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Radial Strike

Radial Strike · Field guide

How to play

Build an army. Read the battle. Improve the next wave.

Update 53
01

Prepare your first army

Choose an AI difficulty and select Prepare army. You begin with 210 gold, 5 recruitment offers and 12 available formation squares. Difficulty changes the opponent’s decisions; both sides use the same prices, income and unit strength.

Destroy the enemy citadel to win. Your troops move, attack and use their abilities automatically.

02

Recruit and place your troops

Choose a recruitment card, then an unlocked formation square, or drag the card onto the square. Selecting the card alone does not spend gold. Recruit at least one troop before you deploy.

The formation editor always faces right, on phones and desktop. Put durable troops on the right and vulnerable ranged troops or healers behind them to the left.

03

Deploy and watch the battle

Select Deploy when your opening formation is ready. Troops march toward the opposing citadel and fight automatically. Watch which enemies reach your army and where your formation struggles.

Ground troops occupy space and can block one another. Flying troops pass over ground troops and buildings, but other flyers can block them. All units and evolution forms share the same movement speed.

04

Improve the next wave

Every 30 active battle seconds, another copy of your fielded formation joins. Surviving troops keep fighting. Crowded arrivals wait for their reserved entry square to clear.

Recruiting, moving, merging and selling change future waves. They do not remove or upgrade troops already fighting. Reinforcements never refill a survivor’s healing, cleansing or lifesteal reserves, wards, opening strikes, emergency shields, spirit chants, dispel shots or summon quota.

05

Merge matching recruits

Combine 3 copies of the same family and rank to evolve automatically, up to 3 stars. A two-star recruit represents 3 base copies; a three-star recruit represents 9.

Only base forms appear in the shop. Evolving has no extra fee and does not require a tech upgrade. The gold shown as acquisition value is the cost of the required base copies, not an evolved shop price.

06

Reroll, expand and react

Offers and purchased gaps stay until you reroll. One free reroll becomes available every 30 active battle seconds, with at most one saved. Extra rerolls cost 10 gold. The opening offers are free; the first free reroll arrives after battle begins.

Use the Structures tool to place a tower or mine in a clear position. Pause to plan, and use Find battle to return to the action. Enemy troops become visible when they enter the battlefield; the enemy’s future formation stays hidden.

When you’re ready to go deeper

Income and time

During active battle you earn 7 gold every 3 seconds. Each completed, living mine adds 1 gold every 2 seconds, counted from its own completion. Saved gold earns no interest and waves do not add a separate income payment.

Preparation, pause and match end stop battle income. Game-speed controls advance all active battle clocks together.

Formation and tech

Your formation starts with 12 squares. Tech upgrades open more space while preserving existing positions. Every occupied square commits a new troop each wave; there is no bench in normal map play.

Tier 2: 100 gold, available from wave 3, 16 formation squares. New base families: Acolyte, Horseman, Young Gryphon, Light Catapult, Gargoyle, Skywatch Recruit. Unlocks change future recruitment eligibility; they never refresh your current offers or grant troops.

Tier 3: 200 gold, available from wave 6, 20 formation squares. New base families: Rogue, Stonekin, Herbalist, Rune Initiate. Unlocks change future recruitment eligibility; they never refresh your current offers or grant troops.

Tier 4: 400 gold, available from wave 9, 24 formation squares. New base families: Whelp, Bolt Cart, Bone Caller. Unlocks change future recruitment eligibility; they never refresh your current offers or grant troops.

One shared recruitment pool

Each participant, human or AI, contributes 9 base cards per family. There is no personal ownership cap. Offers in either player’s recruitment bar reserve copies.

Rerolling returns your own unbought cards before drawing sequentially from unlocked, available copies. Each draw changes what remains for the next slot. Merges preserve their base-copy count; sales return those copies. Spawned troops and battlefield deaths never consume or return recruitment cards.

Faction bonuses

Faction shields keep the same symbol and color: Human uses a blue crown, Orc a copper hammer, Undead a purple skull and Elf a green leaf. These identify the faction even before a bonus activates. Formation counts and highlighted tiers show bonus progress; battlefield team colors still identify your army and the enemy.

Each occupied formation square counts once toward its recruit’s faction, regardless of rank. Duplicate families count. Shop offers, benched recruits, battlefield survivors, queued copies from earlier waves and summons do not add squares. A fielded recruit counts once even if its newly committed troop must wait to enter.

Human: 3 squares → 5% less physical damage; 6 squares → 10% less physical damage; 12 squares → 15% less physical damage; 24 squares → 20% less physical damage.

Orc: 3 squares → +5% maximum hp; 6 squares → +10% maximum hp; 12 squares → +15% maximum hp; 24 squares → +20% maximum hp.

Undead: 3 squares → +5% attack speed; 6 squares → +10% attack speed; 12 squares → +15% attack speed; 24 squares → +20% attack speed.

Elf: 3 squares → +5% attack damage; 6 squares → +10% attack damage; 12 squares → +15% attack damage; 24 squares → +20% attack damage.

Only the highest reached tier applies; the percentages are totals. Each faction boosts only its own troops. The formation panel previews your next wave. Merging three recruits into one reduces the square count and can lower that wave’s bonus.

The bonus is fixed when the wave is committed. Later purchases, sales, merges and deaths never change existing troops or waiting arrivals. Summons neither count nor receive faction bonuses. Units added to a faction use the same ladder.

Human protection increases armor by reducing the physical damage left after base armor; magic ignores it and armor piercing can bypass some of it. Orc increases maximum and starting HP. Undead reduces the attack interval without changing movement, windup or ability cooldowns. Elf increases attack damage, including building hits and effects based on attack damage. Fixed healing, ward, dispel and summon amounts stay unchanged. Base shop and roster stats exclude formation bonuses; selected formation and living-troop stats include their applicable bonus.

Construction and lasting defenses

The hammer opens Structures. Drag a card into the highlighted build zone, or select it, choose a clear spot and confirm. Keep the whole building inside the zone and clear of troops, buildings and reserved entries. Each living structure, including construction, multiplies its own type’s next price by 2. Destroyed copies lower that price. There is no fixed count limit or ruin cooldown.

Buildings persist between waves and are vulnerable during construction. Living buildings regenerate up to their maximum HP; destroyed buildings do not revive. Fortification reduces both physical and magic damage.

Selling and committed troops

Each purchase refunds its full paid amount for 5 active recruitment seconds, ending at its first wave commitment. Afterward it refunds 75% of the gold actually paid. Merges preserve the original purchase timers; the combined refund is rounded down once.

Selling returns the recruit’s copies to recruitment stock. It never cancels committed arrivals or removes living troops. Pause freezes the refund timer.

Controls and reading the battle

Drag the battlefield to pan; scroll or pinch to zoom. Find battle recenters the camera. The formation editor always faces right, even when the portrait battlefield angles upward. On a narrow screen, use Rear and Front below the grid or scroll sideways to reach every column. The information button on a recruit opens its stats and abilities.

The Auto formation setting opens the grid for opening recruitment and closes it after Deploy. Manual and Pinned are available. Settings offers an optional minimap, health bars, screen shake and automatic battle tracking.

Auto-pause when hidden starts on. Turn it off in Settings → Camera & comfort to keep playing when minimized or in another tab; this choice is saved in this browser. Resume battle after closing Settings. Manual Pause, Help, Settings, Workshop and guide pauses still stop play. Background play catches up if browser timers are delayed; keep the browser open and your device awake.

Sound starts off each visit. Enable it to hear Background music repeating with battle effects. Music volume in Settings adjusts the song separately; 0 keeps battle effects available. Muting or hiding the tab pauses the song, and unmuting or returning continues from the same position. Game speed never changes the music.

Space pauses when a control is not focused. Formation squares support arrow keys and Enter. During construction, arrows position the preview, Enter builds and Escape cancels. Escape also closes details. The Workshop is a separate testing area with its own draft rules.

Citadels and winning

Normal matches have no time limit. Recruitment and reinforcements continue until a citadel falls. Simultaneous citadel destruction is a draw.

Each citadel has 6,000 HP, 60% fortification and 1 HP per second regeneration while alive. It can target both ground troops and flyers. An upgraded army can overwhelm its single-target fire.

The center-line bonus

Cross the center seam with a living troop while the other team has none past it to earn 1 extra gold per 10 qualifying active seconds. If both or neither side crosses, neither receives the bonus. More troops do not multiply it.

Temporary summoned minions cannot earn or contest this bonus. The center trim turns blue while you earn the bonus, red while the opponent earns it and gold while neither does.

Gold from troop kills

Eligible troop kills pay 2% of that spawned form’s acquisition value. Fractional gold carries over. Destroying structures pays no bounty.

Citadel kills award no gold. If attacks land together, troop and tower damage must be lethal on its own to earn gold. Any enemy-citadel damage to a troop, including absorbed shield damage, multiplies its later troop/tower kill bounty by 0.5. This happens only once per life; healing and reinforcements do not reset it.

Temporary summoned troops

Necromancers and Grave Lords can call a limited number of Bone Minions once per life when enemy troops come close. They have two seconds to find clear ground beside the caster; blocked calls are lost. Minions obey ordinary collision and the shared movement speed.

Each minion expires after its listed lifetime or when its summoner falls. They use no recruitment cards, cannot evolve or summon, award no kill gold and do not count toward midpoint income. Combat defeats count in battle reports; expiry does not. Inspect a minion to see its summoner and time left.