SNKRX: All Classes, Units, and Items Guide

Update on Jun 23 | In case you want to keep a list of all items and units upon your steam overlay. enjoy the game.

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


AmplifyAmplify
+20/35/50% AoE damage.


AnnihilationAnnihilation
When a Voider dies deal its DoT damage to all enemies for 3 seconds.


AssassinationAssassination
Crits from Rogues deal 8/10/12x damage but normal attacks deal half damage.


AwakeningAwakening
Every round 1 Mage is granted +50/75/100% attack speed and damage for that round.


BallistaBallista
+20/35/50% projectile damage.


Baneling BurstBaneling Burst
Critters die on contact but deal 50/100/150 AoE damage.


BeserkingBeserking
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%

 


Blunt ArrowBlunt Arrow
All arrows fired by Rangers have a +10/20/30% chance to knockback.


Burning FieldBurning Field
Creates an area that deals 30 dps for 2 seconds on a repeated Sorcerer spell.


Call of the VoidCall of the Void
+30/60/90% DoT damage.


CentipedeCentipede
+10/20/30% movement speed.


ChronomancyChronomancy
Mages cast spells 15/25/35% faster.


CrucioCrucio
Taking damage also shares that across all enemies at 20/30/40% its value.


Damage 4Damage 4
Position 4 has +30% damage.


Death 6Death 6
Position 6 takes 10% of its health as damage every 3 seconds.


DecelerationDeceleration
Enemies taking DoT damage have -15/25/35% movement speed.


Defensive StanceDefensive Stance
First and Last position have +10/20/30% defense.


DividendsDividends
Mercenaries deal +(Gold)% damage.


Divine Machine ArrowDivine Machine Arrow
Ranger arrows have a 10/20/30% chance to seek and pierce 1/2/3 times.


Divine PunishmentDivine 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 BarrageEcho Barrage
10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit.


EnchantedEnchanted
+10/20/30% attack speed to a random unit when you have at least two Enchanters.


Explosive ArrowExplosive Arrow
Ranger arrows have a +10/20/30% chance to deal 10/20/30% AoE damage.


Flying DaggersFlying Daggers
All projectiles thrown by Rogues chain +2/3/4 times.


FractureFracture
When enemies hit walls they explode into projectiles.


Freezing FieldFreezing Field
Creates an area that slows enemies by 50% for 2 seconds on a repeated Sorcerer spell.


Gravity FieldGravity Field
Creates an area that pulls enemies in for 1 second on a repeated Sorcerer spell.


Heavy ImpactHeavy Impact
When enemies hit walls they take damage according to the knockback force.

└🔳Items 2/2


HextouchHextouch
Enemies take 10/15/20 damage per second for 3 seconds when cursed.
Note: The effect stacks if an enemy is cursed multiple times.


HiveHive
Critters have +1/2/3 HP.


InsuranceInsurance
Heroes have 4 times the current Mercenary bonus to drop 2 gold on death.


Kinetic BombKinetic Bomb
When an ally dies they explode, launching enemies away.


Last StandLast Stand
The last unit alive is fully healed and receives a +20% bonus to all stats.


Lasting 7Lasting 7
Position 7 will stay alive for 10 seconds after dying.


MagnetismMagnetism
Gold coins are attracted to the snake.


MagnifyMagnify
+20/35/50% AoE area size.


IntimidationIntimidation
Enemies spawn with -20% max HP.


MaledictionMalediction
+1/3/5 max curse targets.


Meat ShieldMeat Shield
Critters block enemy projectiles.


Offensive StanceOffensive Stance
First and Last positions have +10/20/30% damage.


Ouroboros Technique LOuroboros Technique L
Rotating left grants +25% defense to all units.


Ouroboros Technique ROuroboros Technique R
Rotating right makes units release projectiles.


PaybackPayback
+2/5/8% damage to all allies whenever an Enchanter is hit.


Porcupine TechniquePorcupine Technique
When an ally dies it explodes, releasing piercing and ricocheting projectiles.


ReinforceReinforce
+10% damage, defense, and attack speed to all allies with at least one Enchanter.


ResonanceResonance
All AoE attacks deal +5% damage per unit hit.


SeepingSeeping
Enemies taking DoT damage have -15/25/35% defense.


Shoot 5Shoot 5
Position 5 shoots 3 projectiles per second.


Speed 3Speed 3
Position 3 has +50% attack speed.


Temporal ChainsTemporal Chains
All enemies move 20% slower.


TremorTremor
When enemies hit walls they create an area based on the knockback force.


UltimatumUltimatum
Projectiles that chain gain +10/20/30% damage with each chain.
(note: not to be confused with Divine Punishment.)


UnleashUnleash
Nukers gain +1% area size and damage every second.


Unrelenting StanceUnrelenting Stance
+2/5/8% defense to all allies whenever a Warrior is hit.


Unwavering StanceUnwavering Stance
Warriors gain +4/8/12% defense every 5 seconds.


Whispers of DoomWhispers of Doom
Curses apply doom, deal 100/150/200 damage every 4/3/2 doom stacks.

Classes

└🟥Red Classes


RogueRogue

3/6 – 15%/30% chance for Rogues to crit, dealing 4x damage.
UnitsScout, 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.

NukerNuker

3/6 – +15%/+25% area damage and size to Nukers.
UnitsPyromancer, Vulcanist, Wizard, Elementor, Blade, Saboteur, Cannoneer, Plague_doctor.

└🟩Green Classes


RangerRanger

3/6 – 8%/16% chance for a Ranger to release a barrage of attacks.
UnitsArcher, Dual_gunner, Hunter, Barrager, Corrupter, Cannoneer, Vagrant.

HealerHealer

2/4 – +15%/+30% healing effectiveness.
UnitsCleric, Carver, Fairy, Priest, Psykeeper.

└🟦Blue Classes


MageMage

3/6 – -15/-30 enemy defense.
UnitsPyromancer, Magician, Wizard, Chronomancer, Cryomancer, Spellblade, Elementor, Psykino.

EnchanterEnchanter

2/4 – +15%/+25% damage to all allies.
UnitsFairy, Chronomancer, Stormweaver, Squire, Flagellant.

SorcererSorcerer

2/4/6Sorcerers repeat their attacks once every 4/3/2 attacks.
UnitsArcantist, Silencer, Illusionist, Witch, Psychic, Vulcanist, Gambler.

└🟨Yellow Classes


WarriorWarrior

3/6 – +25/+50 defense to Warriors.
UnitsSwordsman, Barbarian, Squire, Juggernaut, Blade, Highlander, Outlaw, Vagrant.

ForcerForcer

2/4 – +25%/+50% knockback force to all allies.
UnitsSage, Hunter, Barrager, Juggernaut, Warden, Psykino

MercenaryMercenary

2/4 – +8%/+16% chance for enemies to drop gold on death.
UnitsMiner, Merchant, Usurer, Gambler, Thief.

└🟧Orange Classes


ConjurerConjurer

2/4 – +25%/+50% summon damage and duration.
UnitsCarver, Hunter, Saboteur, Engineer, Illusionist.

SwarmerSwarmer

2/4 – +1/+3 hits to critters.
UnitsBeastmaster, Host, Infestor, Corruptor.

└🟪Purple Classes


CurserCurser

2/4 – +25%/+50% curse duration.
UnitsJester, SIlencer, Barbarian, Infestor, Bane, Urserer.

VoiderVoider

2/4 – +20%/+40% damage over time to Voiders.
UnitsCryomancer, Witch, Pyromancer, Assassin, Bane, Usurer, Plague_doctor.

└⬜White Class


PsykerPsyker

2/4 – +10%/+20% damage and attack speed per active set applied to Psykers.
UnitsVagrant, 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.

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


Scout

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.

Jester

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%

Beastmaster

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%

Outlaw

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%

Pyromancer

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.

Base HP
Base dmg
Area size
Move speed
67.5
18.2
54
80%

Thief

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%

Vulcanist

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.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
72
13
16
128
108
100%

└🟢Green Units


Archer

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%

Cleric

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.

Base HP
Cooldown (s)
Move speed
120
6
100%

Note: The Cleric targets the first unit in the snake that has <= 50% HP.

Carver

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.

Dual_gunner

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%

Hunter

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%

Barrager

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%

Fairy

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.

Base HP
Cooldown (s)
Move speed
144
6
120%

Note: The unit is chosen randomly and may already have full HP.

Priest

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.

Base HP
Cooldown (s)
Move speed
120
10
100%

└🌐Blue Units


Magician

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.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
60
14
2
96
38.4
100%

Note: While invulnerable, the Magician can still ram enemies and send them flying without taking damage itself.

Wizard

Mage, Nuker – 2 Cost
Shoots a projectile that deals (14/28/56) AoE damage.
Lvl 3: (Magic Missile) The Projectile chains 2 times.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
54
14
2.67
128
43.2
100%

Chronomancer

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%

Cryomancer

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%

Spellblade

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%

Stormweaver

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%

Elementor

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.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
54
14
9.33
128
230.4
100%

└🔵Indigo Units


Arcanist

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%

Silencer

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%

Illusionist

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


Swordsman

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%

Barbarian

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%

Squire

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.

Juggernaut

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.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
175
12.1
9.88
no sensor
128
90%

Blade

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.

Base HP
Base dmg
Cooldown (s)
Sensor range
Area size
Move speed
126
11
5.92
64
64
90%

Note: Blade throws 1 blade for every enemy in range (64).

Highlander

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%

Warden

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


Merchant

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%

Miner

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%

Gambler

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
Move speed
100
100%

└🟠Orange Units


Saboteur

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.

Base HP
Base dmg
Cooldown (s)
Area size
Move speed
72
13
9.7
57.6
140%

Engineer

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%

Host

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).

Infestor

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.

Corrupter

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%

Cannoneer

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.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
90
24
5.33
128
144
120%

└🟣Purple Units


Sage

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
17.78
96
72
4
100%

Witch

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
Cooldown (s)
Area size
Duration
Move speed
60
4
31.5
12-16
80%

Assassin

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%

Bane

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
10.4
6
96
128
18
1
80%

Usurer

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%

Plague_doctor

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.

Base HP
Base dmg
Cooldown (s)
Area size
Duration
Move speed
67.5
13
6.67
27
12
80%

└⚪White Units


Vagrant

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.

Base HP
Base dmg
Cooldown (s)
Range
Move speed
210
13.2
1.48
96
108%

Note: Vagrant deals 2x normal damage when crashing into an enemy.

Psychic

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.

Base HP
Base dmg
Cooldown (s)
Range
Area size
Move speed
120
13
3
64
32
100%

Flagellant

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.

Base HP
Cooldown (s)
Move speed
180
8
120%

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.

Psykeeper

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.

Base HP
Cooldown (s)
Move speed
180
6
100%

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.

Psykino

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%

-Shelved Units & Items-


Launcher

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.

Lich

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 XAmplify X
+50% AoE damage.


Ballista XBallista X
Rangers and Rogues do +50% damage.


BlessingBlessing
+20% healing effectiveness.


Force PushForce Push
+20% knockback force.


Hex MasterHex Master
+25% Curse duration.


ImmolationImmolation
3 units will periodically take damage, all allies gain +8% damage per tick.
(note: This can potentially kill your units so be careful.)


LongshotLongshot
Projectiles deal up to +100% damage far away and down to -50% up close.


Point BlankPoint Blank
Projectiles deal up to +100% damage up close and down to -50% far away.


Spawning PoolSpawning Pool
+1 Critter health.


Wall EchoWall Echo
Hitting walls has a 34% chance of releasing 2 projectiles.


Wall RiderWall Rider
Hitting walls grants a 25% movement speed buff to your snake for 1 second.


Void RiftVoid Rift
Attacks by Mages, Nukers, or Voiders have a 20% chance to create a void rift on hit.


VulnerabilityVulnerability
All enemies take +20% damage.


Thanks to GenghisHan, Ryou and aaronbrowder for his great guide for all items, classes and units. all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

Related Posts:

Post Author: Robins Chew

Leave a Reply

Your email address will not be published. Required fields are marked *