Radial Strike · Field guide
Units
Explore every released family, from its first recruit to its final evolution.
25 of 25 families · 75 evolution forms
70gFront line · Tier 1
Peasant
Reduce incoming physical damage by the armor value. Magic bypasses physical armor.
75gRanged physical · Tier 1
Slingshotter
Fire physical projectiles from longer range than the Wizard family.
85gRanged magic · Tier 1
Apprentice
Basic attacks deal magic damage that bypasses physical armor.
50gHealing support · Tier 2
Acolyte
Spend a healing charge to restore health to another nearby ally.
70gMelee attacker · Tier 2
Horseman
Prefer reachable ranged enemies through gaps in the opposing formation.
75gFlying attacker · Tier 2
Young Gryphon
Fly over ground troops and buildings, seeking exposed ranged targets. Attack ground and air.
65gSiege · Tier 2
Light Catapult
Prioritize structures in reach and apply a structure damage bonus before defenses.
80gFront line · Tier 1
Peon
Durable melee troops with strong physical armor. Merge Peons into Grunts, then Ogres.
105gRanged physical · Tier 1
Spear Thrower
Spear attacks hit ground and air. High ranged damage rewards a protected position.
45gMelee attacker · Tier 1
Zombie
Inexpensive undead melee troops. Fragile bodies trade durability for numbers.
140gFlying attacker · Tier 2
Gargoyle
Flying stone creatures attack ground and air. Ranged anti-air can bring them down.
65gMelee attacker · Tier 3
Rogue
A light dagger fighter. Merge into poison, then poison that reduces healing.
90gFront line · Tier 3
Stonekin
A durable stone frontliner. Merges retaliate against melee attacks; iron plating adds protection.
45gCleansing support · Tier 3
Herbalist
A nature caster. Druid cleanses poison, burn and Chill with finite charges; Archdruid adds renewal.
105gFlying attacker · Tier 4
Whelp
A flying fire attacker with short reach. Drake breath hits a small cone; Dragon leaves a brief burn.
75gTroop artillery · Tier 4
Bolt Cart
Long-range troop artillery. Merges pierce a narrow line behind the target. Armor applies; no building damage bonus.
30gDamage support · Tier 1
Shaman
A fragile ranged support recruit. Three copies unlock finite allied attack-damage chants.
35gGround anti-air · Tier 2
Skywatch Recruit
A ground marksman that prioritizes flyers already in range. Merging adds extra primary damage against air; ground damage remains modest.
45gAnti-shield magic · Tier 3
Rune Initiate
A ranged magic recruit. Merging unlocks finite charged shots that remove enemy protection before their ordinary hit.
25gSummoner · Tier 4
Bone Caller
A fragile ranged summoner recruit. Merging unlocks one bounded call of temporary Bone Minions per battlefield life.
40gRanged physical · Tier 1
Grave Slinger
An inexpensive physical slinger that hits ground and air. Slow stones reward protection; merges scatter small fragments onto at most one nearby ground enemy.
50gRanged magic · Tier 1
Ash Whisper
A fragile direct magic attacker that bypasses physical armor on ground and air. Merges build a capped attack rate against one troop; changing targets resets it.
60gFront line · Tier 1
Thorn Sentry
A compact armored frontline guard. Less physical protection than Peasant, with a lower initial cost; merged shields gain a small chance to block direct physical basic attacks.
55gRanged physical · Tier 1
Fernbow
A general bow attacker against ground and air. Merges gain modest reach and capped focus on one troop, without an anti-air damage bonus or air-first targeting.
55gRanged magic · Tier 1
Dew Spark
A steady magic attacker that bypasses physical armor on ground and air. Merges carry a finite personal magic ward; it never refills and cannot protect allies.
