SNKRX
206 ratings
SNKRX Compendium
By GenghisHan and 2 collaborators
A compilation of everything we know about SNKRX.

Note: The items section is currently out of date. Everything else should be up to date.
5
4
25
2
4
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Game Mechanics
Leveling Up
Collecting three copies of a unit upgrades it to level 2. Collecting six additional copies upgrades it to level 3. Copies don't provide any benefits on their own. For example, two copies of Scout are as good as one.

A unit's HP is doubled each time it levels up. For example, the Swordsman has a base HP of 140, so at level 2 its HP is 280, and at level 3 its HP is 560.

Like HP, attack damage is also doubled on level up (for all units that deal damage). This doubling is reflected in the in-game documentation.

Attack Speed
Attack speed multipliers (e.g. Chronomancer) only apply to attack actions. This includes melee attacking, shooting, cursing, and creating DoT (damage over time) areas (e.g. Witch), but does not include healing, enchanting, or spawning actions. It also does not increase the damage rate of DoT effects (e.g. Pyromancer).

Move Speed
The move speed of the snake is the average of the move speeds of all the units.

AOE
For the purpose of AOE damage multipliers such as the Amplify item, anything that deals damage in an area counts as AOE damage. This includes Swordsman, void rifts, etc.

**Note:** Many of the units in this guide have a listed damage that is different from the value listed in game. This is because the in-game documentation does not take the area damage class multiplier into account. The values listed in this guide are the correct values.

DoT
For the purpose of DoT buffs, anything that deals damage over time is considered DoT, including area affects like Pyromancer and Witch as well as non-area effects like Assassin.

Projectiles
For the purpose of projectile buffs, all objects shot by units are "projectiles," even when they are not explicitly labeled as such. A "knife" is any projectile shot by a Rogue, and an "arrow" is any projectile shot by a Ranger.

Healing Orbs
When a healing orb is picked up, it heals the unit with the lowest HP by 20% of its max HP.

Critters
Critters have a base HP of 1, which can be increased by set bonuses and items. When a critter touches an enemy, it loses 1 HP and deals damage to the enemy equal to the damage value of the unit that spawned the critter. Since the critter has no invincibility frames, it will keep "hitting" the enemy continuously until either the critter or the enemy has died.
Defense
Damage is calculated according to the following formula:
dmg = dmg * (100 / (100 + def))
This means that if a unit has 100 defense, incoming damage will be halved.

All heroes have a base defense of 25. The final defense value is reached by multiplying by the class multipliers for each of the unit's classes, given in the table below. For example, the final defense vaue of Juggernaut, a Warrior/Forcer, is (without set bonuses) 25 * 125% * 120% = 37.5. With a full set bonus, Juggernaut has a defense value of (25 + 50) * 125% * 120% = 112.5.

According to the defense formula given earlier, with 25 defense a unit takes 100 / 125 = 80% damage, and with 37.5 defense a unit takes 100 / 137.5 = 73% damage. As you can see, the class multiplier only has a minor effect, even when considering the unit with the highest defense multiplier, because the base defense (25) is very small. This observation holds for all effects that multiply defense, including Squire and items.

Class
Defense multiplier
Warrior
125%
Ranger
90%
Rogue
80%
Mage
75%
Sorcerer
80%
Psyker
50%
Healer
120%
Enchanter
120%
Nuker
100%
Builder
100%
Swarmer
75%
Curser
75%
Voider
60%
Forcer
120%
Mercenary
100%
Explorer
100%
Items

Most items can now be leveled up to a higher tier.
Level 1 -> Level 2 = 10 gold.
Level 2 -> Level 3 = 15 gold.
└🔲Items 1/2

AmplifyAmplify
+20/35/50% AoE damage.



AnnihilationAnnihilation
When a Voider dies deal its DoT damage to all enemies for 3 seconds.



AssassinationAssassination
Crits from Rogues deal 8/10/12x damage but normal attacks deal half damage.



AwakeningAwakening
Every round 1 Mage is granted +50/75/100% attack speed and damage for that round.



BallistaBallista
+20/35/50% projectile damage.



Baneling BurstBaneling Burst
Critters die on contact but deal 50/100/150 AoE damage.



BeserkingBeserking
All Warriors have up to +50/75/100% attack speed based on missing HP.
Current HP
Attack Speed
100%
100%
50%
125/137.5/150%
0%
150/175/200%


BlessingBlessing
+10/20/30% healing effectiveness.



Blunt ArrowBlunt Arrow
All arrows fired by Rangers have a +10/20/30% chance to knockback.



Burning FieldBurning Field
Creates an area that deals 30 dps for 2 seconds on a repeated Sorcerer spell.



Burning StrikeBurning Strike
15% chance for attacks to ignite, dealing 20% dps for 3 seconds.



Call of the VoidCall of the Void
+30/60/90% DoT damage.



CentipedeCentipede
+10/20/30% movement speed.



Ceremonial DaggerCeremonial Dagger
Killing an enemy fires a homing dagger.



ChronomancyChronomancy
Mages cast spells 15/25/35% faster.



Critical StrikeCritical Strike
5/10/15% chance for attacks to critically strike, dealing 2x damage.



CrucioCrucio
Taking damage also shares that across all enemies at 20/30/40% its value.



Culling StrikeCulling Strike
Instantly kill elites below 10/20/30% max HP.



Damage 4Damage 4
Position 4 has +30% damage.



Death 6Death 6
Position 6 takes 10% of its health as damage every 3 seconds.



DecelerationDeceleration
Enemies taking DoT damage have -15/25/35% movement speed.



Defensive StanceDefensive Stance
First and Last position have +10/20/30% defense.



DividendsDividends
Mercenaries deal +(Gold)% damage.



Divine BarrageDivine Barrage
20/40/60% chance to release a ricocheting barrage when picking up a healing orb.



Divine BlessingDivine Blessing
Generate 1 healing orb every 8 seconds.




Divine Machine ArrowDivine Machine Arrow
Ranger arrows have a 10/20/30% chance to seek and pierce 1/2/3 times.



Divine PunishmentDivine Punishment
Deal damage to all enemies based on how many Mages you have (10 x # of Mages). (note: not to be confused with Ultimatum.)


Echo BarrageEcho Barrage
10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit.



EnchantedEnchanted
+33/66/99% attack speed to a random unit when you have at least two Enchanters.



Explosive ArrowExplosive Arrow
Ranger arrows have a +10/20/30% chance to deal 10/20/30% AoE damage.



Flying DaggersFlying Daggers
All projectiles thrown by Rogues chain +2/3/4 times.



FractureFracture
When enemies hit walls they explode into projectiles.



Freezing FieldFreezing Field
Creates an area that slows enemies by 50% for 2 seconds on a repeated Sorcerer spell.



Gravity FieldGravity Field
Creates an area that pulls enemies in for 1 second on a repeated Sorcerer spell.



HardeningHardening
+150% defense for 3 seconds after an ally dies.



HasteHaste
+50% movement speed that decays over 4 seconds on healing orb pick up.



Healing StrikeHealing Strike
8% chance for attacks to spawn a healing orb on kill.



Heavy ImpactHeavy Impact
When enemies hit walls they take damage according to the knockback force.



HextouchHextouch
Enemies take 10/15/20 damage per second for 3 seconds when cursed.
Note: The effect stacks if an enemy is cursed multiple times.


HiveHive
Critters have +1/2/3 HP.



Homing BarrageHoming Barrage
8/16/24% chance to release a homing barrage on enemy kill.
└🔳Items 2/2

Infesting StrikeInfesting Strike
10/20/30% chance for attacks to spawn 2 critters on kill.



IntimidationIntimidation
Enemies spawn with -10/20/30% max HP.



InsuranceInsurance
Heroes have 4 times the current Mercenary bonus to drop 2 gold on death.



Kinetic BombKinetic Bomb
When an ally dies they explode, launching enemies away.



Kinetic StrikeKinetic Strike
10/20/30% chance for attacks to push enemies away.



Last StandLast Stand
The last unit alive is fully healed and receives a +20% bonus to all stats.



Lasting 7Lasting 7
Position 7 will stay alive for 10 seconds after dying.



Lightning StrikeLightning Strike
5/10/15% chance for projectiles to create chain lightning, dealing 60/80/100% damage.



Lucky StrikeLucky Strike
8% chance for attacks to cause enemies to drop gold on death.



MagnetismMagnetism
Gold coins are attracted to the snake.



MagnifyMagnify
+20/35/50% AoE area size.



IntimidationIntimidation
Enemies spawn with -20% max HP.



MaledictionMalediction
+1/3/5 max curse targets.



Meat ShieldMeat Shield
Critters block enemy projectiles.



Noxious StrikeNoxious Strike
8/16/24% chance for attacks to poison enemies, dealing 20% dps for 3 seconds.



Offensive StanceOffensive Stance
First and Last positions have +10/20/30% damage.



OrbitismOrbitism
+33/66/99% orb movement speed.



Ouroboros Technique LOuroboros Technique L
Rotating left grants +25% defense to all units.



Ouroboros Technique ROuroboros Technique R
Rotating right makes units release projectiles.



PaybackPayback
+2/5/8% damage to all allies whenever an Enchanter is hit.



Porcupine TechniquePorcupine Technique
When an ally dies it explodes, releasing piercing and ricocheting projectiles.



PsycholeakPsycholeak
Position 1 generates 1 Psyker orb every 10 seconds.



PsychosinkPsychosink
Psyker orbs deal +40/80/120% damage.



Psyker OrbsPsyker Orbs
+1/2/4 Psyker orbs.



RearmRearm
Summons repeat their attacks once.



ReinforceReinforce
+10% damage, defense, and attack speed to all allies with at least one Enchanter.



ResonanceResonance
All AoE attacks deal +5% damage per unit hit.



SeepingSeeping
Enemies taking DoT damage have -15/25/35% defense.



Shoot 5Shoot 5
Position 5 shoots 3 projectiles per second.



Silencing StrikeSilencing Strike
8/16/24% chance for attacks to silence for 4 seconds on hit.



Speed 3Speed 3
Position 3 has +50% attack speed.



Stunning StrikeStunning Strike
8/16/24% chance for attacks to stun for 2 seconds on hit.



Summon InstabilitySummon Instability
Summons explode when disappearing, dealing 100/150/200% damage.



TauntTaunt
10/20/30% chance for Summons to taunt nearby enemies on attack.



Temporal ChainsTemporal Chains
Enemies are 10/20/30% slower.



TremorTremor
When enemies hit walls they create an area based on the knockback force.



UltimatumUltimatum
Projectiles that chain gain +10/20/30% damage with each chain.
(note: not to be confused with Divine Punishment.)


UnleashUnleash
Nukers gain +1% area size and damage every second.



Unrelenting StanceUnrelenting Stance
+2/5/8% defense to all allies whenever a Warrior is hit.



Unwavering StanceUnwavering Stance
Warriors gain +4/8/12% defense every 5 seconds.



VulnerabilityVulnerability
Enemies take +10/20/30% damage.



Whispers of DoomWhispers of Doom
Curses apply doom, deal 100/150/200 damage every 4/3/2 doom stacks.
Classes
└🟥Red Classes


RogueRogue


3/6 - 15%/30% chance for Rogues to crit, dealing 4x damage.
Units - Scout, Jester, Beastmaster, Outlaw, Thief, Dual_gunner, Spellblade, Assassin.

Note: All units have a base crit rate of 0%. Rogues only get the ability to crit from their set bonus.

NukerNuker


3/6 - +15%/+25% area damage and size to Nukers.
Units - Pyromancer, Vulcanist, Wizard, Elementor, Blade, Bomber, Cannoneer, Plague_doctor Sage.
└🟩Green Classes


RangerRanger


3/6 - 8%/16% chance for a Ranger to release a barrage of attacks.
Units - Archer, Dual_gunner, Sentry, Barrager, Corrupter, Cannoneer.

HealerHealer


2/4 - 20/40% chance to create +1 healing orb on healing orb creation.
Units - Cleric, Carver, Fairy, Priest, Psykeeper.

Note: Healing orbs heals the lowest ally for 20% max HP.
└🟦Blue Classes


MageMage


3/6 - -15/-30 enemy defense.
Units - Pyromancer, Magician, Wizard, Chronomancer, Cryomancer, Spellblade, Elementor, Psykino.

EnchanterEnchanter


2/4 - +15%/+25% damage to all allies.
Units - Fairy, Chronomancer, Stormweaver, Squire, Flagellant.

SorcererSorcerer


2/4/6 - Sorcerers repeat their attacks once every 4/3/2 attacks.
Units - Arcanist, Silencer, Witch, Psychic, Vulcanist, Gambler Warden.
└🟨Yellow Classes


WarriorWarrior


3/6 - +25/+50 defense to Warriors.
Units - Swordsman, Barbarian, Squire, Juggernaut, Blade, Highlander, Outlaw.

ForcerForcer


2/4 - +25%/+50% knockback force to all allies.
Units - Sage, Hunter, Barrager, Juggernaut, Warden, Psykino

MercenaryMercenary


2/4 - +8%/+16% chance for enemies to drop gold on death.
Units - Miner, Merchant, Usurer, Gambler, Thief.
└🟧Orange Classes


BuilderBuilder


2/4 - +25%/+50% construct damage and duration.
Units - Carver, Bomber, Sentry, Engineer, Artificer.

SwarmerSwarmer


2/4 - +1/+3 hits to critters.
Units - Beastmaster, Host, Infestor, Corruptor.
└🟪Purple Classes


CurserCurser


2/4 - +1/3 max curse targets to allied Cursers.
Units - Jester, SIlencer, Barbarian, Infestor, Bane, Urserer.

VoiderVoider


2/4 - +20%/+40% damage over time to Voiders.
Units - Cryomancer, Witch, Pyromancer, Assassin, Bane, Usurer, Plague_doctor.
└⬜White Classes


PsykerPsyker


2, 4 - +2/4 total Psyker orbs and +1 orb for each Psyker.
Units - Vagrant, Psychic, Flagellant, Psykeeper, Psykino.




1 - +15% attack speed and damage per active Class to allied Explorers.
Units - Vagrant

Note: The number of active classes is based on activation of that class. For example, if you have 1 Explorer, 1 Psyker, 3 Warriors, and 6 Rogues, you have 4 active sets.
Units
Unit Shop Tier Rates
Tier 1
Tier 2
Tier 3
Tier 4
Level 1
70%
20%
10%
0%
Level 2
50%
30%
15%
5%
Level 3
25%
45%
20%
10%
Level 4
10%
25%
45%
20%
Level 5
5%
15%
30%
50%
└🔴Red Units


Scout


Rogue - 1 Cost
Throws a knife that deals (13/26/52) damage and chains 3 times.
Lvl 3: (Dagger Resonance) +25% damage per chain, +3 chains.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
80
13
1.82
64
140%

Note: The +25% damage multipliers from Dagger Resonance compound on each other. So after 6 chains (on the 7th hit) the knife's damage has become 52 * 1.25^6 = 198. It also compounds with Ultimatum; with that item, after 6 chains the knife's damage will be 52 * 1.25^12 = 757.

Jester


Curser, Rogue - 2 Cost
Curses (6) nearby enemies for (6) seconds, they will explode into 4 knives on death.
Lvl 3: (Pandemonium) Curses 6 enemies and all knives seek enemies and pierce 2 times.

Base HP
Base dmg
Cooldown (s)
Sensor range
Curse reach
Move speed
80
13
5.45
96
128
140%

Beastmaster


Rogue, Swarmer- 2 Cost
Spawn 2 small critters if the Beastmaster crits.
Lvl 3: (Call of the Wild) Spawn 4 small critters if the Beastmaster gets hit.
Note: Beastmaster has 10% crit chance.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
Crit Chance
96
13
1.45
160
105%
10%

Outlaw


Warrior, Rogue - 2 Cost
Throws a fan of (5) knives, each dealing (14.3/28.6/57.2) damage.
Lvl 3: (Flying Daggers) +50% attack speed and knives seek enemies.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
112
14.3
3.03
64
126%

Pyromancer


Mage, Nuker, Voider - 3 Cost
Nearby enemies take (27.3/54.6/109.2) damage per second.
Lvl 3: (Ignite) Enemies killed by the Pyromancer explode, dealing 109.2 AoE damage.

Base HP
Base dmg
Area size
Move speed
40.5
27.3
54
80%

Thief


Rogue, Mercenary - 4 Cost
Throws a knife that deals (26/52/104) damage and chains 5 times.
Lvl 3: (Ultrakill) If the knife crits, it deals 520 damage, chains 10 times, and grants 1 gold.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
80
26
1.82
64
140%

Vulcanist


Sorcerer, Nuker - 4 Cost
Creates a volcano that explodes the nearby area 4 times, dealing (23.4/46.8/93.6) AoE damage.
Lvl 3: (Lava Burst) The number and speed of explosions is doubled.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
72
23.4
16
128
108
100%
└🟢Green Units


Archer


Ranger - 1 Cost
Shoots an arrow that deals (12/24/48) damage and pierces.
Lvl 3: (Bounce Shot) The arrow ricochets off walls 3 times.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
100
12
1.3
160
120%

Cleric


Healer - 1 Cost
Creates 1 healing orb every 8 seconds.
Lvl 3: (Mass Heal) Creates 4 healing orbs every 8 seconds.

Base HP
Cooldown (s)
Move speed
120
8
100%

Carver


Builder, Healer - 2 Cost
Carves a statue that creates 1 healing orb every 6 seconds.
Lvl 3: (World Tree) Carves a tree that creates healing orbs twice as fast.

Base HP
Cooldown (s)
Area size
Duration
Move speed
120
16
64
10
100%

Note: The statue heals a unit once every 3.33 seconds. The unit is chosen randomly and may already have full HP.

Dual_gunner


Ranger, Rogue - 2 Cost
Shoots two parallel projectiles, each dealing (15.6/31.2/62.4) damage.
Lvl 3: (Gun Kata) Every 5th attack shoot in rapid succession for 2 seconds.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
80
15.6
1.21
96
168%

Sentry



Ranger, Builder - 2 Cost
Spawns a rotating turret that shoots 4 projectiles, each dealing X damage.
Lvl 3: (Sentry Barrage) +50% sentry attack speed and the projectiles ricochet twice.

Base HP
Base dmg
Cooldown (s)
Move speed
100
12
7
120%

Barrager


Ranger, Forcer - 3 Cost
Shoots a barrage of 3 arrows, each dealing (13.2/26.4/) damage and pushes enemies.
Lvl 3: (Barrage) Every 3rd attack, the barrage shoots 15 projectiles and they push harder.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
125
13.2
2.96
128
120%

Fairy


Enchanter, Healer - 4 Cost
Creates 1 healing orb and grants 1 unit +100% attack speed for 6 seconds.
Lvl 3: (Whimsy) Creates 2 healing orbs and grants 2 units 100% attack speed for 6 seconds.

Base HP
Cooldown (s)
Move speed
144
6
120%

Note: The unit is chosen randomly and may already have full HP.

Priest


Healer - 4 Cost
Creates 3 healing orbs every 12 seconds.
Lvl 3: (Divine Intervention) Picks 3 units at random and grants them a buff that prevents death once.

Base HP
Cooldown (s)
Move speed
120
5
100%
└🌐Blue Units


Magician


Mage - 1 Cost
Creates a small area that deals (17.5/35/70) damage.
Lvl 3: (Ethereal Form) +50% attack speed every 12 seconds for 6 seconds.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
60
17.5
2
96
38.4
100%

Note: While invulnerable, the Magician can still ram enemies and send them flying without taking damage itself.

Wizard


Mage, Nuker - 2 Cost
Shoots a projectile that deals (26.25/52.5/105) AoE damage.
Lvl 3: (Magic Missile) The Projectile chains 2 times.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
54
26.25
2.67
128
43.2
100%

Chronomancer


Mage, Enchanter - 2 Cost
(+20%) attack speed to all allies.
Lvl 3: (Quicken) Enemies take damage over time 50% faster.

Base HP
Move speed
72
120%

Cryomancer


Mage, Voider - 2 Cost
Nearby enemies take (18.2/36.4/72.8) damage per second.
Lvl 3: (Frostbite) Enemies are also slowed by 60% while in the area.

Base HP
Base dmg
Area size
Move speed
45
18.2
43.2
80%

Spellblade


Mage, Rogue - 3 Cost
Throws knives that deal (18.2/36.4/72.8) damage, pierce and spiral outwards.
Lvl 3: (Spiralism) Faster projectile speed and tighter turns.

Base HP
Base dmg
Cooldown (s)
Move speed
48
18.2
1.81
140%

Stormweaver


Enchanter - 3 Cost
Infuses projectiles with chain lightning that deals (20%) damage to (2) enemies. (note: applies chain lightning to your other units projectiles.)
Lvl 3: (Wide Lightning) Chain lightning's trigger area of effect and number of units hit is doubled.

Base HP
Cooldown (s)
Move speed
120
8
120%

Elementor


Mage, Nuker - 3 Cost
Deals (26.25/52.5/105) AoE damage in a large area centered on a random target.
Lvl 3: (Windfield) Slows enemies by 60% for 6 seconds on hit.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
54
26.25
9.33
128
230.4
100%
└🔵Indigo Units


Arcanist


Sorcerer - 1 Cost
Launches a slow moving orb that launches projectiles, each dealing (13/26/52) damage.
Lvl 3: (Arcane Orb) +50% attack speed for the orb and 2 projectiles are released per cast.

Base HP
Base dmg
Cooldown (s)
Sensor range
Move speed
80
13
4
128
100%

Silencer


Sorcerer, Curser - 2 Cost
Curses 5 nearby enemies for 6 seconds, preventing them from using special attacks.
Lvl 3: (Arcane Curse) The curse also deals 52 damage per second.

Base HP
Cooldown (s)
Sensor range
Curse reach
Move speed
80
6
96
128
100%

Artificer



Sorcerer, Builder - 3 Cost
Spawns an automaton that shoots a projectile that deals X damage.
Lvl 3: (Spell Formula Efficiency) Automatons shoot and move 50% faster and release 12 projectiles on death.

Base HP
Base dmg
Cooldown (s)
Move speed
80
13
6
100%
└🟡Yellow Units


Swordsman


Warrior - 1 Cost
Deals (11/22/88) damage in an area, deals an extra (1.65/3.3/13.2) damage per unit hit.
Lvl 3: (Cleave) The Swordsman's damage is doubled.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
140
11
3.33
48
96
90%

Barbarian


Curser, Warrior - 2 Cost
Deals (11/22/44) AoE damage and stuns enemies hit for 4 seconds.
Lvl 3: (Seism) Stunned enemies also take 100% increased damage.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
140
11
8.89
48
96
90%

Squire


Warrior, Enchanter - 2 Cost
+20% damage and defense to all allies.
Lvl 3: (Shiny Gear) +30% damage, attack speed, movement speed, and defense to all allies.

Base HP
Move speed
168
108%

Note: The level 3 bonus is in addition to the Squire's normal bonus. This means that at level 3, the Squire gives a total of +50% to damage and defense.

Juggernaut


Forcer, Warrior - 3 Cost
Deals (9.075/18.15/36.3) AoE damage and pushes enemies away with a strong force.
Lvl 3: (Brutal Impact) Enemies pushed by the Juggernaut take 193.6 damage if they hit a wall.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
175
9.075
9.88
64
128
90%

Blade


Warrior, Nuker - 4 Cost
Throws multiple blades that deal (16.5/33/66) AoE damage.
Lvl 3: (Blade Resonance) Deal an additional 14.52 damage per enemy hit.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
126
16.5
5.92
64
64
90%

Note: Blade throws 1 blade for every enemy in range (64).

Highlander


Warrior - 4 Cost
Deals (55/110/220) AoE damage.
Lvl 3: (Moulinet) Quickly repeats the attack 3 times.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
140
55
4.44
36
72
90%

Warden


Sorcerer, Forcer - 4 Cost
Creates a force field around a random unit that prevents enemies from entering.
Lvl 3: (Magnetic Field) Creates the force field around 2 units.

Base HP
Cooldown (s)
Move speed
100
12
100%
└📀Gold Units


Merchant


Mercenary - 1 Cost
Gain +1 interest for every 10 gold (up to 10 interest).
Lvl 3: (Item Shop) Your first item reroll is always free.

Base HP
Move speed
100
100%

Miner


Mercenary - 2 Cost
Picking up gold releases 4 homing projectiles that deal (10/20/40) damage.
Lvl 3: (Golden Bolts) Release 8 homing projectiles instead and they pierce twice.

Base HP
Base dmg
Move speed
100
10
100%

Gambler


Mercenary, Sorcerer - 3 Cost
Deal 2 x (Total Gold) damage to a single random enemy.
Lvl 3: (Multicast) 60%/40%/20% chance to cast the attack 2/3/4 times.

Base HP
Cooldown (s)
Move speed
100
2
100%
└🟠Orange Units


Bomber



Builder, Nuker - 2 Cost
Plants a bomb, when it explodes it deals 2X AoE damage.
Lvl 3: (Demoman) +100% bomb area and damage.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
90
15
8
96
100%

Engineer


Builder - 3 Cost
Drops sentries that shoot bursts of projectiles, each dealing (10/20/40) damage.
Lvl 3: (Upgrade!!!) Drops 2 additional turrets and grants all turrets +50% damage and attack speed.

Base HP
Base dmg
Cooldown (s)
Move speed
100
10
8
100%

Host


Swarmer - 3 Cost
Periodically spawn (1) small critter.
Lvl 3: (Invasion) +100% critter spawn rate and spawn 2 critters.

Base HP
Base dmg
Cooldown (s)
Move speed
120
10
1.6
75%

Note: Even though the in-game documentation doesn't mention it, the critter's damage doubles when the Host levels up, just like a normal attack. (This applies to all Swarmers).

Infestor


Curser, Swarmer - 3 Cost
Curses all nearby enemies for 6 seconds, they will release 2 critters on death.
Lvl 3: (Infestation) Triples the number of critters released.

Base HP
Base dmg
Cooldown (s)
Sensor range
Curse reach
Move speed
120
10
4.8
96
128
75%

Note: "Base dmg" refers to the damage the critters deal on hit. This doubles when the Infestor levels up, just like a normal attack.

Corrupter


Ranger, Swarmer - 4 Cost
Spawn 3 small critters if the Corrupter kills an enemy.
Lvl 3: (Corruption) Spawn 2 small critters if the Corruptor hits an enemy.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
120
12
1.07
160
90%

Cannoneer


Ranger, Nuker - 4 Cost
Shoots a projectile that deals (36/72/144) AoE damage.
Lvl 3: (Cannon Barrage) Showers the hit area in 7 additional cannon shots that deal 72 AoE damage.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
90
36
5.33
128
144
120%
└🟣Purple Units


Sage


Nuker, Forcer - 2 Cost
Shoots a slow projectile that draws enemies in.
Lvl 3: (Dimension Compression) When the projectile expires, deal 132 damage to all enemies under its influence.

Base HP
Cooldown (s)
Sensor range
Area size
Duration
Move speed
112.5
13.33
96
72
4
100%

Witch


Sorcerer, Voider - 2 Cost
Creates an area that ricochets around the arena and deals (16.9/33.8/67.6) damage per second.
Lvl 3: (Death Pool) The area periodically releases projectiles, each dealing 67.6 damage and chaining on hit.

Base HP
Base dmg
Cooldown (s)
Area size
Duration
Move speed
60
16.9
4
31.5
12-16
80%

Assassin


Rogue, Voider - 3 Cost
Throws a piercing knife that deals (16.9/33.8/67.6) damage + (8.45/16.9/33.8) damage per second.
Lvl 3: (Toxic Delivery) Poison inflicted from crits deal 8x damage.

Base HP
Base dmg
Cooldown (s)
Range
Duration
Move speed
60
16.9
1.82
64
3
112%

Bane


Curser, Voider - 3 Cost
Curses (5) nearby enemies for 6 seconds, creates small void rifts on death.
Lvl 3: (Nightmare) Bane's void rifts area increased by 100%.

Base HP
Base dmg
Cooldown (s)
Sensor range
Curse reach
Void rift size
Void rift lifespan (s)
Move speed
75
8.32
6
96
128
18
1
80%

Usurer


Curser, Mercenary, Voider - 3 Cost
Curses 3 nearby enemies indefinitely with debt, dealing (10/20/40) damage over time.
Lvl 3: (Bankruptcy) If the same enemy is cursed 3 times, it takes 50x damage.

Base HP
Base dmg
Cooldown (s)
Sensor range
Curse reach
Move speed
75
10
6
96
128
80%

Plague_doctor


Nuker, Voider - 4 Cost
Creates an area that deals (15.6/31.2/62.4) damage per second.
Lvl 3: (Black Death Steam) Nearby enemies take an additional 62.4 damage per second.

Base HP
Base dmg
Cooldown (s)
Area size
Duration
Move speed
67.5
15.6
6.67
27
12
80%
└⚪White Units


Vagrant


Explorer, Psyker - 1 Cost
Shoots a projectile that deals (10/20/40) damage.
Lvl 3: (Champion) +15% damage and attack speed per active set.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
150
10
2
96
125%

Note: In game, Vagrant's base damage is listed as 13. This number has already factored in the +30% bonus from the Explorer and Psyker sets. The true base damage is 10.

Note: Vagrant deals 2x normal damage when crashing into an enemy.

Psychic


Sorcerer, Psyker - 2 Cost
Creates a small area that deals (15.6/31.2/62.4) AoE damage.
Lvl 3: (Mental Strike) The attack can happen from any distance and repeats once.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
120
15.6
3
64
32
100%

Flagellant


Psyker, Enchanter - 3 Cost
Deals (20/40/80) damage to self and grants +4% damage to all allies per cast.
Lvl 3: (Zealotry) 2X flagellant max HP and +12% damage to all allies per cast instead.

Base HP
Cooldown (s)
Move speed
180
8
120%

Note: The damage Flagellant deals to itself is affected by damage multipliers. However, like other enchanters, the Flagellant is unaffected by attack speed multipliers.

Psykeeper


Healer, Psyker - 3 Cost
Creates 3 healing orb every time the psykeeper takes 25% of its max HP in damage.
Lvl 3: (Crucio) Deal double the damage taken by the psykeeper to all enemies.

Base HP
Move speed
180
100%

Note: Psykeeper deals 2x normal damage when crashing into an enemy.

Psykino


Mage, Psyker, Forcer - 4 Cost
Pulls enemies together for (2) seconds.
Lvl 3: (Magnetic Force) Enemies take 246.4 damage and are pushed away when the area expires.

Base HP
Cooldown (s)
Range
Area size
Move speed
112.5
4.44
57.6
100%
Enemies
└⭕Normal Enemies
🔴Seeker
Basic enemy, chases the player.

🟢Speed Booster
Applies speed to nearby enemies on death .

🔵Exploder
Drops a mine which explodes after a delay.

⚪Shooter
Stops and shoots 3 projectiles.

🟠Headbutter
Charges a dash attack.

🟣Swarmer
Explodes into 4-6 mini purple enemies on death.

🟡Tank
Increased HP and periodically launches other enemies at you.



The formulas for all regular enemies utilize a chart that simply cross references values in a list. Here's the value list:

Level
Value
1
0
2
1
3
3
4
3
5
4
6
6
7
5
8
6
9
9
10
7
11
8
12
12
13
10
14
11
15
15
16
12
17
13
18
18
19
16
20
17
21
21
22
17
23
20
24
24
25
25

HP
The HP formula before NG+ is unlocked is the following:
25 + 16.5 * current_value

In NG+, the HP formula for all regular enemies is as follows:
22 + (current_new_game_plus * 3) + (15 + current_new_game_plus * 2.7) * current_value

So, for instance, a regular enemy on level 25 in New Game+5 will have the following calculation:
22 + (5 * 3) + (15 + 5 * 2.7) * 25 = 749.5 HP

Level
NG+0
NG+1
NG+2
NG+3
NG+4
NG+5
1
25
25
28
31
34
37
2
41.5
0
0
0
0
0
3
74.5
0
0
0
0
0
4
74.5
0
0
0
0
0
5
91
0
0
0
0
0
6
124
0
0
0
0
0
7
107.5
0
0
0
0
0
8
124
0
0
0
0
0
9
173.5
0
0
0
0
0
10
140.5
0
0
0
0
0
11
157
0
0
0
0
0
12
223
0
0
0
0
0
13
190
0
0
0
0
0
14
206.5
0
0
0
0
0
15
272.5
0
0
0
0
0
16
223
0
0
0
0
0
17
239.5
0
0
0
0
0
18
322
0
0
0
0
0
19
289
0
0
0
0
0
20
305.5
0
0
0
0
0
21
371.5
0
0
0
0
0
22
305.5
0
0
0
0
0
23
355
0
0
0
0
0
24
421
0
0
0
0
0
25
437.5
467.5
538
608.5
679
749.5

Damage
The damage formula before NG+ is unlocked is the following:
4.5 + 2.5 * current_value

In NG+, the damage formula for all regular enemies is as follows:
(4 + current_new_game_plus * 1.15) + (2 + current_new_game_plus * 1) * current_value

So, for instance, a regular enemy on level 10 in New Game+5 will have the following calculation:
(4 + 5 * 1.15) + (2 + 5 * 1) * 10 = 79.75 damage
└⛔Elite Enemies
Speed Booster
Stage 6/25
🟢 Green
Applies Speed Boost to a few enemies.

Exploder
Stage 12/25
🔵 Blue
Turns enemies into mines.

Swarmer
Stage 18/25
🟣 Purple
Applies Swarmer to a few enemies.

Forcer
Stage 24/25
🟡 Yellow
Periodically launches enemies.

Cluster (Randomizer)
Stage 25/25
🌈 Rainbow
Applies all effects.



The formulas for all elite enemies utilize a chart that simply cross references values in a list. Here's the value list:

Level
Value
1
0
2
0
3
3
4
0
5
0
6
6
7
0
8
0
9
9
10
0
11
0
12
12
13
0
14
0
15
18
16
0
17
0
18
40
19
0
20
0
21
32
22
0
23
0
24
64
25
90

HP
The HP formula is the following:
100 + (current_new_game_plus * 5) + (90+ current_new_game_plus * 10) * current_value

So, for instance, a regular enemy on level 20 in New Game+5 will have the following calculation:
100 + (5* 5) + (90+ 5 * 10) * 40 = 5725 HP


Damage
The damage formula for all elites in Level 1-24 is the following:
(12 + current_new_game_plus * 2) + (2 + current_new_game_plus) * current_value

So, for instance, an elite enemy on level 15 in New Game+5 will have the following calculation:
(12 + 5 * 2) + (2 + 5) * 18 = 148 damage

The formula for elites in Level 25 without NG+ is as follows:
(12 + current_new_game_plus * 2) + (1.25 + current_new_game_plus) * current_value
and in NG+1-5:
(12 + current_new_game_plus * 2) + (1.75 + 0.5 + current_new_game_plus) * current_value
Round Guide

Level 1
Enemy Spawns
Seekers

Gold Gained = 2


Level 2
Enemy Spawns
Seekers, Speed Boosters, Shooters

Gold Gained = 2


Level 3 - Item
Enemy Spawns
Seekers, Speed Boosters

Gold Gained = 4 - 6

Item Shop
Tier 1 - 70% chance
Tier 2 - 20% chance
Tier 3 - 10% chance


Level 4
Enemy Spawns
Seekers, Speed Boosters, Exploders

Gold Gained = 3 - 5


Level 5
Enemy Spawns
Seekers, Speed Boosters, Exploders, Shooters

Gold Gained = 4 - 7


Level 6 - Boss, Item
Boss - Speed Booster

Enemy Spawns
Seekers, Speed Boosters

Gold Gained = 6 - 10

Item Shop
Tier 1 - 60% chance
Tier 2 - 25% chance
Tier 3 - 15% chance


Level 7
Enemy Spawns
Seekers, Speed Boosters, Exploders, Headbutters

Gold Gained = 8 - 10


Level 8
Enemy Spawns
Seekers, Speed Boosters, Exploders, Headbutters, Shooters

Gold Gained = 10 - 12


Level 9 - Item
Enemy Spawns
Seekers, Shooters

Gold Gained = 12 - 15

Item Shop
Tier 1 - 50% chance
Tier 2 - 30% chance
Tier 3 - 20% chance


Level 10
Enemy Spawns
Seekers, Exploders, Headbutters

Gold Gained = 10 - 13


Level 11
Enemy Spawns
Seekers, Exploders, Headbutters, Tanks

Gold Gained = 12 - 15


Level 12 - Boss, Item
Boss - Exploder

Enemy Spawns
Seekers, Exploders

Gold Gained = 18 - 20

Item Shop
Tier 1 - 40% chance
Tier 2 - 40% chance
Tier 3 - 20% chance


Level 13
Enemy Spawns
Seekers, Speed Boosters, Shooters

Gold Gained = 10 - 14


Level 14
Enemy Spawns
Seekers, Speed Boosters, Spawners

Gold Gained = 12 - 16


Level 15 - Item
Enemy Spawns
Seekers, Shooters

Item Shop
Tier 1 - 30% chance
Tier 2 - 45% chance
Tier 3 - 25% chance


Level 16
Enemy Spawns
Seekers, Speed Boosters, Exploders, Spawners

Gold Gained = 12


Level 17
Enemy Spawns
Seekers, Speed Boosters, Exploders, Spawners, Shooters

Gold Gained = 12


Level 18 - Boss, Item
Boss - Swarmer

Enemy Spawns
Seekers, Spawners

Gold Gained = 20 - 24

Item Shop
Tier 1 - 20% chance
Tier 2 - 50% chance
Tier 3 - 30% chance


Level 19
Enemy Spawns
Seekers, Headbutters, Tanks

Gold Gained = 8 - 12


Level 20
Enemy Spawns
Seekers, Speed Boosters, Tanks, Spawners

Gold Gained = 10 - 14


Level 21 - Item
Enemy Spawns
Seekers, Headbutters

Gold Gained = 20 - 28

Item Shop
Tier 1 - 20% chance
Tier 2 - 40% chance
Tier 3 - 40% chance


Level 22
Enemy Spawns
Seekers, Headbutters, Tanks

Gold Gained = 32


Level 23
Enemy Spawns
Seekers, Headbutters, Tanks, Shooters

Gold Gained = 36


Level 24 - Boss, Item
Boss - Forcer

Enemy Spawns
Seekers, Tanks

Gold Gained = 48

Item Shop
Tier 1 - 20% chance
Tier 2 - 30% chance
Tier 3 - 50% chance


Level 25 - Boss
Boss - Randomizer

Enemy Spawns
Seekers, Speed Boosters, Exploders, Headbutters, Tanks, Shooters, Spawners
-Shelved Units & Items-


Launcher


Forcer, Curser - 2 Cost
All nearby enemies are pushed after 4 seconds, taking (22/44/88) damage on wall hit.
Lvl 3: (Kineticism) Enemies launched take 300% more damage when they hit walls.

Lich


Mage - 4 Cost
Launches a slow projectile that jumps (7) times, dealing (28/56/112) damage per hit.
Lvl 3: (Chain Frost) Chain frost slows enemies hit by 80% for 2 seconds and chains +7 times.

Illusionist


Sorcerer, Conjurer - 3 Cost
Launches a projectile that deals (13/26/52) damage and creates copies that do the same.
Lvl 3: (Mirror Image) Double the number of copies created and they release 12 projectiles on death that pierce and ricochet once.

Saboteur


Rogue, Conjurer, Nuker - 2 Cost
Calls 2 Saboteurs to seek targets and deal (11.7/23.4/46.8) AoE damage.
Lvl 3: (Demoman) The explosion has 50% chance to crit, increasing in size and dealing 2x damage.

Hunter


Ranger, Conjurer, Forcer - 2 Cost
Shoots an arrow that deals (13.2/26.4/52.8) damage and has a 20% chance to summon a pet.
Lvl 3: (Feral Pack) Summons 3 pets and the pets ricochet off walls once.



Amplify XAmplify X
+50% AoE damage.



Ballista XBallista X
Rangers and Rogues do +50% damage.



Force PushForce Push
+20% knockback force.



Hex MasterHex Master
+25% Curse duration.



ImmolationImmolation
3 units will periodically take damage, all allies gain +8% damage per tick.
(note: This can potentially kill your units so be careful.)


LongshotLongshot
Projectiles deal up to +100% damage far away and down to -50% up close.



Point BlankPoint Blank
Projectiles deal up to +100% damage up close and down to -50% far away.



PsychosensePsychosense
+33/66/99% orb range.



Spawning PoolSpawning Pool
+1 Critter health.



Wall EchoWall Echo
Hitting walls has a 34% chance of releasing 2 projectiles.



Wall RiderWall Rider
Hitting walls grants a 25% movement speed buff to your snake for 1 second.



Void RiftVoid Rift
Attacks by Mages, Nukers, or Voiders have a 20% chance to create a void rift on hit.
69 Comments
zugzwang 23 Jan, 2024 @ 10:17am 
How many enemies per wave are?
Lûte the Goblin 28 Sep, 2023 @ 3:08pm 
I wish the game explained LITERALLY ANY OF THIS.
firewolf 21 Apr, 2022 @ 5:44pm 
Why did you do this, this must of taken hours!!!
Protienshakes 9 Mar, 2022 @ 10:20pm 
Just found this game, its really cool. Just wanted to add, psyker orbs rotate around you faster with the owners attack speed. I had a fairy + active Enchanted item, when they hit the same psyker man those orbs were zipping.
GenghisHan  [author] 13 Sep, 2021 @ 6:34pm 
There were 2 different blessing items, the original one, and the new reworked one. If you look in the items category, blessing is there.
BaconStew 13 Sep, 2021 @ 6:06pm 
I saw the blessing item and even got it though?
Lightweight Swag 22 Aug, 2021 @ 2:27pm 
One thing you can add to enemies is the fact that they only follow the unit in the first slot, which can be used to avoid enemies.
GenghisHan  [author] 1 Aug, 2021 @ 10:30pm 
Once again, this removes bloat. Because of the redundancy in the units, it would require a large amount of space to rewrite each unit to their class categories as well as increase the side bar again. Not sure if this is what you mean.
happyscrub 1 Aug, 2021 @ 7:56pm 
I don't mean each individual class. I mean types like heal, nukes, rogue, ect.
GenghisHan  [author] 1 Aug, 2021 @ 7:09pm 
@happyscrub, the point of sorting classes into color is to provide a way to search for certain classes/units without having too many items on the side bar. If each individual class was on the sidebar, it would take up double the space.