recursal/Fanatic-Fandom huggingface dataset:
Technician

**Max. Energy** | 0

*The Technician is all about healing. He can construct a repair station that heals anyone in the vicinity. Even after death he continues to heal.*

## Overview

The Technician is a unit in the Rusters faction that specializes in healing. With Backup Repair he can instantly heal an ally and apply regeneration. His signature skill places a Repair Station on a target hex which heals any adjacent unit each turn. Several stations can be placed in a single match, making these a strategic element for both allies and enemies. In a pinch, The Technician can throw his trusty Ratchet to deal moderate damage to an enemy that threatens his team. If the Technician dies, he leaves behind a present for the survivors. His Backpack will heal any unit that stands on it for the rest of the game.

## Abilities

### Active

Ratchet

Throws a ratchet at the Enemy unit dealing 20 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 20

Delay: 2

Cooldown: 0

Range: 1-3

Backup Repair

Heals target unit for 20 Health. Gives target Regen for 3 Rounds.

Stats

Target: Unit

Affects: Any

Health: 20

Delay: 4

Cooldown: 3

Range: 0-2

Duration: 3

Repair Station

Places a Repair Station on target hex that once per turn Heals all adjacent units for 25 Health.

Stats

Target: Hex

Affects: Any

Health: 25

Delay: 0

Cooldown: 2

Range: 1-2

### Passive

Backpack Equipment

Leaves his Backpack Equipment on the hex it dies on. Any unit can get Healed on this hex for 20 Health each round for the rest of the game.
Richter

**Max. Energy** | 0

*Richter is a behemoth of a unit, really strong but also really slow. No enemy can easily come close to him, making him effectively immune to melee attackers. He can either push away units or make them stuck in their position if needed to.*

## Abilities

### Active

Slap

Slaps an enemy unit for 25 Damage.

Stats

Damage: 25

Delay: 2

Cooldown: 0

Range: 1-3

Dexter

A powerful punch that deals 20 Damage and Roots any unit hit for 2 Rounds

Stats

Damage: 20

Delay: 4

Cooldown: 3

Range: 1-3

Duration: 2

Sinister

Deals 20 Damage, Purges and then Stuns the enemy target for 1 Round.

Stats

Damage: 20

Delay: 5

Cooldown: 4

Range: 1-3

Duration: 1

Thunderclap

Creates a shockwave dealing 20 Damage and Pushes back all units in front of him 1 hex dealing 10 Collision Damage.

Stats

Damage: 20

Collision Damage: 10

Delay: 3

Cooldown: 4

Range: 1-1

### Passive

Repulsion

A protective area prevents all enemies from entering melee range.
Titan

**Max. Energy** | 0

*Titan is a maximized bruiser, very strong, very tanky, but very slow and does not have many tricks. Titan loves to seek out the weak and defenseless, especially excelling at beating up other units in duels. He is a natural master of forcing others to stay and fight him.*

## Overview

Titan is a unit in the Splicers faction with very powerful defensive and offensive capabilities. With the highest combined Armor and damage reduction in the game, Titan can be difficult to deal with and should never be faced alone. This is especially true if in range of his Singularity ability which deals double damage to lone targets. Sometimes, it is best to avoid him altogether, but this can prove problematic as he can pull units back to him with Black Hole.

## Abilities

### Active

Lashes

A short ranged attack dealing moderate Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 25

Delay: 2

Cooldown: 0

Range: 1-2

Singularity

Titan attacks the target unit and roots it in place. Deals double Damage to targets that has no allies within 2 hexes.

Stats

Target: Unit

Affects: Enemy

Damage: 30

Delay: 3

Cooldown: 2

Range: 1-4

Notes

* Deals 60 damage before reductions if double damage criteria is met.

Black Hole

Pulls units towards Titan, damaging them.

Stats

Target: Tile

Affects: Any

Damage: 20

Delay: 5

Cooldown: 3

Range: 2-2

Notes

* Units in highlighted tiles will be pulled towards Titan.
* Deals an additional 10 damage if pulled unit is blocked by terrain or another unit.

### Passive

Thick Skin

Reduces Damage taken by 5.
Amor Slayer

**Max. Energy** | 0

*An assassin who likes to take out healthy units in the backline. Being able to hide her presence and move vast distances she is also efficiently used to control areas from the shadows.*

## Overview

Amor Slayer is a unit in the Re-Linked faction. A swift and powerful assassin, she can instantly take out low health enemies trying to stay out of harm's way. By going into Shadow Walk, Amor Slayer goes invisible and gains haste. This effect lasts for several turns, allowing her to cover large parts of the map contest points, and get into position for the kill. Healthy enemies are her favorite prey as her Impale will do double damage to full health units. Once she goes invisible, she needs to be revealed fast or avoided entirely as to not risk losing valuable units to her powerful punch.

## Abilities

### Active

Impale

Powerful punch dealing 30 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 30\*

Delay: 2

Cooldown: 0

Range: 1-1

Shadow Walk

Becomes Hidden and gains Haste.

Stats

Target: Unit

Affects: Self

Delay: 5

Cooldown: 2

Range: 0-0

### Passive

Disposition

If a target unit has full Health, Damage will be doubled.
Daylight

**Max. Energy** | 1/5

*Support unit who can fight at very large distances. It stores more and more energy and can unleash its abilities consequently as long as it has enough energy. Being able to both Heal allies or lower enemies' defenses, it can support any army.*

## Abilities

### Active

Sunspot

Applies Burning for 2 Turns.

Stats

Delay: 2

Cooldown: 0

Range: 1-5

Turns: 2

Solar Power

Creates a Field that last for 3 Rounds. Units who start their turn inside the field or enter a hex within the field take 5 Damage and have 5 Armor Shredded.

Stats

Damage: 5

Shred: 5

Delay: 3

Energy: 3

Cooldown: 0

Range: 4-7

Duration: 3

Sun's Blessing

Heals a friendly unit for 20 Health.

Stats

Health: 20

Delay: 3

Energy: 2

Cooldown: 0

Range: 1-8

### Passive

Gains Energy

Gains 1 Energy per Turn.
Romy Rebel

**Max. Energy** | 0/10

*Romy strikes to always do good, to the point that he helps people even if they don't want it. Romy is a strong believer in pacifism and only uses his skills to protect his team, unless he loses his composure.*

## Abilities

### Active

Disarm

Attack an enemy unit, dealing 10 Damage to it and adds Disarm on the target for 2 Rounds.
If Savior is active, Romy Rebel Executes the target instead.

Stats

Damage: 10

Delay: 1

Cooldown: 0

Range: 1-4

Duration: 2

Cover

Targets a friendly unit until the end of the Round that if it is attacked, Romy Rebel swaps places with the unit and takes the damage instead. The friendly unit is Healed for 20 Health.

Stats

Splash Damage: 5

Delay: 3

Cooldown: 3

Range: 1-3

Miracle Throw

Throws a bouncing projectile that Heals friendly units for 20 Health and deals 20 Damage to enemy units. Bounces 5 times. It can't bounce to the same unit twice.
If Savior is active, damage dealt to enemies is doubled.

Stats

Health: 20

Damage: 20

Delay: 4

Cooldown: 3

Range: 1-4

1% Plan

All friendly units deal double Damage and take double damage until the end of the Round.
If Savior is active, all enemy units are Purged and gain Shattered Defense until the end of the Round.

Stats

Delay: 5

Energy: 5

Cooldown: 0

Range: 1-30

Notes

* You cannot use this ability and move in the same turn.

### Passive

Love and Peace

When damaging anyone, loses 1 Energy. Loses 4 Energy when killing a unit. Gains 1 Energy when damaged by an enemy and 2 Energy when an ally unit dies.

Savior

When reaching 10 Energy, Savior is activated. Abilities gain new attributes that are not reversible.

Main Character

Whenever 3 or more enemies are within 2 hexes, Romy Rebel Purges himself and starts Evading.

Gains Energy

Gains 1 Energy per Turn.
Peacemaker

**Max. Energy** | 0

*Built to both be able to take a beating and prevent others from getting beat up. The Peacemaker is a unit that blocks off paths and destroy the enemies armor.*

## Abilities

### Active

Anti-Armor Shell

Fires an anti-armor shell that Shreds all Armor. The shell deals 30 Damage and an additional 1 Damage per shredded Armor.

Stats

Damage: 30

Delay: 2

Cooldown: 1

Range: 1-3

DMZ

Hexagons impacted by the DMZ will be Blocked for 2 Rounds.

Stats

Delay: 5

Cooldown: 3

Range: 2-3

Duration: 2

Notes

* Any unit caught inside an affected hex can still move freely until they leave the DMZ.
* Units still have Line of Sight with targets inside of and through the DMZ.

### Passive

Reactive Armor

Damage taken is reduced by 5. Taking Damage will trigger an explosion dealing 20 damage to all adjacent units.

Stats

Damage: 20

Reduction: 5
Dark Star

**Max. Energy** | 0

*The world needs to be clean, the proud warrior Dark Star belongs to an ancient race who protected them self from the myriad chaotic evolution, now instead they hunt the impurities. A very loyal person Dark Star is willing to take on the forces of evil alone and stand guard for his allies.*

## Abilities

### Active

Void Cleave

Send a Cleaver wave in a direction dealing 40 Damage to all units in front of Dark Star and dealing 25 damage to all other units in range.

Stats

Damage: 40 (+40 +40)

Second Damage: 25 (+25)

Delay: 2

Cooldown: 0

Range: 1-3

Dusk Rush

Dash forward dealing 25 damage to each unit in the dash path. When finished, Dark Star attacks all units standing in a line in the same direction as the dash for 35 damage and removes 1 Energy from each target hit.

Stats

Damage: 25

Second Damage: 35

Delay: 3

Cooldown: 2

Range: 1-5

Dark Rising

Target a unit. If it moves or is moved from the current hex for the upcoming 1 Round, Dark Star Teleports to the hex it just vacated. At the new location, Dark Star deals 25 Damage and applies Root for 1 to all units standing in a star shape up to two hexes away from the hex Dark Star rises on.

Stats

Damage: 25

Delay: 0

Cooldown: 2

Range: 1-7

Black Storm

Spin around four times, attacking all units standing within 2 hexes from Dark Star. Targets in the inner circle take 5 Damage each spin and gets Shattered Defense debuff for 2 Rounds after the first spin. Targets in the outer circle takes 10 damage each spin and Shreds 5 Armor per spin.

Stats

First Damage: 5x4

Second Damage: 10x4

Shred: 5x4\*

Delay: 4

Cooldown: 3

Range: 0-0

### Passive

Antithesis

Immune to any Buffs and Debuffs and can't be healed.

Abyss Stares Back

If a unit deals Damage to Dark Star they lose 1 Energy, despite distance or Line of Sight.

Abyss Touch

When dealing Damage, targets hit get Purged as well.

## Media

Blink's reveal trailer can be found here.
Sanctus

**Max. Energy** | 0

*Sanctus is a very defensive healer who becomes harder to kill every turn. He can both heal and preemptively protect his allies.*

## Overview

Sanctus is a healer unit in the Re-Linked faction that slowly transitions into a sturdy tank as the game progresses thanks to his Faith passive which increases his armor every turn. With only one damaging ability, Smite, Sanctus relies on his team to finish the enemy team off while he mainly supports. Holy Shield places a healing buff on an ally that also reduces incoming damage. His most powerful ability is called Sacred Trust which heals the target for three turns, but also stuns it. While very potent at keeping an ally alive, it is also a powerful disable on enemies.

## Abilities

### Active

Smite

Hits enemy target for 15 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 15

Delay: 2

Cooldown: 0

Range: 1-1

Holy Shield

Applies Regeneration for 1 Turn on target and gives a shield that reduces Damage by 5 for 2 rounds.

Stats

Target: Unit

Affects: Ally

Health: 20

Delay: 2

Cooldown: 2

Range: 0-1

Duration: 2

Sacred Trust

Heals any target unit for 25 each turn, but also Stuns it for 3 Turns. Channeling lasts as long as the Stun.

Stats

Target: Unit

Affects: Any

Health: 25

Delay: 5

Cooldown: 2

Range: 0-1

Channeling: 3

### Passive

Faith

Gains 3 Armor every turn.

## Notes

1. ↑ Sanctus gains 3 armor at the start of each turn.
C. rubrum

*This article is a stub. You can help Happy Birthdays Wiki by evolving it.*

**C. rubrum** is one of the organisms in Birthdays the Beginning.

## Trivia

* Corallium rubrum is the species which produces precious coral. Despite being a deep sea species in game, C. rubrum lives from the shallows to several hundred feet deep, though the shallow water specimens have been overharvested for their skeletons in many regions.

## Sources:

https://en.wikipedia.org/wiki/Precious\_coral
Vanguard

**Max. Energy** | 0

*The Vanguard is an excellent crowd control unit. She can detect invisible units, lock down units and ensure ensure they take true damage when hit.*

## Abilities

### Active

Enforcer

Deals 20 Damage and adds Shattered Defense
on the target for 1 Round.

Stats

Damage: 20

Delay: 1

Cooldown: 0

Range: 1-2

Detention

Deals 20 Damage and Roots target for 2 Rounds.

Stats

Damage: 20

Delay: 3

Cooldown: 2

Range: 1-3

### Passive

Range-2 Detection

Detects all Hidden enemy units within 2 Hex range.

Flying

Can move over flying hexes.
Drakka

**Max. Energy** | 2/6

*Drakka is an extremely strong willed and hot heated individual who refuses to play by the rules. She loves to take risks and jump into the fray of battle as often as she can. Her ferocity increases over time and she becomes extremely dangerous when on the brink of death.*

## Abilities

### Active

Last Stand

Attack a unit dealing Damage equal to the Health that Drakka is lacking.

Stats

Damage: 1-64

Delay: 0

Cooldown: 0

Range: 1-1

Hook and Strike

Drakka throws her lance in a direction, first unit hit will be Pulled towards Drakka 2 hexes. If the unit can't be displaced the full distance, Shreds 10 Armor, deals 20 Damage and adds Bleed for 2 Turns.
Drakka then Dashes forward to the unit and attacks it. Shreds 10 Armor, deals 20 Damage and adds Bleed for 2 Turns.
If Drakka has below 50% Health, Shredding is doubled.

Stats

Damage: 20 +20

Shred: 10 +10

Delay: 1

Energy: 2

Cooldown: 2

Range: 1-6

Sky Jump

Selects a unit and then direction to attack from. Starts Channeling for 1 Turn. While channeling Drakka takes double Damage.
When channeling is complete Drakka Leaps to the target and attacks from the selected direction, deals 45 Damage, removes 5 Energy and applies Shattered Defense for 2 Rounds.
If Drakka has below 50% Health, she also gets Invulnerable for 2 Rounds.

Stats

Damage: 45

Delay: 1

Energy: 2

Cooldown: 2

Range: 1-7

Dragon Breath

Performs an area attack dealing 10 True Damage per Energy stored. All Energy will be consumed by the attack.
If Drakka has lower than 25% health she will do 15 True Damage]] per Energy stored.

Stats

True Damage: 10 x E

Delay: 4

Energy: 1-6

Cooldown: 1

Range: 1-1

### Passive

Flying

Can move over flying hexes.

Fighting Spirit

Each unit attacked by Drakka gives her 1 Energy.
Improves abilities when Drakka has low Health.
Ulv

**Max. Energy** | 0

*Ulv is a buffer and support unit. Supporting other friendly units with both buffs and debuff-protections.*

## Abilities

### Active

Bite

Deal 10 Damage on target unit and apply Bleed for 2 Turns.

Stats

Damage: 10

Delay: 2

Cooldown: 0

Range: 1-1

Rabies Drug

Attacks a unit, dealing 10 True Damage and give them the Counter ability for 3 Rounds.

Stats

True Damage: 10

Delay: 1

Cooldown: 2

Range: 0-1

Purifying Saliva

Purges a unit, then heal it for 20 Health

Stats

Health: 20

Delay: 0

Cooldown: 1

Range: 0-1

### Passive

Retaliation

Can Counter once per turn.
Ashley Order

**Max. Energy** | 0

*Ashley hates extremities, she dreams of a universe which is equal and fair to everyone no matter the cost. Ashley fights in a similar manner, having both good offense and good defense but not excelling in anything.*

## Overview

Ashley Order is a hero unit in the Rusters faction with a very evenly distributed set of both offensive and defensive skills. With abilities like Auto Responsive Shields and Regenerative Defenses, Ashley is very survivable. She doesn't just stay alive either, any time Ashley is attacked, she responds in kind with her Endless Retribution passive which will hit you with a powerful, and precise, Rifle Shot. When her rifle isn't enough, she can completely devastate a large part of the map with The Dirge, a powerful beam attack. All of these attacks deal true damage, further proving that Ashley can both take a beating, and dish one out.

## Abilities

### Active

Rifle Shot

Fires a precise rifle shot dealing 30 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 30

Delay: 4

Cooldown: 0

Range: 1-5

Quickshot

A light quick shot that deals 15 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 15

Delay: 0

Cooldown: 2

Range: 1-5

Regenerative Defenses

Purges herself and Heals herself for 20. Doubles the Reduction done by her Auto Responsive Shields for 1 Turn.

Stats

Target: Self

Affects: Self

Health: 20

Delay: 0

Cooldown: 3

Range: 0-0

The Dirge

Channels a devastating attack that hits everything in a massive line, dealing 100 Damage to each unit it hits.

Stats

Target: Tiles

Affects: Any

Damage: 100

Delay: 3

Cooldown: 4

Range: 1-7

### Passive

Perfect Aim

All attacks and abilities deal True Damage.

Endless Retribution

Can counter an unlimited amount of times per turn.

Auto Responsive Shields

Reduces Damage taken by 10.

Stats

Reduction: 10
Mysterious Glass Jar

*This article is a stub. You can help Happy Birthdays Wiki by evolving it.*

> “ *Save an organism's genetic info. This info can be placed only once. Once used, you can not use it again for a while.* ”
>
>

Mysterious Glass Jar is an item that can be used to collect a genetic sample of an organism to create a clone somewhere else. This is helpful for when a species spawns in a habitat that is unsuitable for it or to quickly increase its population. There are 3 in total, each with a cooldown time of 100,000 C.Y after placing an organism. In story mode one each can be found underground in Episodes 2, 3 & 4 in the center of the cube.

All 3 Mysterious Glass Jars start in the player's inventory in Free Mode.
Kage

**Max. Energy** | 0

*Kage dislikes to directly confront his enemies. He hides in the shadows and with his great mobility and trickery it's very hard to determine exactly what he is planning. He is a master saboteur as well as a supportive force striking his foes when they least expect it.*

## Abilities

### Active

Chain Lightning

Shoots a chain lightning that deals 20 Damage to the first target and then bounces two more times, removing 1 Energy on each hit. Dealing 4 less damage per bounce per bounce. If Hidden, removes 2 Energy on each hit and bounces a fourth time.

Stats

Damage: 20+15+10(+5)

Delay: 3

Cooldown: 0

Range: 1-3

Bounce Range: 1-2

Smoke Bomb

Teleports to target location and gains Hidden for 2 Rounds. If Hidden Kage teleports once more.

Stats

Delay: 0

Cooldown: 2

Range: 1-5

Duration: 2

Turns: 2

Body Replacement

Switches location with a friendly unit. If Hidden, the friendly unit gains Counter for 2 Rounds.

Stats

Cooldown: 3

Range: 1-6

Fusion Chain

Force two units together who stand in a straight line from each other, dealing 15 Damage and Roots them for 2 Rounds. If Hidden, deals double damage to each target and also applies Shattered Defense for 2 Rounds.

Stats

Damage: 15x2 (x2)

Delay: 4

Cooldown: 2

Range: 1-6

### Passive

Stealth Master

Abilities are improved while Hidden.

Chained Eyes

Retaliates by dealing 15 Damage and Blinds the attacker for 2 Rounds.

Stats

Damage: 15

Duration: 2

Retaliation

Can Counter once per turn.
Locust

**Max. Energy** | 1/3

*A very flexible unit, using its leap to either attack enemies or to quickly reach areas. Hitting an enemy during an attack will allow it to escape as well.*

## Abilities

### Active

Buster Shot

Deals 20 + current Energy x 10 Damage to target enemy. Consumes all current Energy.

Stats

Damage: 20 + (E x 10)

Delay: 1

Energy: 1-3

Cooldown: 0

Range: 1-3

Notes

* E = Stored Energy.
* When used as a Counter, the Energy will still be consumed.
* When the attack misses, the Energy will still be consumed.

Hit and Run

Leaps to a hex withing range at a cost of 1 Energy. If Locust has more than 1 Energy stored it can attack in a direction dealing 20 Damage plus 10 damage per additional Energy, to the first unit hit. If the attack is successful, Locust jumps back, otherwise it stays on the landing hex.

Stats

Damage: 20 + (E x 10)\*

Delay: 1

Energy: 1-3

Cooldown: 0

Range: 1-3

Notes

* E = Stored Energy - cost of the jump (1).
* \* Can only deal damage if Locust has more than 1 Energystored.

### Passive

Charging

Gains 1 Energy at start of Turn. If an attack is performed no Energy is gained the next turn.

Notes

This ability also runs true when Buster Shot is used as a Counter.
Deterrer

**Max. Energy** | 0

*A masterful proactive unit, the Deterrer is all about keeping the enemies at bay. Being able to close off paths and set up traps, he is the perfect unit to hinder enemies chance to act.*

## Abilities

### Active

Twin Gun

Fires two shots of concentrated energy at an enemy unit dealing 15 damage per shot.

Stats

Damage: 15x2

Delay: 2

Cooldown: 0

Range: 1-3

Barrier Barricade

Calls in a Barrier Block from orbit. The Block can sustain 5 Hits.

Stats

Delay: 0

Cooldown: 2

Range: 1-5

Barrier Crash

Send the Barrier Block across the battlefield, dealing 40 damage when hitting a unit.

Stats

Damage: 40

Cooldown: 0

Range: 1-1

Barrier Prison

Places a Trap that when triggered by an enemy unit, Blinds and Roots them for 2 Turns.

Stats

Delay: 2

Cooldown: 2

Range: 1-1

Duration: 2

### Passive

Barriered Core

Can't lose Armor.

## Media

Deterrer's reveal trailer can be found here.
Advancer

**Max. Energy** | 0

*The Advancer is a very fast unit if standing still first. Able to deal a lot of Damage if accepting that the drawback is being out of commission*

## Abilities

### Active

Cannon Fire

Shoots a handful of lead straight into the enemy, dealing 25 Damage.

Stats

Damage: 25

Delay: 2

Cooldown: 0

Range: 1-3

Spray'N'Pray

Fires a massive bullet storm, dealing 30 Damage to target. This unit is pushed back 1 hex and gets additional 20 Collision Damage. Advancer will be Stunned for 2 Rounds.

Stats

Damage: 39

Collision Damage: 20

Delay: 5

Cooldown: 0

Range: 1-2

### Passive

Nitro Boost

Gains Haste if standing still for 2 Rounds.
Joey Piston

**Max. Energy** | 0

*Joey's fighting style is very reckless, so much that he often breaks his gear and can't use all of his abilities. But he is a keen fighter being able to adapt on the fly. Being extremely mobile he can easily track down his closest enemy.*

## Abilities

### Active

Spark Punch

If in Gear Mode: Deals 35 Damage to enemy target and 13 Damage to himself.
If in Rush Down Mode: Hits enemy target twice, dealing 15 damage each time.

Stats

Damage: 35

Delay: 3\*

Cooldown: 0

Range: 1-1

Notes

* Delay changed to 1 in Rush Down Mode.

Stray Dog

Fires a missile that automatically attacks the closest enemy, dealing 30 Damage. It ignores line of sight. If two or more units are at the same distance, all of them are fired upon.

Stats

Damage: 30

Delay: 3

Cooldown: 2

Range: 0-0

Flying Rocket Punch

Joey Piston takes 25 Damage and Dashes forward until hitting a unit or the environment. Doesn't deal any damage when traversing. The unit being hit by Joey Piston at the end of the dash takes 40 Damage.

Stats

Damage: 40

Delay: 1

Cooldown: 2

Range: 1-30

Dirty Fight

Enemy target is Stunned for 1 Round and takes 25 Damage. Next turn, enemy unit is Rooted for 1 Round and takes another 25 Damage.

Stats

First Damage: 25

Second Damage: 25

Delay: 0

Cooldown: 0

Range: 1-1

Channeling: 1

Notes

* Cannot be scheduled unless in Rush Down Mode.

### Passive

Rush Down Mode

When Joey Piston reaches below 50% Health he loses 10 Armor but gains 15 Health and permanent Haste. Allows Dirty Fight to be scheduled. Spark Punch Delay is changed to 1.
Seer

**Max. Energy** | 0/4

*Seer is the destined soldier of combat. Using his future sight he can invoke damage in the near future as well as being able to set up areas that will be damned eventually. Seer is also able to learn from history and can harness past event to further empower himself.*

## Abilities

### Active

Instant Strike

Deals 20 Damage to enemy unit.

Stats

Damage: 20

Delay: 2

Cooldown: 0

Range: 1-4

Future Strike

Target enemy unit will take 40 Damage in 2 Rounds.

Stats

Delay: 3

Energy: 2

Cooldown: 0

Range: 1-5

Doomed World

Covers an area that, after 3 Rounds, changes into dealing 20 Damage to all units entering or moving inside. The area effect lasts for 4 Rounds.

Stats

Area Damage: 20

Delay: 5

Energy: 4

Cooldown: 0

Range: 1-4

Duration: 3

### Passive

Prophecy

At the start of each turn gains 1 Energy. Gains an additional Energy for each 25 Damage taken the previous turn. Half of this damage will be converted into Health.

Flying

Can move over flying hexes.
Battle Drone

**Max. Energy** | 0

*Battle Drone can set up a large area of controlled space making enemies reluctant to get close, thus commonly used for proactive defense or offense. It can also be used to slow down enemy advances over large distance.*

## Overview

The Battle Drone is a unit in the Re-Linked faction specializing in area denial. By moving into a good position, the drone can activate its Zone of Awareness which deals damage to any foe within it. The Battle Drone cannot move during this ability's duration but has full access to its other abilities. Its Bolt is a medium range attack dealing moderate damage. On top of this, Battle Drone can also Target an enemy, slowing and burning it for the duration.

## Abilities

### Active

Bolt

Fires a laser at enemy target dealing 20 Damage.

Stats

Target: Unit

Affects: Enemies

Damage: 20

Delay: 2

Cooldown: 0

Range: 1-5

Targeted

Fires a concentrated beam at enemy target which is Slowed and gets Burning for 2 Turns.

Stats

Target: Unit

Affects: Enemies

Delay: 2

Cooldown: 2

Range: 2-7

Duration: 2

Zone Of Awareness

Sets itself in Battle Mode for 3 Turns. Battle Mode Roots Battle Drone and creates a Targeting Field. Enemy units who start their turn inside the field or enters a hex within the field takes 15 Damage.

Stats

Target: Self

Affects: Enemies

Damage: 15\*

Delay: 1

Cooldown: 3

Range: 1-3

Notes

* \* Damage is applied on ability use, affected units start of turn, and any tile within the zone moved to.

### Passive

Flying

Can move over flying hexes.
Jackson

**Max. Energy** | 0/8

*Jackson loves to wreak chaos and inflict as much destruction as he can. So much so that his abilities may even injure himself. When he loses health, he gains energy and when he kills a unit his excess damage is sent to the nearest enemy*

## Overview

Jackson is a unit in the Rusters faction. He has a big healthpool and no armor, which he needs as he builds up energy the more damage he takes thanks to his Berserker passive. This energy is then used to make his abilities more powerful. Pummeling gains additional hits the more energy stored and can deal a significant amount later in the game. Backlash Torpedo is a ranged area of effect attack that can shoot forward twice and once backwards, dealing massive damage to a large area. With enough energy, Jackson can use Sunder Dive to leap onto and displace his enemies as well. If any of these abilities kill an enemy, the damage exceeding the amount to kill, will be doubled and sent to the nearest enemy unit. Jackson really is a bruiser in every sense of the word.

## Abilities

### Active

Pummeling

A sawblade attack that hits the victim once per Energy stored doing 10 Damage per hit.

Stats

Target: Unit

Affects: Enemy

Damage: 10 x Energy

Delay: 2

Cooldown: 0

Range: 1-1

Backlash Torpedo

Hits all units in a direction dealing 25 Damage. When having 4 or more Energy he does a second attack in the same direction as well as hitting all units in the opposite direction for 25 damage. The second attack also inflicts 25 damage on himself.

Stats

Target: Tiles

Affects: Any

Damage: 25

Delay: 4

Energy: 2

Cooldown: 2

Range: 1-4

Sunder Dive

Leaps to target Hex dealing 15 Damage to all units around the Hex and himself. If Jackson has 5 or more Energy when activated, each unit hit is also Displaced 1 hex and gets additional 10 Collision Damage if blocked.

Stats

Target: Tiles

Affects: Any

Damage: 25

Delay: 4

Energy: 2

Cooldown: 2

Range: 1-4

Notes

* You cannot use this ability and move in the same turn.

### Passive

Overkill

Damage exceeding the amount used to kill an enemy unit with an active ability is doubled and hurled toward the closest enemy from the target. If more than one enemy is at the same range, all takes the same damage.

Berserker

Gains 1 Energy every turn and when he goes below each following Health thresholds he gains additional energy: 90 health, 1 Energy. 60 health, 2 energy. 30 health 3, energy.

Gain Energy

Gain 1 Energy per turn.
Thriving Stromatolite

*This article is a stub. You can help Happy Birthdays Wiki by evolving it.*

Thriving Stromatolite is one of the Missions in the first Episode of the game. After Phytoplankton and Zooplankton the Stromatolite is one of the early Organisms in the game. It grows in the Shallows of the warm sea and when certain conditions are met, it will develop further and evolve.
In the mission **Thriving Stromatolite**, the player should read the game's journal or listen to/ask Navi to find out, what the Stromatolite will need to grow. A certain amount of Stromatolites is needed so they can evolve.

"Increase Stromatolite population to 1,000. They thrive in shallows at 48° C."
Healbot

**Max. Energy** | 0

*The Healbot can leap into the fray of battle to assist it's allies, but even more so it has a blinding aura that prevents nearby enemies from attacking. Making it a strong disruptive force in close combat.*

## Abilities

### Active

Crash Damage

Charges head first into the enemy dealing 30 Damage.

Stats

Damage: 30

Delay: 2

Cooldown: 0

Range: 1-1

Emergency Heal

Leaps to target hex and Heals a friendly unit in adjacent target hex for 30 Health.

Stats

Health: 30

Delay: 1

Cooldown: 1

Range: 1-5

Notes

* You cannot use this ability and move in the same turn.

### Passive

Nullify

Blinds all adjacent enemy units.

Flying

Can move over flying hexes.
Protector

**Max. Energy** | 0

*Protector is the essential support unit of the army. It can strengthen its allies' defenses while also bolstering them permanently to take less damage. It can also heal itself as well as its allies at the same time, while being immune to debuffs it's both hard to kill and makes its whole team hard to kill.*

## Abilities

### Active

Fabric Path

Attack deals 20 True Damage.

Stats

Delay: 1

Cooldown: 0

Range: 1-3

Coating

Adds protection to two different units including itself with 5 Armor.

Stats

Delay: 3

Cooldown: 1

Range: 0-5

Unkindness

Creates a barrier around itself for 4 Turns that reduce Damage taken for it and units around (adjacent hexes) by 15.

Stats

Delay: 5

Cooldown: 2

Range: 0-0

Duration: 4

Shape Memory

Heals all friendly units in a 2 hex circle around Protector for 25 Health.

Stats

Health: 25

Delay: 3

Cooldown: 2

Range: 0-0

### Passive

Teflon Plating

Immune to buffs and debuffs.

Notes

* Is not immune to Blindness.
Pangolin

**Max. Energy** | 10

*Pangolin is bio-engineered to be able to take incredible amounts of incoming damage without being hurt, it can even store up its own power by being attacked. Pangolin can also throw its enemies around as well as slow down their progression, making it a superb tank unit.*

## Overview

Pangolin is a unit in the Splicers faction that is a tank in the truest sense. By going into its Hard Shell it becomes invulnerable to any incoming damage. Attacking Pangolin while in this state only makes it more powerful as it will come out of its shell with more energy. This stored energy can then be used to make its Spinning Attack last longer. When it's not tanking and spinning, it can throw allies and enemies alike to either put someone in a bad spot, or get superior positioning.

## Abilities

### Active

Draining Touch

A melee attack dealing Damage and slowing the target. Pangolin also gains 1 Energy from this attack.

Stats

Target: Unit

Affects: Enemy

Damage: 20

Delay: 3

Cooldown: 0

Range: 1-1

Hard Shell

Pangolin stuns itself for 2 Turns but becomes invulnerable in the process. After 1 Turn, Void Storm activates, dealing Damage to all adjacent units.

Stats

Target: Unit

Affects: Self

Delay: 5

Cooldown: 4

Range: 0-0

Duration: 2

Notes

* Void Storm deals 15 damage to all adjacent units.
* Void Storm lasts for 2 Turns. If possible, Pangolin will consume 3 stored Energy to extend Void Storm to 4 Turns.

Spinning Attack

Rolls to target hex, damaging any units passed through. Can roll up to two more times, consuming 1 Energy per roll.

Stats

Target: Unit

Affects: Any

Damage: 25

Delay: 3

Cooldown: 1

Range: 1-2

Notes

* Cannot be used together with movement in the same turn.
* Can hit the same unit more than once, dealing up to 75 Damage before reductions to one target.

Flip

Pangolin throws target unit 1-3 hexes behind itself, dealing Damage on landing.

Stats

Target: Unit

Affects: Any

Damage: 25

Delay: 4

Cooldown: 3

Range: 1-1

### Passive

Ultimate Defense

Whenever Pangolin reduces incoming Damage to 0, it gains 1 Energy.
Calamia

**Max. Energy** | 0

*An infiltrator unit, Calamia hides itself back and forth by using its camouflage biotech. Its strength lies in sneaking into enemy territory undetected and then weakening them.*

## Abilities

### Active

Coil

Attacks an enemy unit dealing 20 Damage and Rooting it until the end of the Round.

Stats

Damage: 20

Delay: 1

Cooldown: 0

Range: 1-1

Breath of Fire

Shreds 15 Armor and deals 25 Damage to all units hit.

Stats

Damage: 25

Shred: 15

Delay: 4

Cooldown: 2

Range: 1-1

### Passive

Camouflage

Hidden for 1 Turn every second Turn.
Biker Magnus

**Max. Energy** | 0/5

*Magnus lives for the thrill of action. Speed is his game, shooting and moving at the same time. If heat turns too hot he always has a planned escape route.*

## Abilities

### Active

Shotgun

Fires a shotgun dealing 20 Damage to target and half damage to the enemies on each side of the target.

Stats

Damage: 20 (+10 x2)

Delay: 2

Cooldown: 0

Range: 1-3

Knock

Shoots a target dealing 30 Damage. Units behind the target in a V-shape will take 5 splash damage, gets Purged and gains Shattered Defense for 2 Turns.

Stats

Damage: 30

Splash Damage: 5

Delay: 3

Cooldown: 3

Range: 1-3

Burn Out

Activates the Burn Out for 2 Turns. When active, his passive Bullet Spread shoots at every enemy Biker Magnus passes.

Stats

Delay: 1

Cooldown: 2

Range: 0-0

Turns: 2

Canning It

Deals 20 Damage to all units on adjacent hexes, becomes Hidden for 2 Rounds and then Leaps to target hex.

Stats

Damage: 20

Delay: 5

Energy: 4

Cooldown: 0

Range: 1-10

### Passive

Bullet Spread

Biker Magnus deals 10 Damage to the first enemy he passes while moving within 2 range. If several enemies are at the same distance they all get hit. Does not trigger Counters.

Stats

Damage: 10

Motor Running

For every consecutive Damage dealt to a unit, Biker Magnus deals 25% more damage to that unit. This effect lasts 3 Rounds.

Shredding Shot

All Damage shreds 5 Armor.

Stats

Shred: 5

Gain Energy

Gain 1 Energy per Turn.

## Media

Biker Magnus' reveal trailer can be found here.
Hunter Pax

**Max. Energy** | 0

*Hunter Pax dashes valiantly into battle, cutting down enemies like green grass in the summer.*

## Overview

Hunter Pax is a unit in the Re-Linked faction. Having only two abilities Hunter Pax is as straightforward as his long range dashing ability Remorseless Movement. Using this ability, the hunter can cover a great deal of distance to contest points, and dealing damage to anyone passed through in the process. Once he has reached his destination, the hunter is a very capable brawler. His Sweeping Strike deals good damage to the target unit and anyone standing to its sides. With no other abilities, Hunter Pax relies on superior positioning to stay alive in extended fights.

## Abilities

### Active

Sweeping Strike

Deals 30 Damage to target enemy and any enemy on the side of the targeted enemy.

Stats

Target: Unit

Affects: Enemy

Damage: 30

Delay: 1

Cooldown: 0

Range: 1-1

Remorseless Movement

Dashes in a line to the last available hex dealing 35 Damage to all enemy units passed through.

Stats

Target: Tile

Affects: Enemy

Dash Damage: 35

Delay: 3

Cooldown: 3

Range: 7
Sharpshooter

**Max. Energy** | 0

*The Sharpshooter is a long range unit which deals more Damage the further away it is from the target. A locked on target will have a hard time running away.*

## Overview

The Sharpshooter is a unit in the Rusters faction. With low health and mobility, positioning is key so he can take advantage of his long range abilities. Bucket Shot is a long range attack which deals more damage the further away the target is. This is also true for Snipe, which sports an even greater range and the ability to stun the target when hit. Both of these abilities has a great targeting range but what really makes the Sharpshooter stand out is the fact that once an enemy has been targeted, he has infinite range and will attack the enemy as long as it remains within line of sight. If kept out of harm's way, the Sharpshooter can really dominate the enemy from afar.

## Abilities

### Active

Bucket Shot

Shoots enemy target, dealing 5 plus additional 5 Damage per hex in distance.

Stats

Target: Unit

Affects: Enemy

Damage: 5 + 5 x d\*

Delay: 2

Cooldown: 0

Range: 3-6\*

Notes

* \* d = distance in hexes.

Snipe

Fires a well-aimed heavy round dealing 5 True Damage plus additional 5 Damage per hex in distance. Stuns target for 1 Round.

Stats

Target: Unit

Affects: Enemy

True Damage: 5

Damage: 5 x d

Delay: 5

Cooldown: 2

Range: 3-8\*

Notes

* \* d = distance in hexes.
* You cannot use this ability and move in the same turn.
* All damage dealt from this ability is True Damage.

### Passive

Scanned

Once Sharpshooter targets an enemy he has infinite range with his abilities. Line of Sight is still required.
Owl

**Max. Energy** | 0/2

*Owl is designed to protect and ward off attackers for its allies. It's a unit that can attack at extremely far range or up close and personal.*

## Overview

Owl is a unit in the Rusters faction that's all about damage, both up close and far away. Knuckle Sandwich is a powerful melee attack. This can be used as both a targeted attack and a counter if its attacker is in range. Owl also provides the same retaliation buff to any adjacent allies, providing defense in the form of offense. If the enemy is further away, Owl can use Tracer Missiles to both damage and shatter the defenses of the enemy. To finish the enemy off, Missile Barrage will hit the target with a swarm of missiles. They do low damage, but combined against a low Armor target, they add up to really painful levels.

## Abilities

### Active

Knuckle Sandwich

Deals 40 Damage with a powerful knuckle sandwich.

Stats

Target: Unit

Affects: Enemy

Damage: 40

Delay: 2

Cooldown: 0

Range: 1-1

Tracer Missiles

Launches missiles that deal 20 Damage. Applies Shattered Defense for 3 Rounds on the target.

Stats

Target: Unit

Affects: Enemy

Damage: 20

Delay: 3

Energy: 2

Cooldown: 0

Range: 4-8

Missile Barrage

Fires six missiles, each dealing 5 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 5 x 6

Delay: 3

Energy: 2

Cooldown: 0

Range: 3-7

### Passive

Preparation

Friendly units 1 hex away can Counter enemies once per round.

Retaliation

Can Counter once per turn.

Gain Energy

Gain 1 Energy per turn.
Disharmony

**Max. Energy** | 0/8

*A Distributive Saboteur who also can support its team, it disorients, pushes around and can stop any foul play, but it needs to power up to do so. It gains empowerment from being close to its allies or in close combat, it's a diverse unit great in a large group defensively or on the very front line.*

## Abilities

### Active

Sound Palm

Sends out a Sound Wave in a direction. If a unit stands in melee range it deals 20 Damage and pushes them 3 hexes. If the unit stands at 2 hex range it pushes them 1 hex. Both ranges add 10 Collision Damage.

Stats

Damage: 20

Collision Damage: 10

Delay: 3

Cooldown: 0

Range: 1-2

Vertigo

Sends out a Sound Bomb in a direction. If a unit is hit, it will together with all adjacent units take 35 Damage and be Stunned for 2 Rounds.

Stats

Damage: 35 (x U)

Delay: 3

Energy: 5

Cooldown: 0

Range: 1-4

Duration: 2

Notes

* U = Number of adjacent units.

### Passive

Ambience

If Disharmony or another adjacent unit, friend or foe, takes Damage, Disharmony gains 1 additional Energy for each time damage is dealt.

Sound Barrier

Reduces Damage by 5 and ensures Disharmony is unaffected by Vertigo.

Stats

Reduction: 5

Gains Energy

Gains 1 Energy per Turn.
Dust Devil

**Max. Energy** | 0

*A quick and agile flyer with the ability to resurrect once per game. Dust Devil can move long distances dealing moderate Damage.*

## Overview

Dust Devil is a unit in the Rusters faction. Being a flying unit with good mobility, and a passive that allows it to resurrect once per game, the Dust Devil is especially adept at contesting points. When push comes to shove, it has tools at its disposal to hurt enemies as well. At moderate range, the Minigun deals adequate damage to a single target. If the Dust Devil can get into a group of enemies, its Bullet Frenzy can hurt everyone around it. Bring a Dust Devil or two for when you need map coverage and reliable abilities.

## Abilities

### Active

Minigun

Fires a volley of bullets dealing 20 Damage.

Stats

Target: Unit

Affects: Enemy

Damage: 20

Delay: 2

Cooldown: 0

Range: 1-4

Bullet Frenzy

Spin around on the spot and deals 30 Damage to all adjacent units. Can not be countered.

Stats

Target: Self

Affects: Enemy

Damage: 30

Delay: 0

Cooldown: 3

Range: 0-0

### Passive

Endurance

Escapes death once. After receiving a fatal attack Dust Devil is instantly revived with 1 Health.

Flying

Can move over flying hexes.
Parasite

**Max. Energy** | 0/5

*Parasite feeds on its victims, gaining strength while they become weaker. It can convert its enemies boolstered effects into pure energy and consume objects converting their life into pure enrgy as well.*

## Abilities

### Active

Clutch

Deals 10 Damage to an enemy plus an additional 10 damage per Energy stored. Damage dealt is converted to Health for Parasite.

Stats

Damage: 10 + (E x 10)

Delay: 1

Cooldown: 0

Range: 1-1

Notes

* E = Stored Energy.
* Energy stored is consumed on use.

Hack

Purges the Target. Parasite gains Energy equal to the total number of buffs and debuffs purged. If used against a Stationary Object, that object is instantly destroyed. Parasite gains Energy equal to the number of current hit points of the Stationary Object.

Stats

Delay: 4

Cooldown: 5

Range: 1-1

Power Drain

Deals 15 True Damage to target, drains 1 Energy and gains 1 additional Energy. Damage dealt is converted to Health for Parasite.

Stats

Health: 15\*

True Damage: 15

Delay: 0

Cooldown: 2

Range: 1-1

Notes

* \* Health is only gained if the attack hits the target.
Dominus

**Max. Energy** | 3/4

*Dominus locks down whole areas and prefers to not get close to fight. If at risk he can always switch out himself, allies or threats with other units. He punishes all enemies wherever they are every time his energy meter is filled up.*

## Abilities

### Active

Mini Laser

Fires a quick laser attack from orbit hitting an enemy for 15 Damage.

Stats

Damage: 15

Delay: 2

Cooldown: 0

Range: 2-4

Laser Drills

Shoots a piercing laser beam and deploys 2 mines onto target area. The laser beam deals 20 Damage to each target hit in the area. The mines deal 30 Damage when exploding and last until the end of next Round.

Stats

Damage: 20

Mine Damage: 30

Delay: 4

Cooldown: 2

Range: 2-5

Notes

* You cannot use this ability and move in the same turn.

Giant Sky Beam

Summons a sky beam that increases in radius with 1 hex from impact every turn for 3 turns. Deals 25 Damage to all units hit at impact. After the initial impact Dominus channels for 3 turns. Units who start their turn inside the field or enter a hex within the field takes 15 Damage.

Stats

Field Damage: 15

Impact Damage: 25

Delay: 0

Cooldown: 2

Range: 3-7

Duration: 3

Channeling: 3

Teleport Switch

Swap places between two units.

Stats

Delay: 5

Cooldown: 2

Range: 0-10

Notes

* You cannot use this ability and move in the same turn.

### Passive

Impending Doom

At full Energy Dominus unleashes an attack on all enemies dealing 10 True Damage. This attack consumes all Energy.

Gains Energy

Gains 1 Energy per Turn.
Legion

**Max. Energy** | 0

*With the ability to deform his kills Legion prays on the weak and injured. He utilizes their bodies to create an endless construction of horrid biomass, that like a plague spreads to anything it kills. Legion's reach is limitless and is a forceful artillery unit that can move into the middle of the battle after executing a killing blow.*

## Abilities

### Active

Malice

Attack an enemy unit dealing 20 Damage.

Stats

Damage: 20

Delay: 1

Cooldown: 0

Range: 1-6

Sinner

Attack an enemy unit that doesn't have full Health, dealing 10 True Damage.

Stats

True Damage: 10

Delay: 1

Cooldown: 2

Range: 1-30

Essence Swap

Swap Location with a Demonic Vessel

Stats

Delay: 0

Cooldown: 2

Range: 0-15

Notes

* You cannot use this ability and move in the same turn.

Damnation

Execute any target that has 33% or lower Health.

Stats

Delay: 5

Cooldown: 5

Range: 1-5

### Passive

The Legion

Each time a target is killed, a Demonic Vessel is spawned at the target's location. The Vessel explodes after 3 Turns dealing 30 Damage to all adjacent units. If the Vess kills a unit, another Vessel is spawned at the location of the killed unit.

Stats

Damage: 30

Turns: 3

## Media

Legion's reveal trailer can be found here.
Wasp

**Max. Energy** | 0

*Wasp is a sneaky unit that can take a beating and when it returns attacks, it is really damaging. Wasp is great at disturbing enemy plans by weakening them or making them miss their targets.*

## Overview

Wasp is a unit in the Splicers faction with higher than usual health and armor. This, coupled with its invisibility, makes it hard to kill and proficient at contesting points. To further boost its survivability, Wasp can hit enemies with a Buzz Flash to temporarily blind them. If someone does manage to get a hit in on the Wasp, it retaliates with damage. Caution is encouraged when fighting Wasps.

## Abilities

### Active

Sting

A ranged attack that both deals Damage and steals Energy.

Stats

Target: Unit

Affects: Enemy

Damage: 12

Delay: 1

Cooldown: 0

Range: 1-4

Notes

* Steals 1 energy if attack is successful and target has energy stored.

Buzz Flash

An attack that deals no Damage but Blinds the enemy hit for the rest of the round.

Stats

Target: Unit

Affects: Enemy

Delay: 0

Cooldown: 2

Range: 1-4

Unseen Form

Wasp becomes Hidden for 2 Turns.

Stats

Target: Unit

Affects: Self

Delay: 2

Cooldown: 2

Range: 0-0

### Passive

Hornet's Nest

Counters with a boosted Sting with triple the effect.

Notes

* Damage is increased to 36 before reductions.
* Energy stolen is increased to 3.

Retaliation

Can Counter once per turn.

Notes

* Counter uses Hornet's Nest specified above.

Flying

Can move over flying hexes.