn hot lava traps.

Molten Hurl - costs 30 energy pts.

Bowls itself into first inline foe, while destroying all the traps along the way.
10 crush + 5 burn damage & movement.
Upgrade: Can mow down multiple foes.

9

9

9

9

10

0

10

4

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S5 Impaler 3⬡

190

13

37

85

13

60

13

7

4

Electrified Hair - this ability is passive.

Converts up to 1/4 of incoming shock damage into missing energy points.
Conversion happens even if fatigued.
Upgrade: Overflowing energy heals.

Hasted Javelin - costs 15 energy pts.

Horn attack that restores all depleted movement points if it damages target.
30 pierce damage & resets movement.
Upgrade: Hit gains 10 poison damage.

Poisonous Vine - costs 20 energy pts.

Tangles a foe within 2 radius for a turn, causing it some damage if it will move.
25 poison damage triggered if moving.
Upgrade: The vine will last indefinitely.

Chain Lightning - costs 40 energy pts.

Releases a lightning bolt that will arch, shocking multiple adjacent creatures.
20 shock damage that can arch nearby.
Upgrade: The arches will not kill allies.

5

2

4

20

3

18

18

6

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S7 Ice Demon 3⬡

245

1

90

80

25

35

9

18

3

Lamellar Body - this ability is passive.

Gains extra defense and frost mastery with every sloth unit on the battlefield.
1 defense & 1 frost for every sloth unit.
Upgrade: Gains 1 regrowth stat as well.

Flat Frons - costs 25 energy pts.

Smashes a nearby foe with its big head. Shatters frozen target below 40 health.
20 crush + 10 frost damage each attack.
Upgrade: Can charge to knockback foe.

Flake Convertor - costs 30 energy pts.

Fatigued inline target within 5 range will get frozen and skip turn if not hit.
Frost mastery difference as damage.
Upgrade: Hits don't break the effect.

Falling Arrow - costs 35 energy pts.

Performs 4 hexagon range attack that does extra damage to lower level units.
20 pierce + 3 frost per level difference.
Upgrade: Adds 2 bonus pierce per level.

14

14

14

6

3

25

10

4

15


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P7 Abolished 3⬡

234

5

25

110

25

110

7

6

2

Burning Heart - this ability is passive.

Hits reduce the target's burn mastery.
-1 burn mastery each successful strike.
Upgrade: 1 burn mastery to self on hit.

Fiery Touch - costs 20 energy pts.

Scratches and burns a distant enemy. This attack has 3 hexagons extra reach.
10 slash + 10 burn damage for each hit.
Upgrade: Doubles the hexagon range.

Wild Fire - costs 30 energy pts.

Teleports within 6 hexagons range, leaving a firewall in the old location.
3 x 10 burn damage per each hexagon.
Upgrade: Increased range each usage.

Greater Pyre - costs 25 energy pts.

Meditates for a short period while causing burns to all adjacent units.
20 burn damage nearby, hurts allies.
Upgrade: +10 burn bonus damage.

4

4

4

4

10

2

2

6

8


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W5 Horn Head 2⬡

205

11

100

80

10

100

12

8

6

Life Support - this ability is passive.

Can act one more turn after being killed.

Knuckle Nib

Smashes ringed head into a foe.
8 pierce + 8 slash + 8 crush damage

Meat Sickle

Drags a foe, doing bonus damage if it doesn't have any movement points.
5 pierce damage per hexagon moved

Dual Swipe

Slaps frontal units with both claws.
15 slash + 15 crush damage per hit

6

6

6

2

2

2

2

10

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S4 Nightmare 2⬡

175

2

70

69

33

40

10

10

1

Frigid Tower - this ability is passive.

Constantly increases offense and defense for every turn not moving.
+5 frost and defense every round.
Upgrade: +5 offense stat per turn.

Icy Talons - costs 14 energy pts.

Scratches nearby foe using claws, lowering frost stat with every hit.
6 slash + 6 frost damage, -1 frost.
Upgrade: 6 pierce vs smaller foes.

Sudden Uppercut - costs 25 energy pts.

Sucker punches a near enemy using limb, making him delay the next turn.
10 crush + 10 frost damage and delay.
Upgrade: -10 defense until it will act.

Icicle Spear - costs 30 energy pts.

Launches an ice shard that can pierce through up to six hexagons distance.
10 pierce + 6 diminishing frost per hit.
Upgrade: Can penetrate until blocked.

5

4

3

2

1

10

5

5

15


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P3 Troglodyte 3⬡

110

2

60

90

2

10

7

5

3

Inner Vision - this ability is passive.

Lack of sight forces the creature to focus on all of its remaining senses.
+5 initiative for each passing round.
Upgrade: +20 offense bonus if first.

Tongue Poke - costs 20 energy pts.

Hits nearby foe, crushing it if melee or pierces it if it is one hexagon distant.
20 pierce or crush damage on attack
Upgrade: Strikes second foe if killing.

Subliminal Shout

Shock waves that affect a large area but do less damage the further away.
10 sonic damage over 15 hexagons

Psychic Blast

Focuses the power of mind in order to attack foes up to 4 hexagons distance.
18 mental damage over 7 hexagons

3

3

3

3

3

3

3

10

20


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G1 Toxic Shroom 1⬡

45

10

20

70

10

20

3

5

4

Travel Waypoint - this ability is passive.

Transfers to any location that is within movement range and also has roots on.
The action will take 1 movement point.
Upgrade: Gains unlimited travel range.

Cap Knock - costs 10 energy pts.

Bumps its large cap into any nearby foe, damaging him and also pushing if little.
10 crush damage + knockback if small.
Upgrade: Strikes opposite side foe too.

Noxious Fumes - costs 15 energy pts.

Releases several toxic clouds that can be inhaled, persisting for two rounds.
10 adjacent poison damage for 2 turns.
Upgrade: +1 round cloud persistency.

Curling Roots - costs 20 energy pts.

Creates a small area of vines under self that alter the energy of all units on top.
±4 energy points when own turn starts.
Upgrade: Bonus for each spot affected.

2

2

4

1

2

5

10

1

5


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S1 Snow Bunny 1⬡

55

4

20

75

25

35

2

1

2

Bunny Hop - this ability is passive.

Moves away one hexagon from first enemy that comes nearby frontally.
Works only once every game round.
Upgrade: Can leap twice each round.

Big Pliers - costs 18 energy pts.

Dents nearby foe using his big teeth, doing a small mixture of damage to it.
4 pierce + 6 slash + 8 crush hit damage.
Upgrade: Pure damage vs frozen foes.

Blowing Wind - costs 20 energy pts.

Pushes away any unit for several hexagons, depending on its size.
Range = 5 hexagons - creature size.
Upgrade: No penalty vs frozen foes.

Freezing Spit - costs 25 energy pts.

Spits distant target with cold saliva. Bonus damage is based on distance.
10 frost + 3 crush damage / hexagon.
Upgrade: Freezes foe at melee range.

2

2

3

3

1

8

0

0

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G2 Swampler 1⬡

75

5

60

70

20

65

2

4

3

Natural Habitat - this ability is passive.

Initial spot will become a swamp home.
+15 Poison mastery bonus while inside

Rabid Nip

Sink poisonous teeth into nearby foe.
10 pierce + 6 poison damage on attack

Bad Breath

Stinks up to three adjacent enemies, doing extra damage if they're facing.
10 poison damage, double if towards

Goo Sneeze

Expels contagious toxin on distant foe, spreading to others that get too close.
15 poison damage, can spread around

2

2

2

2

2

2

8

3

1


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P1 Gumble 1⬡

70

5

50

70

43

35

4

6

3

Gooey Body - this ability is passive.

Receives bonus pierce, slash and crush masteries based on remaining health.
3 bonus points each for every 7 health.
Upgrade: Health threshold becomes 5.

Gummy Mallet - costs 25 energy pts.

Fully transforms himself into a large hammer to strike down nearby foes.
10 crush damage done to 7 hexagons.
Upgrade: Double damage to enemies.

Royal Seal - costs 20 energy pts.

Sticks chewing gum nearby to hinder any passing unit for a complete turn.
Does not affect self but affects allies.
Upgrade: Can leap within 3 hexagons.

Boom Box - costs 30 energy pts.

Turns belly into a speaker, blasting one distant enemy, pushing it back a notch.
20 sonic damage + 10 crush if adjacent.
Upgrade: +10 sonic if it can't push foe.

8

3

8

3

2

3

8

12

4


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E1 Cycloper 2⬡

60

1

10

60

20

30

3

2

3

Explosive End - this ability is passive.

Instantly detonates when being killed, dealing damage to all adjacent units.
10 burn + 10 crush + 10 sonic damage.
Upgrade: Detonates only nearby foes.

Optic Burst - costs 20 energy pts.

Zaps a foe with the laser cannon eye. Does bigger damage at closer range.
15 burn damage -1 for each hexagon.
Upgrade: +10 crush damage if melee.

Tractor Beam - costs 20 energy pts.

Pulls a distant unit several hexagons closer, depending on its overall size.
distance = 4 hexagons - creature size.
Upgrade: Removed unit size penalty.

Power Charge - costs 20 energy pts.

Causes the next ability to deal double damage or have increased efficiency.
The buff expires before the next turn.
Upgrade: Charge is usable next round.

2

2

2

2

2

2

2

7

7


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L5 Vulcan 2⬡

155

2

65

84

4

35

7

11

2

Ragnarok Day - this ability is passive.

Before dying, bombarding the whole battlefield after one complete round.
5 crush + 15 burn damage to all units.
Upgrade: Does double damage now.

Frying Stare - costs 20 energy pts.

Stares and splashes a nearby foe unit. Reduces the target's burn stat by two.
20 burn damage & -2 burn stat debuff.
Upgrade: -10 burn stat to inline enemy.

Volcanic Artillery - costs 20 energy pts.

A hot rock will hit target spot at the end of round, damaging a foe or the ground.
20 crush + 20 burn damage or a fissure.
Upgrade: Ability becomes usable twice.

Violent Fissures - costs 20 energy pts.

Stomps the ground creating a fissure at target location, erupting existing ones.
20 burn damage to all units on fissures.
Upgrade: Will cause two fissures under.

8

8

8

8

10

0

5

3

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E6 Razorback 2⬡

211

2

80

70

20

45

15

23

5

Spiked Fence - this ability is passive.

Melee attackers get severly punished, receiving some of the damage as well.
1/4 melee damage returned (piercing).
Upgrade: Half melee damage returned.

Trident Forehead - costs 15 energy pts.

Pokes nearby foe with its forehead, 200% damage if hitting same spot.
15 pierce damage done per attack.
Upgrade: 300% spot bonus damage.

Crocodile Clip - costs 30 energy pts.

Bite cripples nearby foe for one turn, increasing ability energy cost by 25%.
10% of target total health as damage.
Upgrade: 50% increase of energy cost.

Circular Saw - costs 40 energy pts.

Travels in a straight line up to seven hexagons, cutting through all units.
12 pierce + 12 slash damage on hit.
Upgrade: Can return to initial spot.

12

12

12

10

8

8

10

8

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W7 Sarcophag 3⬡

217

1

70

60

1

10

6

8

2

Rib Cage - this ability is passive.

Bonus points for every unit that dies.
+6 defense & +6 meditation per stack.
Upgrade: 9 regrowth when a unit dies.

Dark Grasp - costs 40 energy pts.

Strikes a nearby foe using its claws, creating one Shadow Leech if it kills.
20 slash and 20 pierce damage per hit.
Upgrade: Picks drop after killing unit.

Fly Swarm - costs 30 energy pts.

Distracts a unit, lowering its defense and meditation for a complete round.
-20 defense, -10 meditation one turn.
Upgrade: Persists if unit not moving.

Shadow Legion - costs 20 energy pts.

Allows a long dead creature to come and fight again, as a shadow being.
All shadows vanish if creature dies.
Upgrade: Shadows will remain alive.

9

9

9

12

10

8

14

10

20


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G4 Miss Creeper 1⬡

165

3

33

80

3

80

17

4

1

Muscous Pillar - this ability is passive.

Any nearby killed units restore health based on their own total amount pool.
5% of maximum health stat recovery.
Upgrade: Doubles the recovery bonus.

Carving Nails - costs 10 energy pts.

Claw swipe gesture on a nearby foe.
12 pierce + 12 slash damage on strike
Upgrade: +4 pierce & +4 slash bonus.

Fatal Attraction - costs 20 energy pts.

Causes a target foe within 6 hexagons to approach her at the start of its turn.
Ability does not work on summoners.
Upgrade: +4 hexagons bonus range.

Tendril Feet - costs 30 energy pts.

All nearby foes have their movement restrained and take a bit of damage.
20 crush damage and no movement.
Upgrade: Disables ability upgrades.

6

6

6

1

1

1

5

5

9


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S6 Adaptation 3⬡

220

5

55

50

4

65

10

6

3

High Voltage - this ability is passive.

Melee attackers receive damage for every hit and also lose energy points.
5 shock damage that depletes energy.

Suction Cups

Crushes a frontal foe while draining a small amount of its maximum health.
30 crush damage, 3 health transfered.

Hunting Net

Drags closer up to 3 distant units that are aligned on different parallel rows.
Pull = 7 hexagons range - unit number

Nitrogen Shower

Sprinkles a large frontal area with liquid nitrogen, doing cold damage.
35 frost damage over 7 hexagons.

5

7

6

8

1

20

5

15

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W4 Flayed 2⬡

200

20

38

60

5

60

17

10

4

Half Full - this ability is passive.

Can regenerate health up to double. Maximum health is still the initial one.

Limb Scythe

Slashes a nearby foe, causing it to hemorrhage, losing health if moving.
15 slash damage, -5 health / hexagon

Sangvine Puke

Target's regrowth becomes lowered if it's a foe or increased if it's an ally.
+/- 20 regrowth change for a round

Symbiotic Tumor

Engulfs body into a meat cocoon. Current turn is ended by this ability.
200% bonus defense and regrowth

5

5

5

4

3

2

0

3

2


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L1 Lava Mollusk 2⬡

65

1

15

60

30

10

3

5

1

Heat Haze - this ability is passive.

Nearby foes have their offense stat reduced, dealing way less damage.
-25% offensive debuff while adjacent.
Upgrade: Hits on them do 3 extra burn.

Glowing Eye - costs 15 energy pts.

Fries any targeted nearby foe, can also hit the smaller ones from sides as well.
15 burn adjacent damage, any target.
Upgrade: Destroys target's initiative.

Covert Strike - costs 25 energy pts.

Reaches any foe within 5 hexagons by digging with its tentacles, surprising it.
21 pierce damage, 1/4 defense ignored.
Upgrade: Depletes target's movement.

Crashing Globe - costs 30 energy pts.

Catapults a flaming orb at any selected inline target, leaving it without cover.
20 crush damage + 10 burn per strike.
Upgrade: Nullifies target's meditation.

3

3

3

6

8

4

5

1

1


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L2 Metal Face 2⬡

115

3

65

60

30

40

5

7

3

Protective Vest - this ability is passive.

Removes all negative effects received from other units at beginning of turn.
Constantly purges any debuff effects.
Upgrade: Becomes immune to debuffs.

Spiked Cudgel - costs 20 energy pts.

Transform hand into a deadly weapon, hitting a nearby foe, works all around.
18 pierce + 7 crush damage per strike.
Upgrade: 25% regrowth debuff, 1 turn.

Penetrating Drill - costs 25 energy pts.

Punctures nearby enemy to damage it some more or to harm foes beyond it.
10 pierce damage done to 3 hexagons.
Upgrade: Ignores 75% of defense stat.

Pointe Technique - costs 30 energy pts.

Leaps on top of medium or large enemy within 6 range, staying there if killing it.
The target unit takes 30 pierce damage.
Upgrade: Range becomes 10 hexagons.

4

4

4

6

8

1

7

3

7


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A6 Living Armor 2⬡

199

10

100

150

10

10

15

22

2

First Aid - this ability is passive.

1/5 regrowth works even if fatigued. Works with the current modified stat.
Applies to nearby allied units as well.
Upgrade: 4 health recovery is assured.

Iron Fist - costs 25 energy pts.

Punches a nearby foe with it's heavy armored hand, leaving quite a mark.
20 crush damage, -5 defense debuff.
Upgrade: -5 meditation debuff too.

Bloody Greed - costs 30 energy pts.

Powerful sword penetrating attack, affecting multiple inline hexagons.
20 pierce damage over 2 hexagons.
Upgrade: 3 hexagons area damage.

Foot Tromp - costs 33 energy pts.

Stomps the ground, causing nearby units to have their next turn delayed.
This offers a huge tactical advantage.
Upgrade: It will not affect allied units.

15

14

12

1

3

4

10

1

20


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E3 Mr. Stitches 1⬡

100

0

1

70

10

130

2

2

5

Self Sewing - this ability is passive.

Partially repairs itself if not taking any damage at all for a whole game round.
10% of total health recovered / round

Razor Blade

Slices a nearby foe, keeping a sample.
15 slash damage on every single strike

Terrifying Stance

Causes a nearby foe to not be able to target Mr. Stitches directly for a turn.

Voodoo Doll

Stabs itself, doing mental damage to any of the previously attacked units.
20 mental damage to sampled foes

10

0

10

14

0

10

10

10

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G7 Moss Hound 3⬡

256

8

64

90

10

65

12

14

3

Immortal Wood - this ability is passive.

Resurrects itself the next round if no units are sitting on top of the corpse.
Each time it will have 50% less health.
Upgrade: Corpse will persist 3 rounds.

Stalagmite Teeth - costs 20 energy pts.

Pierces nearby unit with its denture, striking larger targets multiple times.
10 pierce damage, can do up to 2 hits.
Upgrade: +1 one more maximum hit.

Waterfall Cannon - costs 30 energy pts.

Powerful jet of water that damages & pushes back, has a 3 hexagons range.
20 knocking crush damage, up to 2 hits.
Upgrade: +2 hexagons range increase.

Thorny Weed - costs 35 energy pts.

Nasty ivy grows at a free spot up to 5 hexagons away, waiting for a foe prey.
9 pierce + 9 poison & 1 round entangle.
Upgrade: Target unit for entangle only.

10

10

10

10

3

2

5

1

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P2 Sand Shrimp 3⬡

95

3

30

35

5

20

1

1

3

Evolved Organs - this ability is passive.

Recovers 30% of health lost only from the last hit taken when the turn starts.
This ability also works when fatigued.
Upgrade: Up to 50% health recovered.

Squid Head

Chews on a nearby enemy, stealing 5 regrowth stat points for a single turn.
25 crush damage, 5 regrowth transfer

Tied Up

Binds together with a nearby enemy, denying it to move apart too far away.
Up to 3 hexagons maximum distance

Cloned Embryo

Creates a duplicate of himself, being able to be in multiple places at once.
Duplicates share health and energy.

1

1

1

1

1

1

1

1

2


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P4 Stomper 2⬡

135

5

100

70

7

10

10

16

2

Tankish Build - this ability is passive.

This unit becomes more durable as it gains one bonus defense every round.
Maximum defense bonus capped at 40.
Upgrade: Two when no damage taken.

Seismic Stomp - costs 20 energy pts.

Deals damage to a single nearby foe.
20 crush + 10 sonic damage on strike.
Upgrade: Attack targets within 2 hex.

Stone Grinder - costs 30 energy pts.

Leaps within 5 hexagons to squash two spots that are occupied by injured foes.
Every enemy has to be under 25 health.
Upgrade: Health threshold becomes 50.

Coal Burp - costs 30 energy pts.

Bombards an inline target with a hot coal projectile that breaks on impact.
30 crush to target + 15 burn sideways.
Upgrade: Sides can burn for one turn.

10

10

10

10

10

10

10

5

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A5 Gilded Maiden 1⬡

100

4

25

105

35

40

11

17

4

Banned Touch - this ability is passive.

Every 5th melee hit taken, the attacking unit is turned to gold for a whole round.
Units remain golden even if attacked.
Upgrade: Own attacks can turn to gold.

Ruby Sceptre - costs 10 energy pts.

Pokes nearby foe using the neat staff. This attack has 1 hex extended reach.
12 crush + 5 pure damage per attack.
Upgrade: Regains up to 5 health on hit.

Winged Sphere - costs 30 energy pts.

Heals an ally or damages an enemy that is at the target location after one round.
30 heal for ally or burn damage to a foe.
Upgrade: 5 area damage / heal on miss.

Searing Light - costs 40 energy pts.

Conjures an energy beam that causes multiple burning hits to first unit met.
2 hits x 13 burn damage every attack
Upgrade: One extra burn damage hit.

10

10

10

0

8

6

4

3

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
G5 Papa Eggplant 2⬡

193

8

55

80

8

60

5

6

2

Small Version - this ability is passive.

Spawns a little hungry eggplant that chases nearest foe and then attacks.
Grows into an adult if it kills two foes.
Upgrade: Needs only one kill or drop.

Having Dinner - costs 10 energy pts.

Bites a nearby foe, regaining a small number of maximum health each hit.
15 pierce damage & 5% health regain.
Upgrade: +10 poison damage on hit.

Oral Snake - costs 20 energy pts.

Drags nearby an inline unit up to five hexagons distance while damaging it.
12 pierce + 8 poison damage on strike.
Upgrade: Extra 4 poison per hexagon.

Flower Fury - costs 30 energy pts.

Uses pony tail to whip and poison all adjacent units that strayed too close.
10 slash + 10 poison damage around.
Upgrade: Triggers again when killing.

5

4

5

3

2

2

14

3

7


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A3 Cyber Hound 2⬡

140

5

75

60

20

60

7

9

2

Bad Doggie - this ability is passive.

Bites an adjacent inline enemy that's unfortunate to be there at turn start.
12 pierce damage + 10 crush damage.
Upgrade: Also bites before turn ends.

Metal Hand - costs 20 energy pts.

Harms nearby foe by using one of the two fearsome prosthetic heavy limbs.
12 crush + 8 shock damage per attack.
Upgrade: Steals up to 8 energy points.

Rocket Launcher - costs 40 energy pts.

Fires up to 3 missiles that travel long distances, striking individual targets.
10 crush + 10 burn damage per rocket.
Upgrade: Energy cost is reduced by 10.

Target Locking - costs 10 energy pts.

Two of the rockets that didn't hit this round are redirected to a new target.
This attack counts as a single strike.
Upgrade: All rockets are being used.

9

9

9

4

4

7

8

4

5


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S3 Deep Beauty 2⬡

120

21

40

60

10

30

5

5

2

Sea Horse - this ability is passive.

Meditation stat will be highly increased if being at full health, restoring energy.
15 extra meditation points if full health.
Upgrade: Can now fully restore energy.

Sea Serpent - costs 15 energy pts.

Hits a nearby area using its large tail, doing area damage over 2 hexagons.
8 pierce + 8 frost damage, has 2 range.
Upgrade: Increased area & range by 1.

Tsunami Surge - costs 20 energy pts.

Unleashes a very powerful water wave that will travel inline to hit first target.
16 crush + 16 frost damage done inline.
Upgrade: Will continue if it kills target.

Mirror Image - costs 40 energy pts.

Creates a duplicate of an unit that will only have 1 health and die after a turn.
Usable within target's adjacent space.
Upgrade: Lasts until original unit dies.

4

1

2

2

0

10

8

4

12


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A7 Golden Wyrm 3⬡

225

5

25

125

25

100

25

24

2

Battle Cry - this ability is passive.

Roars at the beginning of the turn if took any damage in previous round.
30 sonic damage to adjacent units.
Upgrade: Only roars if nearby foes.

Executioner Axe - costs 25 energy pts.

Slashes a nearby foe, instantly killing it if it's under a certain health threshold.
30 slash damage, 45 health threshold.
Upgrade: Usable again on killing strike.

Dragon Flight - costs 30 energy pts.

Travels to a nearby location passing over obstacles at no movement cost.
Flies to location within 10 hexagons.
Upgrade: +25 offense if hitting next.

Visible Stigmata - costs 50 energy pts.

Rapidly transfers up to 50 health points to a nearby allied unit, this is non lethal.
Usage requires being at least 25 health.
Upgrade: +10 regrowth bonus each use.

20

20

20

5

20

5

10

15

15


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
S2 Bouncer 2⬡

125

4

90

60

10

30

9

13

2

Fearsome Unit - this ability is passive.

Nearby foes have their offense and defense reduced for a full round.
-25% offense and defense debuff

Wrist Scimitar

Slashes a nearby foe using its blade, disturbing its energy regeneration.
25 slash damage, 1 meditation debuff

Force Display

Switches the places of two nearby side units that are the same hexagonal size.
8 crush damage to both swapped units

Belt Swat

Pokes all the frontal nearby units, knocking them back one hexagon.
20 crush damage plus knockback

10

10

10

10

10

10

10

10

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A4 Greedy Knight 1⬡

100

3

40

70

3

70

14

19

3

Bronze Armor - this ability is passive.

All incoming pierce, slash and crush types of damage are greatly reduced.
+15% physical resistance to damage.
Upgrade: Double physical resistance.

Brass Mace

Does versatile damage to nearby foe.
11 pierce + 10 crush + 9 slash damage.
Upgrade: +3 damage for each source.

Lion Thrust

Runs very fast towards an inline foe for up to 5 hexagons, greatly terrorizing it.
20 mental damage when reaching foe.
Upgrade: 20% extra offense / hexagon.

Defensive Stance

Will be extra vigilant, better protecting himself from attacks until the next turn.
Reduces 9 damage from incoming hits.
Upgrade: Will stop penetrating attacks.

9

9

9

0

5

5

2

1

7


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E4 Vertigo 2⬡

170

6

60

145

10

50

1

11

3

Pestilence Bug - this ability is passive.

All drops within 4 hexagons range are being picked at the beginning of turn.

Gnarled Staff

Pokes nearby foe using wooden staff.
15 crush damage, -5 crush stat debuff.

Rock Shard

Causes an obstable to erupt at an empty location within 6 hexagons.
It can be destroyed with only 2 hits.

Furious Twister

Summons tornado that travels inline every round, bashing first creature.
20 crush damage, 4 hexagons push.

3

3

3

2

2

2

6

8

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
A1 Swine Thug 1⬡

90

3

45

75

25

45

6

8

3

Spa Goggles - this ability is passive.

Gains temporary bonus regrowth and defense when staying in a mud bath.
+5 regrowth & defense while on mud.
Upgrade: Doubles both stat bonuses.

Baseball Baton - costs 20 energy pts.

Bashes baseball bat into a nearby foe, crushing it and pushing it 1 hexagon.
25 crush damage on hit & knockback.
Upgrade: Causes target to mud slide.

Ground Ball - costs 25 energy pts.

Strikes a mud boulder towards a foe. Usable within one of the 3 inline rows.
15 crush + 5 burn damage on each hit.
Upgrade: -1 meditation stat debuffed.

Mud Bath - costs 30 energy pts.

Orders a pile of mud over any hexagon, slowing any other units that walk over.
-1 movement point, on free spot or self.
Upgrade: 10 energy cost if used on self.

7

7

7

6

3

3

2

2

2


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L4 Infernal 2⬡

150

5

40

95

10

30

5

16

2

Crossed Bones - this ability is passive.

When this unit gets killed, it starts to restructure itself into a Lava Mollusk.
The unit won't have any energy at first.
Upgrade: Unit starts with half energy.

Shark Aggression - costs 15 energy pts.

Bytes a nearby foe, lowering its total maximum health by 1 with each strike.
15 pierce damage, one health debuff.
Upgrade: +5 more damage or healing.

Crystal Therapy - costs 30 energy pts.

Grows adjacent minerals that will buff regrowth & meditation of nearby units.
4 regrowth + 4 meditation per crystal.
Upgrade: Each formation resists 3 hits.

Charring Flame - costs 40 energy pts.

Ranged attack that damages any of the first encountered units on several rows.
20 burn damage done to 3 paralel lines.
Upgrade: Becomes a double hit attack.

5

5

5

5

10

3

2

2

7


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W3 Headless 2⬡

145

7

34

78

26

18

11

6

5

Larva Infest - this ability is passive.

Strikes any rear foe at start & end of turn, infesting it with a big parasite.
-5 endurance stat debuff, stackable.
Upgrade: Instantly fatigues enemy.

Cartilage Dagger - costs 16 energy pts.

Hits nearby unit using frontal blade. Double damage if the foe is fatigued.
11 pierce damage × 2 vs fatigued foe.
Upgrade: Extra endurance is damage.

Whip Move - costs 20 energy pts.

Grasps a distant unit, pulling close to each other based on their relative size.
Between 2 and 6 hexagons pull range.
Upgrade: +2 maximum range increase.

Boomerang Tool - costs 24 energy pts.

Forms a new weapon out of blades and throws it away 5 hexagons, returning.
10 slash damage over 15 hexagons x 2.
Upgrade: +3 hexagons increased area.

4

4

4

5

0

0

0

8

0


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W1 Nutcase 2⬡

85

3

30

80

33

120

6

9

5

Tentacle Bush - this ability is passive.

Grabs hold of all the melee attackers, making them unable to move that turn.
Becomes unmovable by most abilities.
Upgrade: +5 energy to foe ability cost.

Hammer Time - costs 24 energy pts.

Nails a nearby unit using its hard head, making it take extra damage if moving.
10 crush + 10 pierce damage & pinning.
Upgrade: Attacks up to 3 frontal foes.

War Horn - costs 26 energy pts.

Charges towards an inline foe, doing a bit of extra damage based on distance.
11 pierce damage + 1 bonus / hexagon.
Upgrade: Can also push the target foe.

Fishing Hook - costs 29 energy pts.

Throws over a nearby foe, swapping places if it is small or medium sized.
12 pierce + 12 crush damage & swap.
Upgrade: Can also swap large units.

7

9

10

8

7

6

5

4

2


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W2 Flesh Cleanser 2⬡

123

4

15

50

20

12

4

3

3

Death Dealer - this ability is passive.

Gains bonus offense stat for every kill.
+10 bonus offense if last hitting a unit

Trap Jaw

Bites frontal foe, doing extra damage if the target breaks away during its turn.
12 pierce damage, twice if it will move

Spinal Tap

Strikes a frontal foe using back spikes, not allowing it to regenerate one turn.
9 pierce + 9 poison damage, 0 regrowth

Skull Bolt

Uses parts from units that died within 5 hexagons radius as a deadly projectile.
40 crush + 10 poison damage per launch

4

4

4

3

2

2

12

3

12


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E7 Night Stalker 3⬡

222

4

66

90

30

80

24

25

1

Arm Shield - this ability is passive.

Reduces a fixed number of damage points from incoming basic attacks.
10 damage points attack reduction.
Upgrade: Reduces from all abilities.

Mega Slicer - costs 30 energy pts.

Slashes nearby foe using the claws. Target loses 3 defense permanently.
30 slash damage & defense debuff.
Upgrade: The debuff can now stack.

Screaming Bat - costs 35 energy pts.

Flying fiend attack that will damage every single hexagon of current row.
10 sonic plus 9 mental to whole row.
Upgrade: Can also target side lanes.

Eclipsing Leap - costs 55 energy pts.

Catapults itself to strike any enemy that has 3 inline hexagons available.
18 pierce + 18 crush damage on hit.
Upgrade: +18 slash damage added.

15

15

15

10

10

5

5

20

20


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L7 Fire Bird 3⬡

210

10

10

160

30

140

16

15

5

Hot Ashes - this ability is passive.

If killed, leaves ashes behind that will reiginite it back to life if not stomped.
1/3 hitpoints & energy for each stack.
Upgrade: Full energy when it revives.

Little Kindle - costs 25 energy pts.

Releases a bonfire that will chase the closest foe at a low movement speed.
25 burn damage and 3 hexagons move.
Upgrade: +2 more Kindle movement.

Blazing Waves - costs 20 energy pts.

Launches two burning streams which will scorch all the units they encounter.
30 burn damage over 8 hexagons area.
Upgrade: The attack becomes multi-hit.

Extra Motion - costs 50 energy pts.

The lust drives it to do double effort, acting again at the end of the round.
This is usable if unit wasn't delayed.
Upgrade: If killed it will die after turn.

5

5

5

8

15

3

6

3

4


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E2 Scavenger 2⬡

80

2

30

75

30

70

1

8

9

Wing Feathers - this ability is passive.

Can fly to available locations within movement range, avoiding all traps.
Safely travel towards new locations.
Upgrade: Flight over all units as well.

Slicing Pounce - costs 15 energy pts.

Slashes nearby foe using its claws.
12 slash damage done every strike.
Upgrade: -1 offense debuff per hit.

Escort Service

Carries over a frontal or rear small or medium unit to a free inline location.
Distance based on movement points.
Upgrade: Can also move large units.

Deadly Toxin - costs 30 energy pts.

Bites a nearby enemy and poisons it, taking damage every turn until dead.
12 pierce & 8 poison damage per turn.
Upgrade: Poison damages since bite.

7

7

3

5

7

7

8

6

6


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P6 Chimera 3⬡

182

12

40

80

40

40

7

5

4

Cyclic Duality - this ability is passive.

Even when becoming fatigued, can still recharge up to half of meditation stat.
This works with the existing unit stats.
Upgrade: Half regrowth regeneration.

Tooth Fairy - costs 16 energy pts.

Both heads sink their teeth into a nearby enemy target, damaging it.
16 crush damage, single hit attack.
Upgrade: This attack will hit twice.

Disturbing Sound - costs 21 energy pts.

Sings a very powerful musical note that doesn't get stopped by any dying units.
21 sonic damage that continues on kill.
Upgrade: +9 sonic damage when killing.

Battering Ram - costs 30 energy pts.

Knocks a nearby unit up to 3 hexagons, launching it into the next one and so on.
15 crush damage & push that diminish.
Upgrade: Consistent damage and push.

8

8

8

4

6

8

8

15

12


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E5 Scorpius 2⬡

186

4

80

70

20

30

8

21

4

Palm Tree - this ability is passive.

This unit prefers to hide underground, revealing only the tail most of the time.
Becomes immovable by enemy abilities.
Upgrade: Clears 1 debuff stack per turn.

Crab Pincer - costs 15 energy pts.

Powerful attack done on a nearby foe.
10 pierce + 10 crush damage on strike.
Upgrade: -1 offense stackable debuff.

Stinger Venom - costs 25 energy pts.

Pokes any foe within 2 hexagons range, piercing and poisoning it for two turns.
10 pierce + 20 poison damage 2 rounds.
Upgrade: Ignores half of defense stat.

Imbricated Scales - costs 30 energy pts.

Launches a projectile that can split on impact, dealing 1/2 damage each side.
30 pierce damage, 10 pierce sideways.
Upgrade: Both split shards penetrate.

10

10

8

9

2

2

9

2

1


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
P5 Royal Guard 3⬡

160

6

110

70

15

20

8

20

3

Frontal Aegis - this ability is passive.

Shield shaped head grants +9 defense bonus stat against any frontal attacks.
Melee attackers are pushed a hexagon

Lash Master

Slashes nearby foe using tongue, reducing its initiative for two turns.
20 slash damage & -20 initiative stat

Double Slap

Strikes up to two frontal nearby units that are positioned next to each other.
20 crush damage to each unit being hit

Meteor Slam

Regurgitates a sphere and throws it at any location within 8 hexagons range.
20 crush + 10 burn damage per strike

7

7

7

1

4

1

1

1

8


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
W6 Satyr 3⬡

214

4

60

80

5

40

9

8

3

Hard Headed - this ability is passive.

Frontal attacks cause way less damage.
10 points frontal hit damage reduction
Upgrade: -1 offense stackable debuff.

Stiff Scissors - costs 15 energy pts.

Stabs up to two nearby diagonal units.
15 pierce damage, 2 diagonal targets
Upgrade: -1 offense stackable debuff.

Flying Cleaver - costs 15 energy pts.

Jumps over a nearby creature, slicing it with its large abdominal bone hatchet.
20 slash damage to the leaped over unit
Upgrade: -1 offense stackable debuff.

Demon Hoof - costs 15 energy pts.

Bashes nearby foe, pushing it back a couple hexagons, based on its size.
25 crush damage, up to 3 hexes push
Upgrade: -1 offense stackable debuff.

5

6

7

7

5

5

4

3

10


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
L6 Volpyr 3⬡

180

2

25

90

6

30

4

4

3

Gore Lust - this ability is passive.

Each successful hit increases both the offense and burn stats a single point.
1 offense stat & 1 burn mastery on hit.
Upgrade: The bonus is tripled on kills.

Flaming Paw - costs 15 energy pts.

Strikes an adjacent enemy, doing some extra burn damage to it consecutively.
9 slash + 9 burn damage that will stack.
Upgrade: Can affect different enemies.

Bonfire Spring - costs 15 energy pts.

Ranged attack that will push the target one hexagon or otherwise strike again.
20 burn damage & knockback or 2x hit.
Upgrade: Now it always strikes twice.

Unfriendly Flare - costs 15 energy pts.

Diagonal fierce projectile that keeps bouncing each time it hits a creature.
20 burn damage + 5 more per target.
Upgrade: Can hit frontaly and bounce.

2

2

2

3

7

1

2

1

5


Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
WS Shadow Leech 1⬡

40

0

0

40

15

25

5

5

6

Ethereal Shape - this ability is passive.

Passes through any obstacles and also takes only half of the incoming damage.
Will not be able to stop over obstacles.
Upgrade: Causes delay to enemy units.

Palm Jaw - costs 10 energy pts.

Bites nearby foe by using its own hand, stealing the energy points cost from it.
12 pierce damage & 10 energy transfer.
Upgrade: Kills steal all the energy left.

Sorrow Visions - costs 15 energy pts.

Causes a foe within 5 hexagons to skip its next turn if not taking any damage.
Can not target any enemy summoners.
Upgrade: 13 mental damage if awaken.

Sleeping Mummy - costs 25 energy pts.

Meditative state that heals 20 points if not being disrupted for a whole round.
15 bonus defense while in this stance.
Upgrade: Will always restore 5 health.

6

6

6

4

4

4

5

0

10

All the characters are under the CC-BY-SA 3.0 license. You can use them however you like, even for commercial projects, as long as you credit / link the project and mention the original artist(s), similar to the next example: from Ancient Beast game project http://AncientBeast.com - character (or artwork) created by Awesome_Dude