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 10% 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% |
Conjurer | 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
Amplify
+20/35/50% AoE damage.
Annihilation
When a Voider dies deal its DoT damage to all enemies for 3 seconds.
Assassination
Crits from Rogues deal 8/10/12x damage but normal attacks deal half damage.
Awakening
Every round 1 Mage is granted +50/75/100% attack speed and damage for that round.
Ballista
+20/35/50% projectile damage.
Baneling Burst
Critters die on contact but deal 50/100/150 AoE damage.
Beserking
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% |
Blessing
+10/20/30% healing effectiveness.
Blunt Arrow
All arrows fired by Rangers have a +10/20/30% chance to knockback.
Burning Field
Creates an area that deals 30 dps for 2 seconds on a repeated Sorcerer spell.
Call of the Void
+30/60/90% DoT damage.
Centipede
+10/20/30% movement speed.
Chronomancy
Mages cast spells 15/25/35% faster.
Crucio
Taking damage also shares that across all enemies at 20/30/40% its value.
Damage 4
Position 4 has +30% damage.
Death 6
Position 6 takes 10% of its health as damage every 3 seconds.
Deceleration
Enemies taking DoT damage have -15/25/35% movement speed.
Defensive Stance
First and Last position have +10/20/30% defense.
Dividends
Mercenaries deal +(Gold)% damage.
Divine Barrage
20/40/60% chance to release a ricocheting barrage when picking up a healing orb.
Divine Machine Arrow
Ranger arrows have a 10/20/30% chance to seek and pierce 1/2/3 times.
Divine 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 Barrage
10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit.
Enchanted
+33/66/99% attack speed to a random unit when you have at least two Enchanters.
Explosive Arrow
Ranger arrows have a +10/20/30% chance to deal 10/20/30% AoE damage.
Flying Daggers
All projectiles thrown by Rogues chain +2/3/4 times.
Fracture
When enemies hit walls they explode into projectiles.
Freezing Field
Creates an area that slows enemies by 50% for 2 seconds on a repeated Sorcerer spell.
Gravity Field
Creates an area that pulls enemies in for 1 second on a repeated Sorcerer spell.
Haste
+50% movement speed that decays over 4 seconds on healing orb pick up.
Heavy Impact
When enemies hit walls they take damage according to the knockback force.
Hextouch
Enemies take 10/15/20 damage per second for 3 seconds when cursed.
Note: The effect stacks if an enemy is cursed multiple times.
Hive
Critters have +1/2/3 HP.
└🔳Items 2/2
Insurance
Heroes have 4 times the current Mercenary bonus to drop 2 gold on death.
Kinetic Bomb
When an ally dies they explode, launching enemies away.
Last Stand
The last unit alive is fully healed and receives a +20% bonus to all stats.
Lasting 7
Position 7 will stay alive for 10 seconds after dying.
Magnetism
Gold coins are attracted to the snake.
Magnify
+20/35/50% AoE area size.
Intimidation
Enemies spawn with -20% max HP.
Malediction
+1/3/5 max curse targets.
Meat Shield
Critters block enemy projectiles.
Offensive Stance
First and Last positions have +10/20/30% damage.
Orbitism
+33/66/99% orb movement speed.
Ouroboros Technique L
Rotating left grants +25% defense to all units.
Ouroboros Technique R
Rotating right makes units release projectiles.
Payback
+2/5/8% damage to all allies whenever an Enchanter is hit.
Porcupine Technique
When an ally dies it explodes, releasing piercing and ricocheting projectiles.
Psychosense
+33/66/99% orb range.
Psyker Orbs
+1/2/3 Psyker orbs.
Rearm
Summons repeat their attacks once.
Reinforce
+10% damage, defense, and attack speed to all allies with at least one Enchanter.
Resonance
All AoE attacks deal +5% damage per unit hit.
Seeping
Enemies taking DoT damage have -15/25/35% defense.
Shoot 5
Position 5 shoots 3 projectiles per second.
Speed 3
Position 3 has +50% attack speed.
Summon Instability
Summons explode when disappearing, dealing 100/150/200% damage.
Taunt
10/20/30% chance for Summons to taunt nearby enemies on attack.
Temporal Chains
All enemies move 20% slower.
Tremor
When enemies hit walls they create an area based on the knockback force.
Ultimatum
Projectiles that chain gain +10/20/30% damage with each chain.
(note: not to be confused with Divine Punishment.)
Unleash
Nukers gain +1% area size and damage every second.
Unrelenting Stance
+2/5/8% defense to all allies whenever a Warrior is hit.
Unwavering Stance
Warriors gain +4/8/12% defense every 5 seconds.
Whispers of Doom
Curses apply doom, deal 100/150/200 damage every 4/3/2 doom stacks.
Classes
└🟥Red Classes
3/6 – 15%/30% chance for Rogues to crit, dealing 4x damage.
Units – Scout, Jester, Beastmaster, Outlaw, Thief, Dual_gunner, Spellblade, Saboteur, Assassin.
Note: All units have a base crit rate of 0%. Rogues only get the ability to crit from their set bonus.
3/6 – +15%/+25% area damage and size to Nukers.
Units – Pyromancer, Vulcanist, Wizard, Elementor, Blade, Saboteur, Cannoneer, Plague_doctor.
└🟩Green Classes
3/6 – 8%/16% chance for a Ranger to release a barrage of attacks.
Units – Archer, Dual_gunner, Hunter, Barrager, Corrupter, Cannoneer.
2/4 – 8/16% chance for enemies to drop healing orbs on death.
Units – Cleric, Carver, Fairy, Priest, Psykeeper.
└🟦Blue Classes
3/6 – -15/-30 enemy defense.
Units – Pyromancer, Magician, Wizard, Chronomancer, Cryomancer, Spellblade, Elementor, Psykino.
2/4 – +15%/+25% damage to all allies.
Units – Fairy, Chronomancer, Stormweaver, Squire, Flagellant.
2/4/6 – Sorcerers repeat their attacks once every 4/3/2 attacks.
Units – Arcantist, Silencer, Illusionist, Witch, Psychic, Vulcanist, Gambler.
└🟨Yellow Classes
3/6 – +25/+50 defense to Warriors.
Units – Swordsman, Barbarian, Squire, Juggernaut, Blade, Highlander, Outlaw.
2/4 – +25%/+50% knockback force to all allies.
Units – Sage, Hunter, Barrager, Juggernaut, Warden, Psykino
2/4 – +8%/+16% chance for enemies to drop gold on death.
Units – Miner, Merchant, Usurer, Gambler, Thief.
└🟧Orange Classes
2/4 – +25%/+50% summon damage and duration.
Units – Carver, Hunter, Saboteur, Engineer, Illusionist.
2/4 – +1/+3 hits to critters.
Units – Beastmaster, Host, Infestor, Corruptor.
└🟪Purple Classes
2/4 – +1/3 max curse targets to allied Cursers.
Units – Jester, SIlencer, Barbarian, Infestor, Bane, Urserer.
2/4 – +20%/+40% damage over time to Voiders.
Units – Cryomancer, Witch, Pyromancer, Assassin, Bane, Usurer, Plague_doctor.
└⬜White Classes
1 – Create a piercing, damaging orb around each Psyker.
Units – Vagrant, Psychic, Flagellant, Psykeeper, Psykino.
1 – +15% attack speed and damage per active set to allied Explorers.
Units – Vagrant
Note: The number of active sets is the number of classes on your team that have an active set bonus. 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
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.
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 | 1.82 | 96 | 128 | 140% |
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.
Base HP | Base dmg | Cooldown (s) | Range | Move speed |
96 | 13 | 1.45 | 160 | 105% |
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% |
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% |
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% |
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
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% |
Healer – 1 Cost
Creates 1 healing orb.
Lvl 3: (Mass Heal) Creates 4 healing orbs.
Base HP | Cooldown (s) | Move speed |
120 | 8 | 100% |
Conjurer, Healer – 2 Cost
Carves a statue that periodically heals 1 unit for 20% max hp if in range.
Lvl 3: (World Tree) Carves a tree that heals twice as fast, in a bigger area, and heals 2 units.
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.
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% |
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.
Base HP | Base dmg | Cooldown (s) | Range | Move speed |
125 | 13.2 | 1.48 | 160 | 120% |
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% |
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.
Healer – 4 Cost
Creates 5 healing orbs.
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 | 15 | 100% |
└🌐Blue Units
Mage – 1 Cost
Creates a small area that deals (17.5/35/70) damage.
Lvl 3: (Ethereal Form) The Magician becomes invulnerable for6 seconds but also cannot attack.
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.
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% |
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% |
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% |
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% |
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% |
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
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% |
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% |
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.
Base HP | Base dmg | Cooldown (s) | Sensor range | Move speed |
80 | 13 | 2 | 96 | 100% |
└🟡Yellow Units
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 | 64 | 96 | 90% |
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 | no sensor | 96 | 90% |
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.
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 | no sensor | 128 | 90% |
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).
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 | 48 | 72 | 90% |
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
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% |
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% |
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
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.
Base HP | Base dmg | Cooldown (s) | Area size | Move speed |
72 | 11.7 | 9.7 | 57.6 | 140% |
Conjurer – 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% |
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).
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 | 6 | 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.
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% |
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
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% |
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% |
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% |
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% |
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% |
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
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.
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% |
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.
Healer, Psyker – 3 Cost
Creates 1 healing orb every time the psykeeper takes 20% 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.
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-
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.
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.
Amplify X
+50% AoE damage.
Ballista X
Rangers and Rogues do +50% damage.
Blessing
+20% healing effectiveness.
Force Push
+20% knockback force.
Hex Master
+25% Curse duration.
Immolation
3 units will periodically take damage, all allies gain +8% damage per tick.
(note: This can potentially kill your units so be careful.)
Longshot
Projectiles deal up to +100% damage far away and down to -50% up close.
Point Blank
Projectiles deal up to +100% damage up close and down to -50% far away.
Spawning Pool
+1 Critter health.
Wall Echo
Hitting walls has a 34% chance of releasing 2 projectiles.
Wall Rider
Hitting walls grants a 25% movement speed buff to your snake for 1 second.
Void Rift
Attacks by Mages, Nukers, or Voidershave a 20% chance to create a void rift on hit.
Vulnerability
All enemies take +20% damage.
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