Tiny
Tyrants
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Field Guide

Showing original art · switch to KayKit art

How to play, every control, and every faction’s hero, units, buildings and upgrades, read straight from the game’s data.

How to play

  1. 1Find a gameQuick match pairs you with whoever is waiting. Or open a game from the home lobby and wait for someone to join, join an open game from the list, invite a friend, or play the bots.
  2. 2Put workers to workYou start with a main hall and five workers. Select them (press . for an idle one) and right-click the gold mine; send a couple to the trees for timber.
  3. 3Raise your supplyEvery unit costs supply. Build a supply building (worker selected, B, then its hotkey) before you hit the cap shown top right.
  4. 4Build a barracksYour soldiers come from the barracks-type building. Select it and press the unit buttons; right-click the ground to set a rally point.
  5. 5Get your heroBuild your hero building and train your hero. Heroes level up from kills nearby (up to 10). Their portraits sit top left: click one to select the hero, and Level up! to spend skill points. Fallen heroes revive at the hero building.
  6. 6Take the mapNeutral creep camps guard extra gold mines and drop items for your hero. The market in the middle sells items.
  7. 7WinSelect your army (Cmd/Ctrl+A) and click the enemy base: your units attack and keep fighting whatever is nearby. A player is out when all their buildings are destroyed.

Damage depends on attack type versus armour type: pierce hurts light armour, siege tears buildings, arcane ignores most armour, blade is the all-rounder. Hover any button in game for its cost, time and what it does.

Controls

KeysWhat it does
LMBSelect (Shift: add/remove)
LMB dragBox select (units first)
Double-clickSelect all visible of that type (or Ctrl+click)
Ctrl/⌘ASelect your whole army (Shift: workers too)
.F8Next idle worker (Ctrl: all idle workers)
F1Select your hero (twice: centre)
FFollow the selected unit with the camera (again, or pan: stop)
BackspaceJump to your main hall
,Select idle soldiers
CtrlF5-F7Save a camera spot (F5-F7 to jump back)
ShifttrainQueue five units at once
RMBSmart order: move / attack / gather / repair / rally
LMB on enemyWith fighters selected: attack it (no A needed)
ShiftRMBQueue the order
ALMBAttack target or attack-move
MPMove / Patrol (then click)
SHStop / Hold position
GREWorkers: gather / return / repair
BWorkers: build menu (then a letter)
ShiftLMBPlace several buildings
Ctrl/Cmd1-9Save selection as group (Shift+1-9 adds)
1-9Recall group (twice: centre)
AltClickPing the map for your team (also on the minimap)
AltdragPing wheel: drag up attack, right defend, down retreat, left look
Enter1-0Quick-chat: open the phrases, then pick one
TabCycle subgroup
SpaceJump to the latest alert (else centre on selection)
AltHold to show every health bar
EscCancel mode / last queued item
←↑→↓Pan camera (no WASD: letters are commands)
MMB dragDrag camera
AltMMB dragTurn and tilt the camera
[]Turn the camera
ShiftWheelTilt the camera (or Page Up / Page Down)
\Reset the camera angle
WheelZoom to cursor
?Toggle this help
F9F10F11Paths / grid / blocked cells

Every command button also has a letter shown in its corner: with units selected, press the letter instead of clicking.

Faction · starts with 5 Covenant Engineers and a Covenant Keep

Iron Covenant

Fortified kingdoms, engineers, battlemages

Signature: Hold the line: Barracks grow add-ons (Armory, Arcanum, Siege Works) that decide what each one trains; infantry garrison Guard Towers; towers and walls are cheap and tough and engineers repair twice as fast; heroes lead with auras. No air force: Skyguards and towers answer flyers.

Hero · levels 1–10 · revives when fallen

Marshal Aldric Venn

425 gold100 timber5 supply

Hero. Commander of the line: two auras (Rallying Banner adds armour and damage, Hold the Line cuts blade and pierce damage) and Shield Bash.

Shield Bash [Q] · targetUnit · 3 ranks · 75 mana · 10s cooldown

Slam an adjacent enemy with the shield: heavy damage and a short stun.

Rallying Banner [W] · passive · 3 ranks

Aura: allied units within 9 m gain +1/+2/+3 armour and damage.

Hold the Line [E] · passive · 3 ranks

Aura: allied units within 9 m take 5%/10%/15% less blade and pierce damage.

Unbroken Wall [R] · instant · 150 mana · 120s cooldown

Ultimate: for 4 s, allied units within 8 m cannot drop below 1 hit point.

Second hero · from tier 2 · levels 1–10 · revives when fallen

High Arbiter Seraphine Vale

425 gold100 timber5 supply

Second hero. Holy caster: stunning bolt, healing sanctuary, armour aura; Divine Storm ultimate.

Judgment Bolt [Q] · targetUnit · 3 ranks · 85 mana · 11s cooldown

Smite an enemy: 70/110/150 hero damage and a 1/1.5/2 s stun.

Sanctuary [W] · targetPoint · 3 ranks · 100 mana · 18s cooldown

Bless an area: allies inside regenerate 10/18/26 HP per second for 8 s.

Devotion Aura [E] · passive · 3 ranks

Aura: allied units within 9 m gain +1/+2/+3 armour.

Divine Storm [R] · targetPoint · 175 mana · 120s cooldown

Ultimate: after a 1 s telegraph, holy fire deals 230 hero damage in 3.5 m.

Units

Covenant EngineerT1 · E

75 gold1 supply

Worker. Mines gold, chops timber, builds and repairs. Carries loads back to the Keep or Timberworks.

HP / armour
220 / 0 medium
Attack
6 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Covenant Keep

Covenant VanguardT1 · V

128 gold2 supply

Front-line swordsman. Tough and cheap; Brace (toggle) roots him in place to take far less ranged damage.

HP / armour
420 / 2 heavy
Attack
13 blade · 0.2m · every 1.4s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Barracks
Brace

Covenant ScoutT1 · S

86 gold19 timber1 supply

Fast skirmisher for scouting and raiding workers. Fleet-Foot gives a burst of speed.

HP / armour
260 / 0 light
Attack
9 blade · 0.2m · every 1s
Targets
Ground only (cannot hit flyers)
Speed
3m/s
Trained at
Barracks
Fleet Foot

ArbalestT1 · A

157 gold29 timber2 supply

Crossbow line. Long range; Volley rains bolts on an area after a short delay.

HP / armour
300 / 0 medium
Attack
22 pierce · 6m · every 2s
Targets
Ground and air
Speed
2.6m/s
Trained at
Barracks
Volley

SkyguardT1 · K

107 gold24 timber2 supply

Anti-air crossbow team. Shreds flyers from long range but cannot shoot ground targets.

HP / armour
328 / 0 light
Attack
24 pierce · 6.5m · every 1.5s
Targets
Air only (cannot hit ground)
Speed
2.9m/s
Trained at
Barracks

Founding WagonT1

Founder. Slow, sturdy wagon that unfolds into your Keep: drive it to a good spot near gold and trees, then press D to deploy.

HP / armour
900 / 2 heavy
Attack
—
Targets
No attack
Speed
2m/s
Trained at
summoned

Royal GuardT1 · G

175 gold20 timber2 supplyUnlocks at account level 3

Gilded shield-wall: tougher than a Vanguard, slower and dearer. Unlocks at account level 3.

HP / armour
525 / 3 heavy
Attack
13 blade · 0.2m · every 1.4s
Targets
Ground only (cannot hit flyers)
Speed
2.4m/s
Trained at
Barracks
Brace

BattlemageT2 · M

145 gold40 timber2 supply

Tier-2 caster. Arcane bolts and Mending Light, which heals a wounded ally.

HP / armour
290 / 0 unarmored
Attack
16 arcane · 5.5m · every 1.8s
Targets
Ground and air
Speed
2.7m/s
Trained at
Barracks
Mending Light

GyrocopterT2 · G

146 gold45 timber2 supply

Fast flying scout and raider. Flies over walls and water; hits ground and air.

HP / armour
384 / 1 light
Attack
15 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4.3m/s
Trained at
Gyro Hangar

Bolt CartT2 · B

197 gold90 timber3 supply

War machine. Long-range bolt thrower that cracks armour and buildings.

HP / armour
791 / 3 heavy
Attack
32 siege · 6m · every 2.3s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Barracks, Workshop

ChaplainT2 · C

141 gold50 timber2 supply

Support. Mending Aura slowly heals nearby allies.

HP / armour
362 / 0 unarmored
Attack
9 arcane · 4.5m · every 1.6s
Targets
Ground and air
Speed
2.8m/s
Trained at
Barracks
Mending Aura

Knight-ErrantT2 · N

221 gold63 timber3 supply

Tier-2 cavalry. Fast, armoured lance that rides down archers and casters; Fleet Foot: faster while unhurt.

HP / armour
560 / 2 heavy
Attack
19 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
3.9m/s
Trained at
Barracks
Needs
Upgrade to Stronghold
Fleet Foot

Court WizardT2 · W

165 gold70 timber2 supply

Tier-2 caster. Arcane bolts that splash a small area and Frost Bolt to slow a target.

HP / armour
270 / 0 unarmored
Attack
13 arcane · 5m · every 2s
Targets
Ground and air
Speed
2.7m/s
Trained at
Barracks
Needs
Upgrade to Stronghold
Frost Bolt

Storm ArbalestT2 · T

210 gold60 timber2 supplyUnlocks at account level 11

Longer reach and heavier bolts, on a frailer crew. Unlocks at account level 11.

HP / armour
270 / 0 medium
Attack
28 pierce · 7m · every 2s
Targets
Ground and air
Speed
2.6m/s
Trained at
Barracks
Volley

TrebuchetT3 · H

230 gold120 timber4 supply

Tier-3 siege engine. Huge range and damage against buildings; slow and needs protection.

HP / armour
520 / 1 heavy
Attack
72 siege · 11m · every 4.5s
Targets
Ground only (cannot hit flyers)
Speed
1.7m/s
Trained at
Barracks
Needs
Upgrade to Citadel

War BalloonT3 · W

235 gold110 timber4 supply

Tier-3 flying siege. Drops bombs on ground units and buildings; cannot fight flyers.

HP / armour
723 / 2 medium
Attack
58 siege · 1.2m · every 3.5s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
Gryphon Aerie

Steam JuggernautT3 · J

282 gold140 timber5 supply

Tier-3 armoured steam engine. Rams through lines and walls; very slow. Transport: carries 6 supply of ground units (right-click it to board, U to unload).

HP / armour
1526 / 5 heavy
Attack
44 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.4m/s
Trained at
Barracks
Needs
Upgrade to Citadel

Gryphon LordT3 · L

395 gold200 timber7 supply

Mythic flyer. A gryphon knight that strikes ground and air with arcane lightning.

HP / armour
2486 / 4 heavy
Attack
66 arcane · 3m · every 2.5s
Targets
Ground and air
Speed
3.3m/s
Trained at
Gryphon Aerie

Buildings

BuildingCostTier · keyTrainsResearchesNeeds
Covenant KeepMain hall. Trains Engineers, takes gold and timber, and researches the Stronghold and Citadel tiers.385g 185tT1 · KCovenant EngineerUpgrade to Stronghold, Upgrade to Citadel—
GranarySupply. Raises your army cap by 8.80g 20tT1 · G———
BarracksTrains Vanguards, Scouts, Arbalests and Skyguards. Build add-ons right beside it to unlock more: Armory (Knights, Juggernauts), Arcanum (casters), Siege Works (Bolt Carts, Trebuchets).130g 50tT1 · BCovenant Vanguard, Royal Guard, Covenant Scout, Arbalest, Storm Arbalest, Skyguard, Knight-Errant, Steam Juggernaut, Battlemage, Chaplain, Court Wizard, Bolt Cart, Trebuchet—Covenant Keep
ForgeResearches weapon and armour upgrades, plus Masonry (tougher towers and walls) and Cannon Rounds (tower damage and range).140g 60tT1 · F—Tempered Blades, Riveted Plate, Masonry, Cannon RoundsCovenant Keep
TimberworksTimber drop-off near forests; researches faster wood cutting.120g 0tT1 · T—Improved SawsCovenant Keep
Guard TowerDefensive tower that shoots nearby enemies. Garrison up to 4 supply of infantry inside for +5 damage each (right-click it with infantry). Cheap and tough; Masonry and Cannon Rounds improve it.77g 56tT1 · W——Timberworks
Hall of ValorTrains your hero, the Marshal, and revives him when he falls.180g 50tT1 · LMarshal Aldric Venn, High Arbiter Seraphine Vale—Covenant Keep
ArmoryBarracks add-on: build it right beside a Barracks and that Barracks can train Knight-Errants and (at the Citadel) Steam Juggernauts.83g 45tT1 · A——Barracks
Flak TowerAnti-air tower. Long range against flyers only.77g 56tT1 · Y——Barracks
Stone WallWall segment. Blocks movement; shift-click to place several. Cheap and tough against everything but siege.4g 11tT1 · Z———
Iron GateGate. A wall that opens by itself for your side (allies beside it, no enemy near) and shuts behind them.14g 21tT1 · V———
ArcanumTier 2 Barracks add-on: build it right beside a Barracks and that Barracks can train Battlemages, Chaplains and Court Wizards.90g 53tT2 · N—Arcane AttunementUpgrade to Stronghold
Siege WorksTier 2 Barracks add-on: build it right beside a Barracks and that Barracks can build Bolt Carts and (at the Citadel) Trebuchets.113g 83tT2 · X—Reinforced FramesUpgrade to Stronghold
WorkshopTier 2. Builds Bolt Carts.170g 140tT2 · PBolt Cart—Upgrade to Stronghold
Gyro HangarTier 2. Builds Gyrocopters.170g 140tT2 · HGyrocopter—Upgrade to Stronghold
Gryphon AerieTier 3. Raises War Balloons and the mythic Gryphon Lord.260g 210tT3 · RWar Balloon, Gryphon Lord—Upgrade to Citadel

Upgrades

UpgradeCostTimeWhat it does
Tempered Blades100g 50t60s+2 damage for blade attacks of infantry units
Riveted Plate125g 75t60s+2 armor for infantry units
Masonry125g 125t60s+250 maxHp for defense/wall units; +2 armor for defense/wall units
Cannon Rounds150g 100t70s+8 damage for defense units; +1500 range for defense units
Improved Saws100g 0t50s+2 timberPerTrip for worker units
Upgrade to StrongholdUnlocks tier 2315g 190t65s+400 maxHp for main-hall units; +1 armor for main-hall units; +1 armor for infantry/cavalry units; unlocks tier-2 buildings and units
Upgrade to CitadelUnlocks tier 3325g 230t75s+400 maxHp for main-hall units; +1 armor for main-hall units; +2 damage for infantry/cavalry units; unlocks tier-3 buildings and units
Arcane Attunement125g 100t55s+4 damage for arcane attacks of caster units; +1000 range for caster units
Reinforced Frames150g 150t60s+120 maxHp for siege units; +2 armor for siege units

Faction · starts with 5 Ashen Haulers and a Great Hall

Ashen Clans

Volcanic tribes, war beasts, ancestral rites

Signature: Blood and fire: melee warriors build Rage with every hit (more damage and speed) and cool off when idle; War Camps muster warbands that march out together; heroes grow with every kill; Emberbrand sets foes burning and fills the Ember meter for a Surge. Flimsy buildings and weak towers: they have to attack.

Hero · levels 1–10 · revives when fallen

Warchief Skarra Cinderborn

425 gold100 timber5 supply

Hero. Brawler who slams the ground with magma and beats War Drums; every kill he lands is a trophy that adds damage.

Magma Slam [Q] · instant · 3 ranks · 80 mana · 10s cooldown

Slam the ground: 50/85/120 hero damage to nearby enemies and 30% slow for 2 s.

War Drums [W] · passive · 3 ranks

Aura: allied units within 9 m deal +2/+4/+6 attack damage.

Ancestor Brand [E] · targetUnit · 3 ranks · 70 mana · 12s cooldown

Brand an enemy: 40/70/100 hero damage, then it burns for 10/15/20 damage per second for 4 s.

Caldera Eruption [R] · targetPoint · 175 mana · 120s cooldown

Ultimate: after a 1.5 s telegraph, the ground erupts for 250 hero damage in 3.5 m, buildings included.

Second hero · from tier 2 · levels 1–10 · revives when fallen

Pyre-Shaman Oskar Ashtongue

425 gold100 timber5 supply

Second hero. Fire caster: slowing fire lash, Blood Frenzy for allies; Volcanic Fury ultimate.

Fire Lash [Q] · targetPoint · 3 ranks · 80 mana · 10s cooldown

A whip of flame: 55/90/125 hero damage in 2 m and 30% slow for 3 s.

Blood Frenzy [W] · instant · 3 ranks · 90 mana · 20s cooldown

Allies within 5 m deal +3/+5/+7 damage and move 10/10/15% faster for 8 s.

Cinder Hide [E] · passive · 3 ranks

Passive: the Shaman takes 10/20/30% less pierce and arcane damage.

Volcanic Fury [R] · targetPoint · 175 mana · 120s cooldown

Ultimate: after a 1.5 s telegraph, magma rains for 210 hero damage in 4 m (buildings too) and slows survivors.

Units

Ashen HaulerT1 · W

70 gold1 supply

Worker. Mines gold, chops timber, builds and repairs for the Clans.

HP / armour
240 / 0 medium
Attack
7 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Great Hall

Ashen ReaverT1 · R

130 gold2 supply

Front-line raider. Hard-hitting; Emberbrand sets enemies burning on every hit.

HP / armour
398 / 1 medium
Attack
14 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
War Camp
Emberbrand

Cinder HoundT1 · D

100 gold20 timber1 supply

Fast beast for raids and chasing. Bites set enemies burning.

HP / armour
239 / 0 light
Attack
9 blade · 0.1m · every 0.9s
Targets
Ground only (cannot hit flyers)
Speed
3.4m/s
Trained at
War Camp
Emberbrand

Spear ThrowerT1 · T

140 gold30 timber2 supply

Ranged support that throws spears from behind the Reavers.

HP / armour
260 / 0 light
Attack
19 pierce · 4.5m · every 1.7s
Targets
Ground and air
Speed
2.9m/s
Trained at
War Camp

Skyhook HunterT1 · K

120 gold25 timber2 supply

Harpoon hunter. Drags flyers down from long range; cannot target ground units.

HP / armour
290 / 0 light
Attack
24 pierce · 6.5m · every 1.5s
Targets
Air only (cannot hit ground)
Speed
3m/s
Trained at
War Camp

Clan Totem CartT1

Founder. Heavy cart carrying the clan totem; press D at a good spot near gold and trees to raise your Great Hall.

HP / armour
963 / 2 heavy
Attack
—
Targets
No attack
Speed
2m/s
Trained at
summoned

Ember ReaverT1 · E

150 gold2 supplyUnlocks at account level 4

A faster, hotter-headed Reaver that cannot take as many hits. Unlocks at account level 4.

HP / armour
338 / 1 medium
Attack
15 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
3.4m/s
Trained at
War Camp
Emberbrand

Ash SpeakerT2 · S

150 gold40 timber2 supply

Tier-2 caster. Ancestral Fury drives an ally into a damage frenzy.

HP / armour
300 / 0 unarmored
Attack
14 arcane · 5m · every 1.8s
Targets
Ground and air
Speed
2.8m/s
Trained at
Ash Circle
Ancestral Fury

Ember WaspT2 · E

155 gold45 timber2 supply

Giant fire wasp. Fast flying raider that hits ground and air.

HP / armour
340 / 1 light
Attack
15 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4.5m/s
Trained at
Wasp Hive

Magma RamT2 · R

210 gold90 timber3 supply

War machine. A molten-headed ram cannon that cracks armour and buildings.

HP / armour
700 / 3 heavy
Attack
32 siege · 6m · every 2.3s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
Forge Pits

Ember MenderT2 · M

150 gold50 timber2 supply

Support. Mending Aura slowly heals nearby Clan warriors.

HP / armour
320 / 0 unarmored
Attack
9 arcane · 4.5m · every 1.6s
Targets
Ground and air
Speed
2.9m/s
Trained at
Ash Circle
Mending Aura

Orc BruteT2 · O

190 gold50 timber3 supply

Tier-2 bruiser. Heavy armour and big swings; every hit brands (Emberbrand).

HP / armour
663 / 1 heavy
Attack
23 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
3.1m/s
Trained at
War Camp
Needs
Raise the Ember Hold
Emberbrand

Magma BehemothT3 · B

280 gold100 timber5 supply

Tier-3 molten brute. Crushes buildings and burns everything it touches.

HP / armour
1145 / 2 heavy
Attack
42 siege · 0.3m · every 2.5s
Targets
Ground only (cannot hit flyers)
Speed
2.2m/s
Trained at
Beast Pit
Emberbrand

Ash VultureT3 · V

250 gold110 timber4 supply

Tier-3 carrion bird that drops burning ash on ground units and buildings.

HP / armour
640 / 2 medium
Attack
58 siege · 1.2m · every 3.5s
Targets
Ground only (cannot hit flyers)
Speed
2.9m/s
Trained at
Phoenix Caldera

Obsidian CrawlerT3 · C

300 gold140 timber5 supply

Tier-3 obsidian siege beast. Crushes lines and walls; slow. Transport: carries 6 supply of ground units (right-click it to board, U to unload).

HP / armour
1445 / 5 heavy
Attack
44 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.5m/s
Trained at
Beast Pit

Cinder PhoenixT3 · P

420 gold200 timber7 supply

Mythic flyer. A phoenix whose fire brands everything it hits (Emberbrand).

HP / armour
2200 / 4 heavy
Attack
66 arcane · 3m · every 2.5s
Targets
Ground and air
Speed
3.5m/s
Trained at
Phoenix Caldera
Emberbrand

Dino RavagerT3 · D

300 gold90 timber5 supply

Tier-3 beast. Tail swipes hit everything around it; brands what it hits.

HP / armour
1049 / 2 heavy
Attack
30 blade · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
3m/s
Trained at
Beast Pit
Needs
Raise the Caldera Throne
Emberbrand

Obsidian BehemothT3 · O

340 gold140 timber5 supplyUnlocks at account level 13

Cooled to black glass: harder to crack, slower to arrive. Unlocks at account level 13.

HP / armour
1374 / 4 heavy
Attack
42 siege · 0.3m · every 2.5s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
Beast Pit
Emberbrand

Buildings

BuildingCostTier · keyTrainsResearchesNeeds
Great HallMain hall. Trains Haulers, takes resources, and researches the Ember Hold and Caldera Throne tiers.340g 160tT1 · HAshen HaulerRaise the Ember Hold, Raise the Caldera Throne—
Smoke LodgeSupply. Raises your army cap by 8.70g 20tT1 · L———
War CampMusters warbands: Reavers, Cinder Hounds and Spear Throwers wait inside and march out together every 25 s, already raging.150g 50tT1 · CAshen Reaver, Ember Reaver, Cinder Hound, Spear Thrower, Skyhook Hunter, Orc Brute—Great Hall
Bone ForgeResearches weapon and hide upgrades; also a timber drop-off.130g 40tT1 · F—Obsidian Edges, Hardened HidesGreat Hall
Watch PyreDefensive tower that burns nearby enemies.100g 70tT1 · T——War Camp
Ancestor ShrineTrains your hero, the Warchief, and revives her when she falls.170g 50tT1 · SWarchief Skarra Cinderborn, Pyre-Shaman Oskar Ashtongue—Great Hall
Harpoon TowerAnti-air tower that harpoons flyers.110g 80tT1 · Y——War Camp
Basalt PalisadeWall segment. Blocks movement; shift-click to place several. Cheap and tough against everything but siege.5g 15tT1 · Z———
Bone GateGate. A wall that opens by itself for your side (allies beside it, no enemy near) and shuts behind them.20g 30tT1 · V———
Ash CircleTier 2. Trains Ash Speakers.140g 90tT2 · AAsh Speaker, Ember Mender—Raise the Ember Hold
Forge PitsTier 2. Forges Magma Rams.170g 140tT2 · GMagma Ram—Raise the Ember Hold
Wasp HiveTier 2. Breeds Ember Wasps.170g 140tT2 · WEmber Wasp—Raise the Ember Hold
Beast PitTier 3. Breeds Magma Behemoths and musters them with the warband.190g 130tT3 · PMagma Behemoth, Obsidian Behemoth, Obsidian Crawler, Dino Ravager—Raise the Caldera Throne
Phoenix CalderaTier 3. Hatches Ash Vultures and the mythic Cinder Phoenix.260g 210tT3 · XAsh Vulture, Cinder Phoenix—Raise the Caldera Throne

Upgrades

UpgradeCostTimeWhat it does
Raise the Ember HoldUnlocks tier 2300g 180t62.5s+350 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-2 buildings and units
Raise the Caldera ThroneUnlocks tier 3315g 220t72.5s+350 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-3 buildings and units
Obsidian Edges100g 50t60s+2 damage for blade attacks of melee units
Hardened Hides125g 75t60s+2 armor for melee units

Faction · starts with 5 Grove Tenders and a Heart Tree

Verdant Court

Living forests, moon magic, spirit guardians

Signature: The living forest: the Heart Tree and Groves spread forest where Verdant units run faster, heal and (at night) vanish from sight; outside it by day they take more damage. Every building is an Ancient that can uproot, walk, fight and root again elsewhere. Moonroot still heals near buildings.

Hero · levels 1–10 · revives when fallen

Huntress Ilyra Moonshade

425 gold100 timber5 supply

Hero. Ranged hunter: Lunar Arrow strikes from afar, Moonlit Path speeds up nearby allies.

Lunar Arrow [Q] · targetUnit · 3 ranks · 70 mana · 10s cooldown

A moonlit shot: 70/110/150 hero damage and 40% slow for 3 s.

Grove Sanctuary [W] · instant · 3 ranks · 90 mana · 18s cooldown

Allied units within 6 m regenerate 6/10/14 hp per second for 8 s.

Moonlit Path [E] · passive · 3 ranks

Aura: allied units within 9 m move 6%/10%/14% faster.

Wrath of the Grove [R] · targetPoint · 175 mana · 120s cooldown

Ultimate: roots erupt in 4 m, rooting enemies for 3 s and dealing 150 arcane damage.

Second hero · from tier 2 · levels 1–10 · revives when fallen

Elder Thalor Rootwarden

425 gold100 timber5 supply

Second hero. Melee keeper: roots, big heals, a regeneration aura; Wrath of the Wild ultimate.

Entangle [Q] · targetUnit · 3 ranks · 75 mana · 11s cooldown

Roots erupt under an enemy: 30/50/70 hero damage, rooted for 2/3/4 s.

Rejuvenate [W] · targetUnit · 3 ranks · 90 mana · 15s cooldown

Restore 200/320/440 HP to an ally.

Wild Growth [E] · passive · 3 ranks

Aura: allied units within 9 m regenerate 2/4/6 HP per second.

Ancient Form [R] · instant · 175 mana · 120s cooldown

Ultimate: the Rootwarden merges into a towering Ancient for 30 s: +20 damage, +6 armour, 30% less damage taken, 15% slower; thorns burst out as it awakens (100 hero damage, 2 s root within 6 m).

Units

Grove TenderT1 · T

75 gold1 supply

Worker. Mines gold, chops timber, grows and mends Verdant buildings.

HP / armour
200 / 0 light
Attack
5 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.9m/s
Trained at
Heart Tree

ThornguardT1 · G

124 gold10 timber2 supply

Front-line defender with thick bark armour.

HP / armour
440 / 2 medium
Attack
13 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
Hunters' Glade

Moon ArcherT1 · A

133 gold24 timber2 supply

Long-range archer; the backbone of a Verdant army.

HP / armour
260 / 0 light
Attack
20 pierce · 6.5m · every 1.8s
Targets
Ground and air
Speed
2.9m/s
Trained at
Hunters' Glade

Antlered StriderT1 · D

95 gold19 timber2 supply

Fast antlered beast for scouting and flanking. Fleet-Foot gives a speed burst.

HP / armour
360 / 1 medium
Attack
12 pierce · 0.2m · every 1.1s
Targets
Ground only (cannot hit flyers)
Speed
3.5m/s
Trained at
Hunters' Glade
Fleet Foot

Thorn SlingerT1 · L

120 gold25 timber2 supply

Hurls thorn bolas at flyers from long range; cannot target ground units.

HP / armour
319 / 0 light
Attack
24 pierce · 6.5m · every 1.5s
Targets
Air only (cannot hit ground)
Speed
2.8m/s
Trained at
Hunters' Glade

Heart SeedT1

Founder. A walking seed of the Heart Tree; press D at a good spot near gold and trees to plant it.

HP / armour
900 / 2 heavy
Attack
—
Targets
No attack
Speed
2m/s
Trained at
summoned

Heart Tree (uprooted)T1

An uprooted Heart Tree: walks and crushes buildings. Root it again to resume work.

HP / armour
930 / 3 heavy
Attack
34 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Moonwell (uprooted)T1

An uprooted Moonwell: walks and crushes buildings. Root it again to resume work.

HP / armour
288 / 3 heavy
Attack
24 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Hunters' Glade (uprooted)T1

An uprooted Hunters' Glade: walks and crushes buildings. Root it again to resume work.

HP / armour
690 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Rune Grove (uprooted)T1

An uprooted Rune Grove: walks and crushes buildings. Root it again to resume work.

HP / armour
570 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Sentinel Tree (uprooted)T1

An uprooted Sentinel Tree: walks and crushes buildings. Root it again to resume work.

HP / armour
372 / 3 heavy
Attack
24 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Moon Altar (uprooted)T1

An uprooted Moon Altar: walks and crushes buildings. Root it again to resume work.

HP / armour
630 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Moon Bower (uprooted)T1

An uprooted Moon Bower: walks and crushes buildings. Root it again to resume work.

HP / armour
600 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Ancient Hollow (uprooted)T1

An uprooted Ancient Hollow: walks and crushes buildings. Root it again to resume work.

HP / armour
780 / 3 heavy
Attack
34 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Thornwright Grove (uprooted)T1

An uprooted Thornwright Grove: walks and crushes buildings. Root it again to resume work.

HP / armour
690 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Moth Nursery (uprooted)T1

An uprooted Moth Nursery: walks and crushes buildings. Root it again to resume work.

HP / armour
690 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Wyrm Roost (uprooted)T1

An uprooted Wyrm Roost: walks and crushes buildings. Root it again to resume work.

HP / armour
900 / 3 heavy
Attack
29 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Bramble Spire (uprooted)T1

An uprooted Bramble Spire: walks and crushes buildings. Root it again to resume work.

HP / armour
372 / 3 heavy
Attack
24 siege · 0.3m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
summoned

Silver StriderT1 · S

120 gold20 timber2 supplyUnlocks at account level 6

A moonlit scout-rider: quicker and farther-seeing, lighter in the hit. Unlocks at account level 6.

HP / armour
360 / 1 medium
Attack
11 pierce · 0.2m · every 1.1s
Targets
Ground only (cannot hit flyers)
Speed
4m/s
Trained at
Hunters' Glade
Fleet Foot

MoonweaverT2 · W

145 gold50 timber2 supply

Tier-2 caster. Entangling Roots pins an enemy in place.

HP / armour
280 / 0 unarmored
Attack
15 arcane · 5.5m · every 1.8s
Targets
Ground and air
Speed
2.9m/s
Trained at
Moon Bower
Entangling Roots

Moth RiderT2 · M

155 gold45 timber2 supply

Moon moth with a rider. Fast flying raider that hits ground and air.

HP / armour
374 / 1 light
Attack
15 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4.1m/s
Trained at
Moth Nursery

Bramble BallistaT2 · B

210 gold90 timber3 supply

Living war machine. A grown ballista that cracks armour and buildings.

HP / armour
770 / 3 heavy
Attack
32 siege · 6m · every 2.3s
Targets
Ground only (cannot hit flyers)
Speed
2.6m/s
Trained at
Thornwright Grove

Grove DruidT2 · U

150 gold50 timber2 supply

Support. Mending Aura slowly heals nearby allies.

HP / armour
352 / 0 unarmored
Attack
9 arcane · 4.5m · every 1.6s
Targets
Ground and air
Speed
2.7m/s
Trained at
Moon Bower
Mending Aura

Moon StalkerT2 · N

175 gold45 timber2 supply

Tier-2 assassin. Fast, hard-hitting and fragile; at night it vanishes near trees like the rest of the Court.

HP / armour
360 / 0 light
Attack
27 blade · 0.1m · every 1.4s
Targets
Ground only (cannot hit flyers)
Speed
3.6m/s
Trained at
Hunters' Glade
Needs
Awaken the Elder Tree

Elder ThornguardT2 · E

200 gold60 timber3 supplyUnlocks at account level 16

An old guardian of the grove: a front line in one body, for the price of two. Unlocks at account level 16.

HP / armour
638 / 4 medium
Attack
16 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
2.5m/s
Trained at
Hunters' Glade

Elder WardenT3 · E

260 gold140 timber5 supply

Tier-3 walking ancient that tears down buildings.

HP / armour
1050 / 3 heavy
Attack
58 siege · 0.3m · every 2.5s
Targets
Ground only (cannot hit flyers)
Speed
1.9m/s
Trained at
Ancient Hollow

Hippogryph RiderT3 · H

250 gold110 timber4 supply

Tier-3 hippogryph rider that drops seed bombs on ground units and buildings.

HP / armour
704 / 2 medium
Attack
58 siege · 1.2m · every 3.5s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Wyrm Roost

Treant WalkerT3 · K

300 gold140 timber5 supply

Tier-3 walking treant engine. Crushes lines and walls; slow. Transport: carries 6 supply of ground units (right-click it to board, U to unload).

HP / armour
1485 / 5 heavy
Attack
44 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.3m/s
Trained at
Ancient Hollow

Elder WyrmT3 · W

420 gold200 timber7 supply

Mythic flyer. An ancient green wyrm whose breath hits ground and air.

HP / armour
2420 / 4 heavy
Attack
66 arcane · 3m · every 2.5s
Targets
Ground and air
Speed
3.1m/s
Trained at
Wyrm Roost

Bog ToadT3 · T

280 gold100 timber5 supply

Tier-3 beast. Long tongue lashes ground and air, and Entangling Roots holds a target in place.

HP / armour
1050 / 2 heavy
Attack
24 blade · 1.3m · every 1.7s
Targets
Ground and air
Speed
2.6m/s
Trained at
Ancient Hollow
Needs
Crown the Ancient
Entangling Roots

Buildings

BuildingCostTier · keyTrainsResearchesNeeds
Heart TreeMain hall. Trains Grove Tenders, takes resources, spreads forest 9 m, researches the Elder Tree and Ancient Crown tiers. Heals nearby allies. Uproots (P).Aura: Moonroot385g 185tT1 · HGrove TenderAwaken the Elder Tree, Crown the Ancient—
GrovePlant a Grove: spreads forest 6 m where Verdant units run 15% faster, heal and hide at night.30g 45tT1 · F———
MoonwellSupply. Raises your army cap by 8 and slowly heals nearby allies.Aura: Moonroot85g 20tT1 · M———
Hunters' GladeTrains Thornguards, Moon Archers and Striders.Aura: Moonroot160g 60tT1 · GThornguard, Elder Thornguard, Moon Archer, Antlered Strider, Silver Strider, Thorn Slinger, Moon Stalker—Heart Tree
Rune GroveResearches arrow and bark upgrades.Aura: Moonroot140g 60tT1 · R—Thorned Arrows, BarkskinHeart Tree
Sentinel TreeDefensive tree that shoots nearby enemies.Aura: Moonroot110g 90tT1 · S——Hunters' Glade
Moon AltarTrains your hero, the Huntress, and revives her when she falls.Aura: Moonroot180g 50tT1 · AHuntress Ilyra Moonshade, Elder Thalor Rootwarden—Heart Tree
Bramble SpireAnti-air spire. Long range against flyers only.110g 80tT1 · P——Hunters' Glade
Thorn HedgeWall segment. Blocks movement; shift-click to place several. Cheap and tough against everything but siege.5g 15tT1 · Z———
Root ArchGate. A wall that opens by itself for your side (allies beside it, no enemy near) and shuts behind them.20g 30tT1 · V———
Moon BowerTier 2. Trains Moonweavers.Aura: Moonroot150g 100tT2 · BMoonweaver, Grove Druid—Awaken the Elder Tree
Thornwright GroveTier 2. Grows Bramble Ballistas.170g 140tT2 · WBramble Ballista—Awaken the Elder Tree
Moth NurseryTier 2. Raises Moth Riders.170g 140tT2 · OMoth Rider—Awaken the Elder Tree
Ancient HollowTier 3. Awakens Elder Wardens.Aura: Moonroot210g 150tT3 · NElder Warden, Treant Walker, Bog Toad—Crown the Ancient
Wyrm RoostTier 3. Trains Hippogryph Riders and awakens the mythic Elder Wyrm.260g 210tT3 · YHippogryph Rider, Elder Wyrm—Crown the Ancient

Upgrades

UpgradeCostTimeWhat it does
Awaken the Elder TreeUnlocks tier 2315g 200t65s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-2 buildings and units
Crown the AncientUnlocks tier 3325g 240t75s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-3 buildings and units
Thorned Arrows100g 75t60s+2 damage for pierce attacks
Barkskin125g 75t60s+2 armor for infantry/beast units

Faction · starts with 5 Spectral Thralls and a Necropolis

Hollow Legion

Cursed kingdoms, necromancy, spectral armies

Signature: The endless dead: Legion buildings spread blight and must be built on it; blight slows enemies and heals the undead. Thralls chop no trees: every death on your blight or near your army pays Bones. Cheap, frail troops, and heroes and Necromancers that raise the fallen.

Hero · levels 1–10 · revives when fallen

Lord Malgrave the Unburied

425 gold100 timber5 supply

Hero. Death mage: Soul Rend damages a foe, Raise Dead calls skeletons, Deathly Vigor buffs allies.

Soul Rend [Q] · targetUnit · 3 ranks · 75 mana · 10s cooldown

Tear at an enemy: 75/115/155 hero damage; the Deathlord heals 25/40/55 hp.

Raise Dead [W] · instant · 3 ranks · 90 mana · 20s cooldown

Raise 2/3/4 Risen Skeletons beside the Deathlord for 30 s, +1 per corpse within 6 m (up to 2/3/4).

Deathly Vigor [E] · passive · 3 ranks

Aura: allied units within 9 m regenerate 2/3/4 hp per second.

Grave Call [R] · targetPoint · 200 mana · 120s cooldown

Ultimate: 8 Risen Skeletons (+1 per corpse within 6 m, up to 6) claw out at a point for 40 s and enemies within 6 m are slowed 30% for 4 s.

Second hero · from tier 2 · levels 1–10 · revives when fallen

Morgana the Pale

425 gold100 timber5 supply

Second hero. Frost lich: slowing bolt, unholy mend, frost armour; Death and Decay ultimate.

Frost Bolt [Q] · targetUnit · 3 ranks · 85 mana · 10s cooldown

A shard of ice: 75/120/165 hero damage and 40% slow for 3 s.

Unholy Mend [W] · targetUnit · 3 ranks · 80 mana · 13s cooldown

Knit an ally back together: restore 150/250/350 HP.

Frost Armor [E] · passive · 3 ranks

Passive: the Lich gains +2/+4/+6 armour.

Death and Decay [R] · targetPoint · 180 mana · 120s cooldown

Ultimate: 3 Risen Skeletons (+1 per corpse within 6 m, up to 5) climb out, then after a 2 s telegraph rot erupts for 280 hero damage in 4 m, buildings included.

Units

Spectral ThrallT1 · T

70 gold1 supply

Worker. Mines gold, builds and repairs. Chops no trees: the Legion takes Bones from the dead.

HP / armour
210 / 0 medium
Attack
6 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
Necropolis

RevenantT1 · R

110 gold2 supply

Front-line undead soldier.

HP / armour
343 / 2 heavy
Attack
12 blade · 0.2m · every 1.4s
Targets
Ground only (cannot hit flyers)
Speed
2.6m/s
Trained at
Crypt

GhoulT1 · G

75 gold1 supply

Fast, cheap melee biter. Great value in numbers.

HP / armour
211 / 0 light
Attack
8 blade · 0.1m · every 0.8s
Targets
Ground only (cannot hit flyers)
Speed
3.2m/s
Trained at
Crypt

Grave ArcherT1 · A

132 gold31 timber2 supply

Ranged undead archer.

HP / armour
255 / 0 medium
Attack
20 pierce · 5.5m · every 1.9s
Targets
Ground and air
Speed
2.5m/s
Trained at
Crypt

Risen SkeletonT1

Summoned by a Necromancer; crumbles after a while.

HP / armour
180 / 0 light
Attack
8 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
2.7m/s
Trained at
summoned

Bone SpitterT1 · S

120 gold25 timber2 supply

Spits bone shards at flyers from long range; cannot target ground units.

HP / armour
249 / 0 light
Attack
24 pierce · 6.5m · every 1.5s
Targets
Air only (cannot hit ground)
Speed
2.7m/s
Trained at
Crypt

Bone ReliquaryT1

Founder. A reliquary of bones that becomes your Necropolis; press D at a good spot near gold and trees.

HP / armour
900 / 2 heavy
Attack
—
Targets
No attack
Speed
2m/s
Trained at
summoned

GhastT1 · H

105 gold1 supplyUnlocks at account level 7

A pale, hungry Ghoul that runs you down and falls apart quickly. Unlocks at account level 7.

HP / armour
190 / 0 light
Attack
9 blade · 0.1m · every 0.8s
Targets
Ground only (cannot hit flyers)
Speed
3.8m/s
Trained at
Crypt

NecromancerT2 · N

150 gold40 timber2 supply

Tier-2 caster. Grave Tithe raises two skeletons that fight for a short time.

HP / armour
280 / 0 unarmored
Attack
14 arcane · 5m · every 1.8s
Targets
Ground and air
Speed
2.6m/s
Trained at
Shadow Sanctum
Grave Tithe

GargoyleT2 · G

155 gold45 timber2 supply

Stone-winged gargoyle. Fast flying raider that hits ground and air.

HP / armour
263 / 1 light
Attack
15 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4m/s
Trained at
Gargoyle Belfry

Meat WagonT2 · M

210 gold90 timber3 supply

War machine. A wagon that catapults corpses, cracking armour and buildings.

HP / armour
602 / 3 heavy
Attack
32 siege · 6m · every 2.3s
Targets
Ground only (cannot hit flyers)
Speed
2.5m/s
Trained at
Bone Works

Grave PriestT2 · P

150 gold50 timber2 supply

Support. Mending Aura slowly knits nearby undead back together.

HP / armour
275 / 0 unarmored
Attack
9 arcane · 4.5m · every 1.6s
Targets
Ground and air
Speed
2.6m/s
Trained at
Shadow Sanctum
Mending Aura

WraithT2 · W

135 gold40 timber2 supply

Tier-2 flyer. Cheap spectral raider that harries ground and air with arcane bolts.

HP / armour
290 / 0 light
Attack
16 arcane · 2.2m · every 1.4s
Targets
Ground and air
Speed
3.7m/s
Trained at
Gargoyle Belfry
Needs
Raise the Dread Citadel

Bone HurlerT3 · B

220 gold110 timber4 supply

Tier-3 catapult of bone. Long-range siege against buildings.

HP / armour
500 / 1 heavy
Attack
66 siege · 10.5m · every 4.3s
Targets
Ground only (cannot hit flyers)
Speed
1.8m/s
Trained at
Charnel Works

Plague VultureT3 · V

250 gold110 timber4 supply

Tier-3 plague vulture that drops rot on ground units and buildings.

HP / armour
550 / 2 medium
Attack
58 siege · 1.2m · every 3.5s
Targets
Ground only (cannot hit flyers)
Speed
2.6m/s
Trained at
Dragon Crypt

Bone ColossusT3 · C

300 gold140 timber5 supply

Tier-3 colossus of fused bone. Crushes lines and walls; slow. Transport: carries 6 supply of ground units (right-click it to board, U to unload).

HP / armour
1161 / 5 heavy
Attack
44 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.2m/s
Trained at
Charnel Works

Lich DragonT3 · L

420 gold200 timber7 supply

Mythic flyer. A skeletal lich dragon whose frost breath hits ground and air.

HP / armour
1892 / 4 heavy
Attack
66 arcane · 3m · every 2.5s
Targets
Ground and air
Speed
3m/s
Trained at
Dragon Crypt

Pit FiendT3 · F

265 gold85 timber5 supply

Tier-3 demon. Cleaving claws that hit everything around it.

HP / armour
860 / 2 heavy
Attack
28 blade · 0.2m · every 1.7s
Targets
Ground only (cannot hit flyers)
Speed
3m/s
Trained at
Charnel Works
Needs
Raise the Black Spire

Bone JuggernautT3 · J

330 gold180 timber5 supplyUnlocks at account level 18

A blackened colossus: more bone, more weight, more gold. Unlocks at account level 18.

HP / armour
1393 / 5 heavy
Attack
51 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2m/s
Trained at
Charnel Works

Buildings

BuildingCostTier · keyTrainsResearchesNeeds
NecropolisMain hall. Trains Thralls, takes gold, spreads blight 11 m, pays a trickle of Bones, researches the Dread Citadel and Black Spire tiers.385g 185tT1 · NSpectral ThrallRaise the Dread Citadel, Raise the Black Spire—
OssuarySupply. Raises your army cap by 10 and spreads blight 6 m.90g 20tT1 · O———
CryptTrains Revenants, Ghouls and Grave Archers.160g 60tT1 · CRevenant, Ghoul, Ghast, Grave Archer, Bone Spitter—Necropolis
Bone FoundryResearches blade and plate upgrades.140g 60tT1 · F—Cursed Blades, Grave PlateNecropolis
Spirit SpireDefensive spire that shoots nearby enemies and spreads blight 5 m.120g 80tT1 · S——Crypt
Throne of AshTrains your hero, Lord Malgrave, and revives him when he falls.180g 50tT1 · ALord Malgrave the Unburied, Morgana the Pale—Necropolis
Wail TowerAnti-air tower whose wail tears flyers apart.110g 80tT1 · T——Crypt
Ossuary WallWall segment. Blocks movement; shift-click to place several. Cheap and tough against everything but siege.5g 15tT1 · Z———
Grave GateGate. A wall that opens by itself for your side (allies beside it, no enemy near) and shuts behind them.20g 30tT1 · V———
Shadow SanctumTier 2. Trains Necromancers.150g 90tT2 · DNecromancer, Grave Priest—Raise the Dread Citadel
Bone WorksTier 2. Builds Meat Wagons.170g 140tT2 · BMeat Wagon—Raise the Dread Citadel
Gargoyle BelfryTier 2. Animates Gargoyles.170g 140tT2 · GGargoyle, Wraith—Raise the Dread Citadel
Charnel WorksTier 3. Builds Bone Hurlers.200g 140tT3 · WBone Hurler, Bone Colossus, Bone Juggernaut, Pit Fiend—Raise the Black Spire
Dragon CryptTier 3. Raises Plague Vultures and the mythic Lich Dragon.260g 210tT3 · RPlague Vulture, Lich Dragon—Raise the Black Spire

Upgrades

UpgradeCostTimeWhat it does
Raise the Dread CitadelUnlocks tier 2315g 190t65s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-2 buildings and units
Raise the Black SpireUnlocks tier 3325g 230t75s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-3 buildings and units
Cursed Blades100g 50t60s+2 damage for blade attacks of undead units
Grave Plate125g 75t60s+2 armor for undead units

Faction · starts with 5 Bun Burrowers and a Great Burrow

Critter Kingdom

Mushroom realms, blobs and fluffy beasts that evolve as they fight

Signature: Grow and change: every Great Burrow hatches free Gumblobs; buildings unlock the forms a Gumblob can morph into (pay the difference, cocoon a while); Gumblobs, Mushnubs and Glubs evolve after landing kills, and heroes evolve at levels 4 and 7.

Hero · levels 1–10 · revives when fallen

King Morel the Merry

425 gold100 timber5 supply

Hero. Fungal caster: Spore Burst slows a crowd, Royal Feast boosts damage, Fungal Ring adds armour. Evolves at levels 4 and 7.

Spore Burst [Q] · targetPoint · 3 ranks · 80 mana · 11s cooldown

A puff of spores: 60/100/140 hero damage in 3 m and 30% slow for 3 s.

Royal Feast [W] · instant · 3 ranks · 90 mana · 20s cooldown

Allied units within 6 m deal +2/+3/+4 damage for 10 s.

Fungal Ring [E] · passive · 3 ranks

Aura: allied units within 8 m have +1/+2/+3 armour.

Spore Storm [R] · targetPoint · 180 mana · 120s cooldown

Ultimate: a cloud of sleepy spores puts enemies in 4.5 m to sleep for 2 s and deals 180 hero damage.

Second hero · from tier 2 · levels 1–10 · revives when fallen

Sir Alpaking the Fluffy

425 gold100 timber5 supply

Hero. Fluffy brawler: Fluff Charge dazes, Woolly Guard shrugs off damage, Herd Call speeds allies. Evolves at levels 4 and 7.

Fluff Charge [Q] · targetUnit · 3 ranks · 70 mana · 10s cooldown

Headbutts an enemy: 80/120/160 hero damage and a 1/1.5/2 s daze.

Woolly Guard [W] · instant · 3 ranks · 60 mana · 18s cooldown

Fluffs up: takes 20%/30%/40% less damage for 8 s.

Herd Call [E] · passive · 3 ranks

Aura: allied units within 9 m move 6%/10%/14% faster.

Stampede [R] · targetPoint · 160 mana · 120s cooldown

Ultimate: a fluffy stampede tramples 4 m: 220 hero damage and 30% slow for 3 s.

Units

Bun BurrowerT1 · B

70 gold1 supply

Worker. Mines gold, gathers timber and builds the warren; quick on its feet.

HP / armour
190 / 0 light
Attack
5 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
3.1m/s
Trained at
Great Burrow

GumblobT1 · G

95 gold1 supply

The seed of every critter army. Morphs (V) into any form your buildings unlock; evolves into a Spiky Gumblob after landing 3 kills.

HP / armour
190 / 0 light
Attack
8 blade · 0.1m · every 1.1s
Targets
Ground only (cannot hit flyers)
Speed
3m/s
Trained at
Great Burrow, Playground
Evolves
into Spiky Gumblob after 3 kills

Spiky GumblobT1

85 gold1 supply

Evolved Gumblob: more health, spikier and armoured.

HP / armour
300 / 1 medium
Attack
11 blade · 0.1m · every 1.1s
Targets
Ground only (cannot hit flyers)
Speed
3m/s
Trained at
evolves from Gumblob

MushnubT1 · M

120 gold15 timber2 supply

Sturdy front line. Evolves into a Mushnub Elder after landing 4 kills.

HP / armour
420 / 2 medium
Attack
12 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
morphs from a Gumblob (needs Playground)
Evolves
into Mushnub Elder after 4 kills

Mushnub ElderT1

120 gold15 timber2 supply

Evolved Mushnub: a heavily armoured toadstool brute.

HP / armour
580 / 3 heavy
Attack
16 blade · 0.2m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
evolves from Mushnub

CactoroT1 · C

130 gold25 timber2 supply

Ranged needle thrower. Hits ground and air.

HP / armour
270 / 0 light
Attack
18 pierce · 6m · every 1.7s
Targets
Ground and air
Speed
2.9m/s
Trained at
morphs from a Gumblob (needs Playground)

MonkrooseT1 · K

100 gold20 timber2 supply

Fast raider. Quick strikes, great at chasing down casters.

HP / armour
330 / 1 medium
Attack
11 blade · 0.2m · every 1s
Targets
Ground only (cannot hit flyers)
Speed
3.6m/s
Trained at
morphs from a Gumblob (needs Playground)

Birb PeckerT1 · R

110 gold25 timber2 supply

Birb sharpshooter. Pecks flyers out of the sky; cannot target ground units.

HP / armour
255 / 0 light
Attack
24 pierce · 6.5m · every 1.5s
Targets
Air only (cannot hit ground)
Speed
3m/s
Trained at
morphs from a Gumblob (needs Playground)

Sprout CartT1

Founder. A cart of sprouts that grows into your Great Burrow; press D at a good spot near gold and trees.

HP / armour
900 / 2 heavy
Attack
—
Targets
No attack
Speed
2m/s
Trained at
summoned

Puff SingerT2 · P

160 gold55 timber2 supply

Tier-2 caster. Lullaby puts one enemy to sleep for 2 s.

HP / armour
270 / 0 unarmored
Attack
13 arcane · 5m · every 1.8s
Targets
Ground and air
Speed
2.8m/s
Trained at
morphs from a Gumblob (needs Bubble Pond)
Lullaby

Glub ElderT2

140 gold40 timber2 supply

Evolved Glub: a big, tough flying fish.

HP / armour
450 / 2 medium
Attack
19 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4.3m/s
Trained at
evolves from Glub

GlubT2 · G

143 gold45 timber2 supply

Flying fish. Fast raider that hits ground and air; evolves into a Glub Elder after landing 4 kills.

HP / armour
299 / 1 light
Attack
15 pierce · 3.5m · every 1.3s
Targets
Ground and air
Speed
4.5m/s
Trained at
morphs from a Gumblob (needs Glub Pond)
Evolves
into Glub Elder after 4 kills

Hairball CatT2 · B

193 gold90 timber3 supply

War machine. Lobs giant hairballs that crack buildings from long range.

HP / armour
616 / 3 heavy
Attack
32 siege · 6m · every 2.3s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
morphs from a Gumblob (needs Tinker Den)

Mother HenT2 · M

138 gold50 timber2 supply

Support. Mending Aura: Mother Hen fusses over nearby allies.

HP / armour
282 / 0 unarmored
Attack
9 arcane · 4.5m · every 1.6s
Targets
Ground and air
Speed
2.9m/s
Trained at
morphs from a Gumblob (needs Bubble Pond)
Mending Aura

Snuggle YetiT3 · E

260 gold135 timber5 supply

Tier-3 siege beast. Hugs buildings flat.

HP / armour
1100 / 3 heavy
Attack
54 siege · 0.3m · every 2.4s
Targets
Ground only (cannot hit flyers)
Speed
2.1m/s
Trained at
morphs from a Gumblob (needs Yeti Cave)

HywirlT3 · H

230 gold110 timber4 supply

Tier-3 whirlwind spirit. Drops gusts on ground units and buildings.

HP / armour
563 / 2 medium
Attack
58 siege · 1.2m · every 3.5s
Targets
Ground only (cannot hit flyers)
Speed
2.9m/s
Trained at
morphs from a Gumblob (needs Dragon Roost)

Grand CarpT3 · C

276 gold140 timber5 supply

Tier-3 armoured carp. Slow, huge and full of passengers. Transport: carries 6 supply of ground units (right-click it to board, U to unload).

HP / armour
1188 / 5 heavy
Attack
44 siege · 0.3m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.5m/s
Trained at
morphs from a Gumblob (needs Yeti Cave)

Gumdrop DragonT3 · D

386 gold200 timber7 supply

Mythic flyer. A gummy dragon that breathes candy-coloured arcane fire.

HP / armour
1936 / 4 heavy
Attack
66 arcane · 3m · every 2.5s
Targets
Ground and air
Speed
3.5m/s
Trained at
morphs from a Gumblob (needs Dragon Roost)

Buildings

BuildingCostTier · keyTrainsResearchesNeeds
Great BurrowMain hall. Hatches a free Gumblob every 30 s (up to 3 waiting), trains Bun Burrowers and Gumblobs, takes resources, and digs the Grand Burrow and Crown tiers.380g 180tT1 · HBun Burrower, GumblobDig the Grand Burrow, Crown the Burrow—
Cozy NestSupply. Raises your army cap by 8.80g 20tT1 · N———
PlaygroundTrains Gumblobs; unlocks morphing into Mushnubs, Cactoros, Monkrooses and Birb Peckers.150g 60tT1 · PGumblob—Great Burrow
Snack ShackResearch. Sharper Needles (pierce damage) and Thick Fluff (armour).135g 60tT1 · S—Sharper Needles, Thick FluffGreat Burrow
Mushroom LookoutDefence tower. Shoots ground and air.105g 90tT1 · L——Playground
Throne StumpTrains your heroes, King Morel and Sir Alpaking, and revives them when they fall.180g 50tT1 · TKing Morel the Merry, Sir Alpaking the Fluffy—Great Burrow
BirdhouseAnti-air tower. Long range against flyers only.110g 80tT1 · R——Playground
Hay Bale FenceWall segment. Blocks movement; shift-click to place several. Cheap and tough against everything but siege.5g 15tT1 · Z———
Picket GateGate. A wall that opens by itself for your side (allies beside it, no enemy near) and shuts behind them.20g 30tT1 · V———
Bubble PondTier 2. Unlocks morphing into Puff Singers and Mother Hens.150g 100tT2 · O——Dig the Grand Burrow
Tinker DenTier 2. Unlocks morphing into Hairball Cats.170g 140tT2 · D——Dig the Grand Burrow
Glub PondTier 2. Unlocks morphing into Glubs.170g 140tT2 · G——Dig the Grand Burrow
Yeti CaveTier 3. Unlocks morphing into Snuggle Yetis and Grand Carps.210g 150tT3 · Y——Crown the Burrow
Dragon RoostTier 3. Unlocks morphing into Hywirls and the mythic Gumdrop Dragon.260g 210tT3 · X——Crown the Burrow

Upgrades

UpgradeCostTimeWhat it does
Dig the Grand BurrowUnlocks tier 2305g 195t65s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-2 buildings and units
Crown the BurrowUnlocks tier 3320g 235t75s+400 maxHp for main-hall units; +1 armor for main-hall units; unlocks tier-3 buildings and units
Sharper Needles100g 75t60s+2 damage for pierce attacks
Thick Fluff120g 75t60s+2 armor for blob/fungus/beast units

Creeps, items & maps

Creep camps

CampCreepsReward
wolvesThicket Wolf, Thicket Wolf, Thicket WolfA tier-1 item for the nearest hero
brigandsHighway Brigand, Highway Brigand, Brigand SlingerA tier-1 item for the nearest hero
trollHill Troll, Highway Brigand, Brigand SlingerA tier-2 item for the nearest hero

Thicket WolfT1

1 supply

Neutral creep. Guards expansions; drops items when its camp is cleared.

HP / armour
240 / 0 light
Attack
10 blade · 0.1m · every 1.3s
Targets
Ground only (cannot hit flyers)
Speed
3.3m/s
Trained at
summoned

Highway BrigandT1

2 supply

Neutral creep. Melee bandit guarding the roads.

HP / armour
380 / 1 medium
Attack
14 blade · 0.2m · every 1.5s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
summoned

Brigand SlingerT1

2 supply

Neutral creep. Ranged bandit.

HP / armour
260 / 0 light
Attack
12 pierce · 5m · every 1.8s
Targets
Ground only (cannot hit flyers)
Speed
2.8m/s
Trained at
summoned

Hill TrollT1

4 supply

Neutral creep. Tough troll guarding better (tier-2) item drops.

HP / armour
900 / 2 heavy
Attack
30 blade · 0.2m · every 2s
Targets
Ground only (cannot hit flyers)
Speed
2.5m/s
Trained at
summoned

Wayfarer's Market: Neutral shop. Bring a hero close and press J to buy items. Can't be attacked. Sells Healing Draught, Mana Tonic, Iron Gauntlets, Warden Band, Swiftstride Boots.

Items

ItemKindCostEffectDrops from
Healing Draughtconsumable50gRestores 250 hit points.tier 1
Mana Tonicconsumable60gRestores 120 mana.tier 1
Scroll of Valorconsumable0gGrants 150 experience.tier 1, tier 2
Iron Gauntletspermanent150g+4 attack damage.tier 1
Warden Bandpermanent125g+2 armour.shop only
Swiftstride Bootspermanent175g+15% movement speed.tier 2
Ember Bladepermanent0g+9 attack damage.tier 2
Bulwark Charmpermanent0g+4 armour.tier 2

Maps

Top-down terrain of every map
Every map from above: red dots are start positions, dark green forest, blue water, tan highland, brown roads.
MapSizeStartsModesAbout
Development Vale128×12821v1A diagonal river with two bridges between opposite corners.
Twin Rivers128×12821v1Two rivers split the middle; fords decide every fight.
Ashfall Pass112×11221v1Rocky badlands with narrow passes and little cover.
Moonwell Glade128×12821v1Dense old forest around a raised glade in the centre.
Highland Siege144×14442v2, 1v1Two allied pairs on raised ground across an open valley.
Crossroads160×16042v2, ffaFour corners joined by roads through a busy centre market.
Sunken Marsh160×16042v2Wetlands full of pools; armies wind between them.
Frostpeak Ring160×1604ffa, 2v2Four bases on a ring of hills around a rocky peak.
Three Crowns176×17663v3Three allies per side across a wide forested front.
Emberwastes176×1766ffa, 3v3Six bases around scorched highlands; fight for the middle.
Grand Battlefield192×19284v4Four against four on open fields split by a long river.
Eight Kingdoms192×1928ffa, 4v4Eight realms in a great circle; alliances shift fast.