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Radial Strike

Radial Strike · Field guide

Units

Explore every released family, from its first recruit to its final evolution.

Update 53

25 of 25 families · 75 evolution forms

70g

Front line · Tier 1

Peasant

Reduce incoming physical damage by the armor value. Magic bypasses physical armor.

Peasant → Swordsman → Warrior
GroundTargets ground
75g

Ranged physical · Tier 1

Slingshotter

Fire physical projectiles from longer range than the Wizard family.

Slingshotter → Archer → Crossbowman
GroundTargets ground & air
85g

Ranged magic · Tier 1

Apprentice

Basic attacks deal magic damage that bypasses physical armor.

Apprentice → Mage → Wizard
GroundTargets ground & air
50g

Healing support · Tier 2

Acolyte

Spend a healing charge to restore health to another nearby ally.

Acolyte → Priest → High Priest
GroundTargets ground
70g

Melee attacker · Tier 2

Horseman

Prefer reachable ranged enemies through gaps in the opposing formation.

Horseman → Cavalry → Knight
GroundTargets ground
75g

Flying attacker · Tier 2

Young Gryphon

Fly over ground troops and buildings, seeking exposed ranged targets. Attack ground and air.

Young Gryphon → Gryphon → Armored Gryphon
FlyingTargets ground & air
65g

Siege · Tier 2

Light Catapult

Prioritize structures in reach and apply a structure damage bonus before defenses.

Light Catapult → Catapult → Heavy Catapult
GroundTargets ground
80g

Front line · Tier 1

Peon

Durable melee troops with strong physical armor. Merge Peons into Grunts, then Ogres.

Peon → Grunt → Ogre
GroundTargets ground
105g

Ranged physical · Tier 1

Spear Thrower

Spear attacks hit ground and air. High ranged damage rewards a protected position.

Spear Thrower → Hunter → Berserker
GroundTargets ground & air
45g

Melee attacker · Tier 1

Zombie

Inexpensive undead melee troops. Fragile bodies trade durability for numbers.

Zombie → Ghoul → Revenant
GroundTargets ground
140g

Flying attacker · Tier 2

Gargoyle

Flying stone creatures attack ground and air. Ranged anti-air can bring them down.

Gargoyle → Stonewing → Obsidian Gargoyle
FlyingTargets ground & air
65g

Melee attacker · Tier 3

Rogue

A light dagger fighter. Merge into poison, then poison that reduces healing.

Rogue → Assassin → Nightblade
GroundTargets ground
90g

Front line · Tier 3

Stonekin

A durable stone frontliner. Merges retaliate against melee attacks; iron plating adds protection.

Stonekin → Golem → Iron Golem
GroundTargets ground
45g

Cleansing support · Tier 3

Herbalist

A nature caster. Druid cleanses poison, burn and Chill with finite charges; Archdruid adds renewal.

Herbalist → Druid → Archdruid
GroundTargets ground
105g

Flying attacker · Tier 4

Whelp

A flying fire attacker with short reach. Drake breath hits a small cone; Dragon leaves a brief burn.

Whelp → Drake → Dragon
FlyingTargets ground
75g

Troop artillery · Tier 4

Bolt Cart

Long-range troop artillery. Merges pierce a narrow line behind the target. Armor applies; no building damage bonus.

Bolt Cart → Ballista → Great Ballista
GroundTargets ground
30g

Damage support · Tier 1

Shaman

A fragile ranged support recruit. Three copies unlock finite allied attack-damage chants.

Shaman → Spiritcaller → Elder Shaman
GroundTargets ground & air
35g

Ground 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.

Skywatch Recruit → Skyguard → Skywarden
GroundTargets ground & air
45g

Anti-shield magic · Tier 3

Rune Initiate

A ranged magic recruit. Merging unlocks finite charged shots that remove enemy protection before their ordinary hit.

Rune Initiate → Spellbreaker → Runebreaker
GroundTargets ground & air
25g

Summoner · Tier 4

Bone Caller

A fragile ranged summoner recruit. Merging unlocks one bounded call of temporary Bone Minions per battlefield life.

Bone Caller → Necromancer → Grave Lord
GroundTargets ground
40g

Ranged 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.

Grave Slinger → Crypt Hurler → Cairn Reaver
GroundTargets ground & air
50g

Ranged 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.

Ash Whisper → Cinder Wraith → Pyre Specter
GroundTargets ground & air
60g

Front 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.

Thorn Sentry → Briar Warden → Thornheart
GroundTargets ground
55g

Ranged 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.

Fernbow → Canopy Archer → Starbough
GroundTargets ground & air
55g

Ranged 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.

Dew Spark → Glade Channeler → Aurora Sage
GroundTargets ground & air