Update on Jun 23 | In case you want to keep a list of all items and units upon your steam overlay. enjoy the game.
Most items can now be leveled up to a higher tier.
Level 1 -> Level 2 = 10 gold.
Level 2 -> Level 3 = 15 gold.
+20/35/50% AoE damage.
When a Voider dies deal its DoT damage to all enemies for 3 seconds.
Crits from Rogues deal 8/10/12x damage but normal attacks deal half damage.
Every round 1 Mage is granted +50/75/100% attack speed and damage for that round.
+20/35/50% projectile damage.
Critters die on contact but deal 50/100/150 AoE damage.
All Warriors have up to +50/75/100% attack speed based on missing HP.
All arrows fired by Rangers have a +10/20/30% chance to knockback.
Creates an area that deals 30 dps for 2 seconds on a repeated Sorcerer spell.
Call of the Void
+30/60/90% DoT damage.
+10/20/30% movement speed.
Mages cast spells 15/25/35% faster.
Taking damage also shares that across all enemies at 20/30/40% its value.
Position 4 has +30% damage.
Position 6 takes 10% of its health as damage every 3 seconds.
Enemies taking DoT damage have -15/25/35% movement speed.
First and Last position have +10/20/30% defense.
Mercenaries deal +(Gold)% damage.
Divine Machine Arrow
Ranger arrows have a 10/20/30% chance to seek and pierce 1/2/3 times.
Deal damage to all enemies based on how many Mages you have (10 x # of Mages). (note: not to be confused with Ultimatum.)
10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit.
+10/20/30% attack speed to a random unit when you have at least two Enchanters.
Ranger arrows have a +10/20/30% chance to deal 10/20/30% AoE damage.
All projectiles thrown by Rogues chain +2/3/4 times.
When enemies hit walls they explode into projectiles.
Creates an area that slows enemies by 50% for 2 seconds on a repeated Sorcerer spell.
Creates an area that pulls enemies in for 1 second on a repeated Sorcerer spell.
When enemies hit walls they take damage according to the knockback force.
Enemies take 10/15/20 damage per second for 3 seconds when cursed.
Note: The effect stacks if an enemy is cursed multiple times.
Critters have +1/2/3 HP.
Heroes have 4 times the current Mercenary bonus to drop 2 gold on death.
When an ally dies they explode, launching enemies away.
The last unit alive is fully healed and receives a +20% bonus to all stats.
Position 7 will stay alive for 10 seconds after dying.
Gold coins are attracted to the snake.
+20/35/50% AoE area size.
Enemies spawn with -20% max HP.
+1/3/5 max curse targets.
Critters block enemy projectiles.
First and Last positions have +10/20/30% damage.
Ouroboros Technique L
Rotating left grants +25% defense to all units.
Ouroboros Technique R
Rotating right makes units release projectiles.
+2/5/8% damage to all allies whenever an Enchanter is hit.
When an ally dies it explodes, releasing piercing and ricocheting projectiles.
+10% damage, defense, and attack speed to all allies with at least one Enchanter.
All AoE attacks deal +5% damage per unit hit.
Enemies taking DoT damage have -15/25/35% defense.
Position 5 shoots 3 projectiles per second.
Position 3 has +50% attack speed.
All enemies move 20% slower.
When enemies hit walls they create an area based on the knockback force.
Projectiles that chain gain +10/20/30% damage with each chain.
(note: not to be confused with Divine Punishment.)
Nukers gain +1% area size and damage every second.
+2/5/8% defense to all allies whenever a Warrior is hit.
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.
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.
3/6 – 8%/16% chance for a Ranger to release a barrage of attacks.
Units – Archer, Dual_gunner, Hunter, Barrager, Corrupter, Cannoneer, Vagrant.
2/4 – +15%/+30% healing effectiveness.
Units – Cleric, Carver, Fairy, Priest, Psykeeper.
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.
3/6 – +25/+50 defense to Warriors.
Units – Swordsman, Barbarian, Squire, Juggernaut, Blade, Highlander, Outlaw, Vagrant.
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.
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.
2/4 – +25%/+50% curse duration.
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.
2/4 – +10%/+20% damage and attack speed per active set applied to Psykers.
Units – Vagrant, Psychic, Flagellant, Psykeeper, Psykino.
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 2 Psykers, 3 Warriors, and 6 Rogues, you have 3 active sets.
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.
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.
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.
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.
Mage, Nuker, Voider – 3 Cost
Nearby enemies take (18.2/36.4/72.8) damage per second.
Lvl 3: (Ignite) Enemies killed by the Pyromancer explode, dealing 72.8 AoE damage.
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.
Sorcerer, Nuker – 4 Cost
Creates a volcano that explodes the nearby area 4 times, dealing (13/26/52) AoE damage.
Lvl 3: (Lava Burst) The number and speed of explosions is doubled.
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.
Healer – 1 Cost
Heals a unit for (20%) of its max hp when it drops below (50%) max hp.
Lvl 3: (Mass Heal) Heals all units.
Note: The Cleric targets the first unit in the snake that has <= 50% HP.
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.
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.
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.
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.
Enchanter, Healer – 4 Cost
Periodically heals 1 unit at random and grants it +100% attack speed for 6 seconds.
Lvl 3: (Whimsy) Heals 2 units and grants them an additional 100% attack speed.
Note: The unit is chosen randomly and may already have full HP.
Healer – 4 Cost
Heals all allies for 20% of their max HP.
Lvl 3: (Divine Intervention) Picks 3 units at random and grants them a buff that prevents death once.
Mage – 1 Cost
Creates a small area that deals (14/28/56) damage.
Lvl 3: (Ethereal Form) The Magician becomes invulnerable for 6 seconds but also cannot attack.
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 (14/28/56) AoE damage.
Lvl 3: (Magic Missile) The Projectile chains 2 times.
Mage, Enchanter – 2 Cost
(+20%) attack speed to all allies.
Lvl 3: (Quicken) Enemies take damage over time 50% faster.
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.
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.
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.
Mage, Nuker – 3 Cost
Deals (14/28/?) AoE damage in a large area centered on a random target.
Lvl 3: (Windfield) Slows enemies by 60% for 6 seconds on hit.
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.
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.
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.
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.
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.
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.
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 (12.1/24.2/48.4) 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.
Warrior, Nuker – 4 Cost
Throws multiple blades that deal (11/22/44) AoE damage.
Lvl 3: (Blade Resonance) Deal an additional 14.67 damage per enemy hit.
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.
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.
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.
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.
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.
Rogue, Conjurer, Nuker – 2 Cost
Calls 2 Saboteurs to seek targets and deal (13/26/52) AoE damage.
Lvl 3: (Demoman) The explosion has 50% chance to crit, increasing in size and dealing 2x damage.
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.
Swarmer – 3 Cost
Periodically spawn (1) small critter.
Lvl 3: (Invasion) +100% critter spawn rate and spawn 2 critters.
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.
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.
Ranger, Nuker – 4 Cost
Shoots a projectile that deals (24/48/96) AoE damage.
Lvl 3: (Cannon Barrage) Showers the hit area in 7 additional cannon shots that deal 24 AoE damage.
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.
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.
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.
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%.
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.
Nuker, Voider – 4 Cost
Creates an area that deals (13/26/52) damage per second.
Lvl 3: (Black Death Steam) Nearby enemies take an additional 52 damage per second.
Psyker, Ranger, Warrior – 1 Cost
Shoots a projectile that deals (13.2/26.4/52.8) damage.
Lvl 3: (Champion) +10% damage and attack speed per active set.
Note: Vagrant deals 2x normal damage when crashing into an enemy.
Sorcerer, Psyker – 2 Cost
Creates a small area that deals (13/26/52) AoE damage.
Lvl 3: (Mental Strike) The attack can happen from any distance and repeats once.
Psyker, Enchanter – 3 Cost
Deals (20/40/80) damage to self and grants +4% damage to all allies per cast.
Lvl 3: (Zealotry) Deals 80 damage to all allies and grants +12% damage to all allies per cast.
Note: The damage Flagellant deals to itself/allies is affected by damage multipliers, including that from the Psyker set bonus. However, like other enchanters, the Flagellant is unaffected by attack speed multipliers.
Healer, Psyker – 3 Cost
All damage taken is stored, up to 50% max HP, and distributed as healing to all allies.
Lvl 3: (Crucio) Also redistributes damage taken as damage to all enemies at double value.
Note: Whenever ANY of your units takes damage, the Psykeeper stores that damage. Whenever this happens, if the damage stored is more than 50% of the Psykeeper’s max HP and it has been at least 6 seconds since the last heal, all stored damage is discharged by dividing amongst your units as healing (including units that are already at full health). (There is no limit on the amount of damage that the Psykeeper can store.)
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.
-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.
+50% AoE damage.
Rangers and Rogues do +50% damage.
+20% healing effectiveness.
+20% knockback force.
+25% Curse duration.
3 units will periodically take damage, all allies gain +8% damage per tick.
(note: This can potentially kill your units so be careful.)
Projectiles deal up to +100% damage far away and down to -50% up close.
Projectiles deal up to +100% damage up close and down to -50% far away.
+1 Critter health.
Hitting walls has a 34% chance of releasing 2 projectiles.
Hitting walls grants a 25% movement speed buff to your snake for 1 second.
Attacks by Mages, Nukers, or Voiders have a 20% chance to create a void rift on hit.
All enemies take +20% damage.
- SNKRX: All Enemies & Game Mechanics
- SNKRX: Quick Tier List Based on Overall Effectiveness
- SNKRX: All Rounds Guide (Boss, Item and Gold Gained)