recursal/Fanatic-Fandom huggingface dataset:
Swordsman

The Swordsman is a minion that can attack to the side, and later diagonally at higher levels. It promotes to the Warrior.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Swordsman

Swordsman

Swordsman

Minion/Champion:
Minion

Faction:
Clan

Rarity:
Common

Swordsman

Warrior

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## Quick Stat: Swordsman

### Tier 2: Swordsman+

To Upgrade from Swordsman to Swordsman+, you need 5 Swordsman and 25 Dragon Coins.

Changes from Swordsman: The attack only fields are now move or attack, add move backwards one space

### Tier 3: Swordsman++

To Upgrade from Swordsman+ to Swordsman++, you need 5 Swordsman+ and 100 Dragon Coins.

Changes from Swordsman+: Adds attack only diagonally forward

### Tier 4: Swordsman+++

To Upgrade from Swordsman++ to Swordsman+++, you need 5 Swordsman++ and 500 Dragon Coins.

Changes from Swordsman++: Change "attack only" to "move or attack", adds move from starting position at range 2, both forward and diagonally

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Swordsman

The Swordsman is a decent balanced minion, as adjacent Swordsmen are able to protect each other, and even as they advance they can support each other.

### Strengths:

Can protect each other regardless on offence or defense, as well as diagonals (at higher levels). Relatively cheap, and can retreat if necessary.

### Weakness:

Cannot support attackers well from a distance. Vulnerable to numerous Magic and Ranged attacks. Its promotion is also not particularly great.
Gluttony

## Strength

Gluttony represents a tactical Risk/Reward option, as it is very weak before activating its effect. However, once capturing a piece, it acquires the move set of every piece on the board, as well as a boost in morale.

## Weekness

Gluttony's initial move set is weak since its movement is only knight's and its can attack only adjacent unit.

+++ has blocking ability. but the ability will be lost after killing units, so it will be useless.

## Conbination with other units

gluttony can used to make up for weakness of units.For example NullMage with diagonal attack or Paladin with vertical movement. there are some example of too strong convination below:

Fireball: gluttony which got fireball’s ranged attack is strong because it can still move as knight and does not vanish after using ranged attack. it means it is just “portable and eternal fireball”.its only weakness is it lose its ability if overwritten.

FireElemental × pylomancer: No unit can approach to this unit. this also make up with value priblem of FireElemental since Gluttony does not rake over passive of killed unit. if there is knight’s attack or pikeman’s passive with this, it can killed by only few units

Samurai ×Lust: Lust’s trigger used at the end of opponent’s turn and samurai’s trigger used at the start of user’s turn can do auto combo attack. You should take care of wisp or bombers though. Samurai can be replaced by salamander. It need 1turn to attack instead does not lose its movement when attacked in combination with salamander.

Wisp: getting wisp’s teleporting ability is not so easy. Since tier3 or more wisp overwrite all movements, you can get tier2 wisp’s ability. First you should get 6 or more ranged attack like Queen’s. Then you will get Taurus’s rushing ability. Then rush wisp. Rushing ability won’t be reflected because the ability is just a pushing ability.

## Trivia

The roman number VI can be found on the piece's art. This is because Gluttony is the sixth of the 7 Deadly Sins.

The unit is said to be inspired by the titular “Kirby.”
Valkyrie

**Out of date**

This page is out of date. Some of the information may be inaccurate.

Last updated for version **0.39**

(Actual Cost: 8/9/10/12)

The Valkyrie is a Epic Champion from the basic units pack. It has the ability to transport the ally King to another location, on condition that this specific square is not occupied.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Valkyrie

Valkyrie

Valkyrie

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Epic

Valkyrie

In-game tip:

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## Quick Stat: Valkyrie

### Tier 2: Valkyrie+

To Upgrade from Valkyrie to Valkyrie+, you need 3 Valkyrie and 150 Dragon Coins.

### Tier 3: Valkyrie++

To Upgrade from Valkyrie to Valkyrie++, you need 3 Valkyrie+ and 600 Dragon Coins.

### Tier 4: Valkyrie+++

To Upgrade from Valkyrie to Valkyrie+++, you need 3 Valkyrie++ and 3000 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Valkyrie

Valkyrie is best used in defensive tactics, as it can safely teleport the allied King to another location. Upgraded, this piece is given more possible King teleport locations, providing greater security. This unit creates a fairly strong synergy with RoyalGuard, a unit which can teleport to any location adjacent to ally King, making attacking the King difficult until these protective units are killed. In addition, the Valkyrie's long-range move/attack squares give great attack and forking potential, making it a very versatile piece.

### Strength: Valkyrie

Valkyrie has an unusual move/attack pattern, making it difficult to predict and defend against. In addition, the Valkyrie can teleport the king immediately to a safe place, and forcing the opponent to kill Valkyrie first before attacking the king. The Valkyrie is also unblockable, making its movements easily reaching from end to end of the board. The Valkyrie's ability makes it a viable counter to the minotaur.

### Weakness: Valkyrie

The Valkyrie, despite having a large movement range, has very few squares it is actually capable of moving to - it is fairly easy to tie down if one plans ahead. Additionally, it's King teleport squares can be easily predicted by the opponent - a smart opponent will have little trouble covering these squares. Valkyrie also does not gain extra attacks until its final upgrade, making its + and ++ dubious in their uses despite having extra king teleportation spots.

Due to its passive, it cannot be used offensively early on since it cannot attack, move, or even teleport king until at least one ally piece is lost.
StoneMage

StoneMage is a rare champion released in v0.51. It has adjacent unblockable move/swap/attack, and it shares EarthElemental's ability to create stone pillar or petrify unit for four turns.

## Strengths

Stonemage has tactical use with its swaps, and its petrifying is very useful at higher levels, along with StonePillar which may be used as defence to wall off an area. Even at lower levels, it is excellent at trading.

## Weaknesses

It cannot directly attack diagonally, and is quite weak to long range attacks. Its vertical mobility is also rather poor. (only one range forward or backwards). Its horizontal mobility also does not even cover the entirety of its row.
Challenge

Challenge is a game mode unlocked at 500 rating.

Challenge is a daily game where you battle against an AI setup. Usually, the player is at a disadvantage in position, pieces, or have lower morale, but all of them are beatable. If you win the battle, the next day when the next challenge is released, you may claim rubies based on difficulty (how many people failed the challenge), which is a percentage with a certain curve (100% is often achieved even with many successes). The reward is 20 rubies max at 95%+ difficulty. Sometimes Challenge has an unusual unit such as Chaosportal, or impossible positions.

Strategy: Check for pieces that the AI is weak to and have a hard time responding to, such as HauntedArmor, SoulKeeper, Behemoth, etc. Try to rush the king in any challenge, due to your disadvantage. Due to the challenge setup being similar to mid to end game, the open areas will be open to forks, pins, and discovery attacks, all of which the AI have trouble against.
RoyalGuard

*Note: the +++ tier is outdated, as the move-only are actually teleports.*

The RoyalGuard is a minion from the basic set, and is also the only legendary minion. It can teleport to any location directly adjacent to his ally King, providing cover from long range attacks.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

RoyalGuard

RoyalGuard

RoyalGuard

Minion/Champion:
Minion

Faction:
Basic

Rarity:
Legendary

RoyalGuard

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## Quick Stat: RoyalGuard

### Tier 2: RoyalGuard+

To Upgrade from RoyalGuard to RoyalGuard+, you need 2 RoyalGuard and 250 Dragon Coins.

### Tier 3: RoyalGuard++

To Upgrade from RoyalGuard to RoyalGuard++, you need 2 RoyalGuard+ and 1000 Dragon Coins.

### Tier 4: RoyalGuard+++

To Upgrade from RoyalGuard to RoyalGuard+++, you need 2 RoyalGuard++ and 5000 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: RoyalGuard

The ability to teleport to his King allows for providing cover from long range attacks, such as for example the Queen, from any location on the board. This allows for tactics leaving the King more open than usual, although care should still be taken since the RoyalGuard will immediately be pinned by the attacking piece.

### Strength: RoyalGuard

The RoyalGuard's teleportation ability can be used to create a "wall" of sorts in front of the king if multiple are used, with each RoyalGuard covering the other. Their low cost of 3 when un-upgraded may make your opponent reconsider simply rushing your king's position if RoyalGuards are present. It also provides good assistance to prince if you have multiple. RoyalGuard can also help Princess before and after it promotes.

### Weakness: RoyalGuard

Too many RoyalGuards defending your king will limit its mobility, and may lead to an inescapable checkmate if the opponent has a unit with unblockable attacks. Un-upgraded RoyalGuards are not the best piece mobility-wise for early game, having movement options identical to a Slime++. This lack of mobility may hinder piece development in the early stages of the game, potentially allowing the opponent to control the board more effectively. Higher levels of RoyalGuard may have strong attacks, but they trade poorly with other minions.

## Strategy: RoyalGuard Upgrades

(No strategy yet. Why not become the first one to write it?)

### RoyalGuard+++

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Drake

Drake is a minion able to attack in orthogonal directions and to teleport 2 squares diagonally.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main\_gj): http://igniam.xyz/tools/ceo-gallery.html

Strength: Drake has strong control over 2 range of area in orthogonal area, and its teleports can create unexpected attacks or slip away easier than other less mobile minions. The two-range unblockable attack at ++ and above also create decent pressure since it has the potential to attack two pieces at the same time.

Weaknesses: Drake is quite expensive for a minion and difficult to trade for others. It is also very weak against diagonal attacks, and cannot move to adjacent diagonals, and as all minions, its range is very low compared to most champions, so support is definitely needed to help Drake.
MageTower

(Actual Cost: 9/10/11/12)

The MageTower is a Champion unit from the Arcane Box. It is Immune to status inflicting attacks (petrify, freeze, and poison)

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

MageTower

MageTower

MageTower

MageTower

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## Quick Stat: MageTower

### Tier 2: MageTower+

To Upgrade from MageTower to MageTower+, you need 4 MageTower and 75 Dragon Coins.

### Tier 3: MageTower++

To Upgrade from MageTower to MageTower++, you need 4 MageTower+ and 300 Dragon Coins.

### Tier 4: MageTower+++

To Upgrade from MageTower to MageTower+++, you need 4 MageTower++ and 1500 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: MageTower

### Strength: MageTower

Although it can't reach across the whole board, the MageTower still easily outranges the vast majority of champions. It also solves a key weakness of the Rook in that it can immediately teleport into the 3rd rank without having to move minions out of the way (or using intangible minions, opening your own back rank to attack.) Notably, as soon as you jump over your own front line, the MageTower can reach the very back of the enemy formation. To top it all off, the MageTower is a couple morale cheaper than the Rook, letting you squeeze a little more into your setup elsewhere--and as an added bonus it's status immune, letting it threaten certain magical units without worrying about their special attacks. At +++, it can knight-like teleport, allowing it to escape tricky situations or set up unexpected forks.

### Weakness: MageTower

The biggest weakness of the MageTower is the blind spot that its teleport creates. Because it can't attack exactly 2 spaces away, pieces it threatens can often escape into the safe spots where the MageTower can only teleport. Worse, the MageTower has no way to deal with opposing pieces attacking from its blind spots--if an enemy Rook slides into attacking position 2 spaces away, the MageTower has no way to safely counterattack. Be sure to keep those spots guarded if you're going to rely on the MageTower to defend.
PoisonMage

**Out of date**

This page is out of date. Some of the information may be inaccurate.

Last updated for version **0.39**

(Actual Cost: 5/7/10/14)

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

PoisonMage

PoisonMage

PoisonMage

PoisonMage

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The PoisonMage is a Champion unit from the Arcane Box. It has the ability (Magic) Poison.

## Quick Stat: PoisonMage

### Tier 2: PoisonMage+

To Upgrade from PoisonMage to PoisonMage+, you need 5 PoisonMage and 25 Dragon Coins.

Changes from PoisonMage: Adds poison on directly adjacent diagonal fields

### Tier 3: PoisonMage++

To Upgrade from PoisonMage+ to PoisonMage++, you need 5 PoisonMage+ and 100 Dragon Coins.

Changes from PoisonMage+: The move only fields are now move or attack

### Tier 4: PoisonMage+++

To Upgrade from PoisonMage++ to PoisonMage+++, you need 5 PoisonMage++ and 500 Dragon Coins.

Changes from PoisonMage++: Adds poison on the above and below the horizontal teleports, as well as change the move or attack to include swap places

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: PoisonMage

### Strength:

The PoisonMage has ranged poison attack, increasingly dangerous at high tiers, since it has great forking potential. Its teleportation movements also make it tricky to trap in. It doesn't have a high cost so it may be used as an advantageous trade. Its unblockable attack at higher tiers also helps against armored pieces.

### Weakness:

The non-upgraded PoisonMage has adjacent weakness, while all tiers have weakness to longer ranged pieces. Poisoned units still have 3 turns to counter-attack. PoisonMage also doesn't get its unblockable attack until ++. Poisonmage is also practically useless against status immune pieces.

Trivia:

Along with Alchemist, Thundermage, FireMage and Taurus, it is one of the only five pieces capable of killing Wisp without dying itself.
Reaver

Reaver is a minion that causes the user to lose morale as it takes pieces. The higher the level, the more morale the user loses.

Strengths: Reaver's attacks are incredible for a minion-- its base level is the only base tier minion with full adjacent coverage. At +++, it has horizontal attack or move at three range, and diagonal attack only at two range. No other minion has such vast range of threat. Due to Reavers protecting each other, they are also a great defense against champions.

Weaknesses: Reaver causes horrible trades, (even taking free pieces still might result in morale net loss) and must take a very valuable unit or be offset by a great positional gain. At higher levels, it causes morale to go down even quicker, making it difficult to win morale trades with Reaver. It also cannot move horizontally (except on attack), causing its mobility to be weakened in that aspect.
N/A (Rarity)

N/A (Rarity) is a special Rarity assigned to pieces without a rarity, such as King and Token Units. In addition, it is the determining factor of:

* Whether to hide the Class-Faction-Rarity section in its description or not
* Whether to treat as a normal unit or not (Hence the existence of the special classes)
* Whether to belong to an undefined faction or a basic faction

All of the N/A units are unobtainable (in the sense of obtaining more than initially provided), but not all unobtainable units are of the N/A Rarity. One example is GeminiTwin. Also, all N/A pieces belong to the undefined faction.
(Magic) Destroy Target

(Magic) Destroy Target is an attack that does not require the unit to move to the targeted tile to capture an enemy. Affected tiles are highlighted by orange if you have the unit selected. This can be useful against pieces that are covered by their allies, since this ability keeps its unit at a distance.

Units with this ability: Pyromancer (archer and ranger did now they have (ranged attack) )
Temperance

Temperance is an epic champion introduced in v0.51 and is one of the first unit to have "Unblockable Attack Only". It has the unique passive to only be able to attack units with more or equal value to itself.

### Strengths

Temperance has a very strong three-range unblockable, and grows in power over more and more trades. It can also synergize with Wrath, which further discourages the opponent from taking your units, or Lich, which potentially allows Temperance to take lower value units. If the opponent is using a Vampire or Pride it can be helpful in taking advantage of the kings value gain.

### Weaknesses

Temperance essentially can't take minions until a lot of trades, and can't even threaten the opponent king until very late game. Higher levels have more powerful attacks, but higher cost which make it difficult for it to kill low morale pieces. The extra morale loss can also be deadly if you are low on morale. Temperance also doesn't even gain diagonal attacks until +++, where it is very high value and it is much harder for it to threaten lower value units (especially king), making it a high-value attacker rather than a checkmate piece. Though it is noted that opponent vampires help Temperance capture the king, this is a double edged sword since Temperance's morale decrease will only help further to the opponent to reduce your morale to zero. Overall, without its attack ability, its mobility is not great and can only reach two range at maximum, which is a hindrance.

### Trivia

* Temperance has two dots at its bottom, signaling that it is the second virtue to be released in the game.
* Geminitwin's split counts as a death for this piece. This is very hidden information.
* The morale of this piece cannot go below 0. This is very hidden information.
Summoner

The Summoner is an epic unit from the Basic packs. It can teleport otherwise immobile pieces.

Note: the images are outdated as of v0.51.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Summoner

Summoner

Summoner

Faction:
[[Basic]]

Summoner

In-game tip:
Summoners can give mobility to otherwise slow pieces

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[[Category:Basic {{{type}}}]]

## Quick Stat: Summoner

### Tier 2: Summoner+

Changes from Summoner: Teleport fields are changed to teleport or swap places with ally fields

### Tier 3: Summoner++

Changes from Summoner+: Adds one move only range in horizontal and vertical direction

### Tier 4: Summoner+++

Changes from Summoner++: Adds move only on directly adjacent diagonals

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Summoner

The Summoner can be used as a cheap way to attempt to take the enemy's King early, by using its front teleport to move the enemy King into a minion line of longer minions. Summoner+ and up have the most cost-efficient swaps of any piece, allowing it to be a cheap way to move pieces around. It can also teleport your row one pieces to row four, giving pieces with low mobility greater power.

### Strength: Summoner

* Low cost.
* High range.
* Ranged.
* Mobile.
* Summoner+ can swap pieces, turning it into poor man's Wizard.
* Summoner++ in combination with other champion can be used to destroy minion walls much alike to Giantslime.
* Unpredictability.
* Target marker doesn't get reflected as part of danger grid. Thus, AI ignores it and some players do.

Despite what its name suggests, Summoner excels in aggressive gameplay as attacking piece. It can break formations apart, it can create forks artificially, it can pull pieces including King into positions that are impossible to defend.

Summoner works well in synergy with Minotaur, Spearman and Ranger.

### Weakness: Summoner

* No actual attacks.
* Movement is wacky, especially for Summoner and Summoner+.
* Lower focus is very far. Thus, most of the time it's entirely useless, because it requires moving Summoner to 7th or 8th row to teleport units from 1st and 2nd rows respectively.

Don't waste your time trying to promote units using Summoner or covertly transport units from back row ahead. Sometimes it way work, but there are more smart, unpredictable and reliable strategies involving Summoner.
Warrior

The Warrior is a Champion unit from the Clan Box.

It is a good general champion that can attack or move anywhere within 2 spaces. Higher tiers give you move range to attack and move. It’s a good general unit for a fair cost.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Warrior

Warrior

Warrior

Minion/Champion:
Champion

Faction:
Clan

Rarity:
Common

Warrior

Swordsman

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## Quick Stat: Warrior

### Tier 2: Warrior+

To Upgrade from Warrior to Warrior+, you need 5 Warrior and 25 Dragon Coins.

Changes from Warrior: Adds diagonal move only at range 2

### Tier 3: Warrior++

To Upgrade from Warrior+ to Warrior++, you need 5 Warrior+ and 100 Dragon Coins.

Changes from Warrior+: The move only fields are now move or attack

### Tier 4: Warrior+++

To Upgrade from Warrior++ to Warrior+++, you need 5 Warrior++ and 500 Dragon Coins.

Changes from Warrior++: Adds one move only range in every direction

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Warrior

The Warrior is a very basic champion piece with a strong melee attack.

### Strength: Warrior

At first glance the Warrior doesn't have much to recommend himself: his attacking area is unimpressive and some champions literally have a better version of the same coverage. However, the Warrior is one of the cheapest champions with a real attack, letting him do most of their job at a fraction of the cost. He makes a fantastic defender, able to flexibly cover a large part of your formation. He can still be a very effective attacker, however: powerful but inflexible pieces like Rooks are vulnerable to Warriors slipping into their blind spots, and the Warrior's thorough attack coverage leaves few safe spots nearby.

### Weakness: Warrior

The Warrior's biggest issue is lack of range. He can hold his own in a crowded formation, but as the board opens up moving 2 spaces starts to feel inadequate.

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Harpy

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Harpy

Harpy

Harpy

Harpy

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The Harpy is a Champion unit in the Basic faction. The Harpy can push an allied or enemy piece, up to three tiles distance, by paying a Morale point. It also has great mobility via teleport.

## Quick Stat: Harpy

### Tier 2: Harpy+

To Upgrade from Harpy to Harpy+, you need 3 Harpy and 150 Dragon Coins.

### Tier 3: Harpy++

To Upgrade from Harpy to Harpy++, you need 3 Harpy+ and 600 Dragon Coins.

### Tier 4: Harpy+++

To Upgrade from Harpy to Harpy+++, you need 3 Harpy++ and 3000 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Harpy

You can use a Harpy's push ability to move a Minion farther or in a different direction than it would naturally be able to move on its starting turn (for example, a Samurai). It can also move minions that are otherwise unable to move, like Portal.

The push ability can also be used to break up an enemy formation or repel an attacking unit.

### Strength: Harpy

The Harpy is mobile and long-ranged. It can act as a Rook-like piece (and easily double up on a file), while being very difficult to pin down. It is easy to fake an advance by teleporting far into enemy territory, then jumping back, leaving your opponent hanging as to what your plan is. It might also intimidate your opponent from making plays using their expensive legendary pieces, however often this doesn't happen.

### Weakness: Harpy

The Harpy cannot move or attack one square adjacent to itself, horizontally or vertically. This can be slightly awkward in close quarters. Also, most other units are able to threaten a Harpy from such a position. Using Harpy's wind magic is difficult to use early on because of the lack of space, and many threats can easily deter a Harpy from pushing pieces forward.

The Harpy is also vulnerable to L-shaped attack patterns (Dragon, Knight, SoulKeeper) and long range diagonal attacks (Bishop, Medusa, Queen, MoonFox).
Legionary

(Actual Cost: 8/9/10/12)

The Legionary is a Champion unit from the Clan Box.

```
They will attack from all around us, we will attack all around us. -- in game tip

```

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Legionary

Legionary

Legionary

Minion/Champion:
Champion

Faction:
Clan

Rarity:
Common

Legionary

Spearman

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## Quick Stat: Legionary

### Tier 2: Legionary+

To Upgrade from Legionary to Legionary+, you need 4 Legionary and 75 Dragon Coins.

### Tier 3: Legionary++

To Upgrade from Legionary to Legionary++, you need 4 Legionary+ and 300 Dragon Coins.

### Tier 4: Legionary+++

To Upgrade from Legionary to Legionary+++, you need 4 Legionary++ and 1500 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Legionary

### Strength: Legionary

The Legionary's primary strength is it's long attack range in all directions, including diagonal. Hence, the Legionary is a powerful defensive unit. In addition, the Legionary's low cost allows positive morale trades to be made easier.

### Weakness: Legionary

Its extremely limited mobility makes it susceptible to fast units, or even unusual attacks like knight or valkyrie, or ranged/magic attacks. Even at +++, it only has ability to attack three range in any direction, so it can also be out-ranged.

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Necromancer

The Necromancer is a Champion unit that is able to upgrade ally skeleton or change opponent into bonepiles (grow in value upon death of other piece, when reach value 2 turn into skeleton)

## Strategy: Necromancer

Necromancer is used to exert control over enemy minion formations with its magic. Its knight-like attack pattern allows it to fork units quite often.

### Strength: Necromancer

Necromancer can fork minions well. Its own ability also synergies with itself. With kills over time, the initially useless BonePiles can grow in value and become dangerous. Necromancer can also upgrade skeletons, allowing for greater control, especially combined with Lich.

### Weakness: Necromancer

Necromancer's magic cannot target champions, leaving it a king-like unit with no champions left. In addition, the bone piles only turn into skeletons when enough units are killed, making it a bit difficult for you to instantly gain piece advantage from Necromancer. The "pay 2" may also be wasted if the BonePile is taken anyways, or if the upgraded skeleton does not trade well.

### Trivia

Necromancer underwent numerous changes, possibly more than any other piece: it first summons skeletons at fallen ally location, but had almost no attacks. At one point, it simply destroyed enemy minions, which changed to turn into skeletons (which was a bit too powerful), to the current version with "BonePiles".

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Alchemist

**Out of date**

This page is out of date. Some of the information may be inaccurate.

Last updated for version **before .49**

(Actual Cost: 8/9/10/15)

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Alchemist

Alchemist

Alchemist

Alchemist

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The Alchemist is a Rare Champion unit of the Basic Set.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main\_gj): http://igniam.xyz/tools/ceo-gallery.html

## Quick Stat: Alchemist

### Tier 2: Alchemist+

To Upgrade from Alchemist to Alchemist+, you need 4 Alchemist and 75 Dragon Coins.

Changes from Alchemist: Adds poison at range two in both horizontal and vertical direction

### Tier 3: Alchemist++

To Upgrade from Alchemist to Alchemist++, you need 4 Alchemist+ and 300 Dragon Coins.

Changes from Alchemist+: Ally cure now also triggers on diagonally adjacent fields

### Tier 4: Alchemist+++

To Upgrade from Alchemist to Alchemist+++, you need 4 Alchemist++ and 1500 Dragon Coins.

Changes from Alchemist++: The teleport fields are now unblockable move or attack

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Alchemist

A powerful support unit against Status-Effect units (ex. PoisonMage, FrostMage, or Medusa), the Alchemist is able to remove any poison, freeze, or petrify effects from allied units. As it has low mobility and limited attack, the Alchemist is best used behind your lines, freeing units from restricting or fatal status effects.

### Strength: Alchemist

A powerful support unit against Status-Effect units (ex. PoisonMage, FrostMage, or Medusa), the Alchemist is able to remove any poison, freeze, or petrify effects from allied units. In addition, its poison attacks cannot be blocked and provide forking potential (Though using Alchemist offensively carries risk). At ++ and +++, its swap can be useful since it is guaranteed to protect the piece it swaps with, and potentially give a minion more mobility.

### Weakness: Alchemist

Its limited attack range and mobility cause it to be weak on its own - Alchemist needs to be supported by friendly units. It also cannot attack the areas directly next to it, creating terrible blind spots. In addition, it has a relatively high cost.

Poison is a terrible form of attack, due to its inability to instantly destroy units.

## Trivia

* The Alchemist is Jamie Lormand in real life (Grandestine, or Joseph Lormand's, brother)
* Along with PoisonMage, Thundermage, FireMage and Taurus, it is one of the only five pieces capable of killing Wisp without dying itself.

## References

1. ↑ https://www.facebook.com/photo.php?fbid=10209088806449092&set=a.1508426362400.68275.1586566462&type=3&comment\_id=10209097253820271
Envy

**Envy** is a Legendary Champion unit. Its ability allows it to become a copy of an enemy piece.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main\_gj): http://igniam.xyz/tools/ceo-gallery.html

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Envy

Envy

Envy

Minion/Champion:
Champion

Envy

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[[Category:- {{{type}}}]]

Strengths: Envy is able to deny opponent entry into an area, as it has potential to gain morale and piece advantage, especially against piece of 20+ worth. If your king dies, Envy is potentially able to save the game by copying the opponent king (while the only other piece capable of giving you a king is Prince)

Weaknesses: Envy has poor attack (king attack at best) and the opponent could simply maneuver away due to its slow movement. Its transform is also magic, which does not work on magic-immune units, and also does not instantly provide a threat unless the transformed piece can attack in Envy's position. Envy's magic also does not prevent cheaper minions, since it is not a wise idea to have envy transform into a weaker piece.

## Trivia

* Envy has the roman numeral "III" (3) at its pedestal, indicating that it is the third of 7 sins to be released as pieces in the game.
* Envy is one of the two pieces in the game capable of providing you with another king, the other piece being Prince.
* When Envy copies a piece it transforms into the default value of the piece. ie: If it copies a 0 value temperance it transforms into a 10 value temperance.
Dragon

**Out of date**

This page is out of date. Some of the information may be inaccurate.

Last updated for version **0.52**

The Dragon is a Champion unit from the Forest Box. It can move two tiles in the cardinal directions, and one tile on the diagonals. It also can move to the same tiles that the Knight can.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main\_gj): http://igniam.xyz/tools/ceo-gallery.html

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Dragon

Dragon

Dragon

Minion/Champion:
Champion

Faction:
Forest

Rarity:
Epic

Dragon

Basilisk

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## Quick Stat: Dragon

### Tier 2: Dragon+

To Upgrade from Dragon to Dragon+, you need 3 Dragon and 150 Dragon Coins.

### Tier 3: Dragon++

To Upgrade from Dragon to Dragon++, you need 3 Dragon+ and 600 Dragon Coins.

### Tier 4: Dragon+++

To Upgrade from Dragon to Dragon+++, you need 3 Dragon++ and 3000 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Dragon

The dragon, due to unrivaled coverage (no other unit has range 2 all unblockable melee attack), has very few shortcomings and is a very valued part of every army. However, its high costs often mean sacrificing the power of other champions; low-level armies may not be able to cover or support the dragon.

### Strength: Dragon

The dragon is a very powerful piece that holds nearly absolute control over the area around it. Because of its unblockable attacks, one can attack multiple pieces at a time easily. In the early game, an adequately upgraded dragon wreaks havoc over badly positioned units and minions.

The dragon's defensive capabilities are also unrivaled, simultaneously protecting up to 9 pieces from its starting position. The versatility of dragon makes it one of the strongest pieces in the game.

Dragon is also one of the only pieces that can force a king capture without any support from other pieces, making it a very strong attacking piece, particularly in the late game, where minions are less likely to hinder its movement.

### Weakness:

The dragon, despite it's marvelous coverage, has few shortcomings in skirmishes around itself. However, due to its fairly short range (it can only travel up to 3 squares in any direction at +++), a skilled opponent can abuse that and attack areas of the board that the dragon cannot reach. That is a weakness similar to the knight's: it can only pressure or cover a single portion of the board at a time.

Other tactical abuses include pins and skewers than can be forced. Finally, a cornered dragon is practically useless; a few pieces can trap it with no problem, thus leading to a game ending trade.

Furthermore, long ranged pieces like Bishop and Rook can apply pressure to a friendly dragon, and since dragon is such an expensive piece, such attacks usually cannot be ignored.

### Dragon

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Hydromancer

Hydromancer is a rare champion released in v0.51. It is able to push away an adjacent enemy and freeze it for two turns.

### Strengths

Hydromancer's ability synergizes with itself at later levels since it is able to attack what it has froze. It can also work well with ranged attacks or double with petrify to further stop the opponent. Overall, Hydromancer excels at defense.

### Weaknesses

Hydromancer cannot attack until +, and does not entirely synergize until ++. In addition, it is almost useless against status immune or magic immune units. Its adjacent freezing without direct ability to attack is a double-edged sword. With multiple units pressuring its adjacent spots, it may have to either run away or use up turns freezing and pushing them away.
Snake

The snake is a Rare, Basic Minion.

### Strengths:

The snake is a versatile minion. It can only attack other minions like the Tiger. However, its power truly shines when it is traded with other stronger pieces, as it can poison the attacker and potentially kill powerful Champions.

### Weaknesses:

The snake's strength is also its weakness: it cannot kill effectively without being killed, as well as having a diagonal weakspot especially. A pawn can just march up, take the piece, and still continue on pushing for 3 turns. It also cannot affect very high power pieces.
Firemage

Firemage was a rare champion released in v0.52. It has the unique ability of "(Magic) After 6 turns any unit in the marked location is destroyed and all adjacent units are pushed away 1 space."

## Strengths

The ability it has cannot be stopped (except by magic-immune units), and 3 range is quite far to threaten. It is also versatile in that it can push away both opponent and ally units, allowing minions to "retreat" when otherwise impossible. At +++, its strategy shines with being able to swap with ally units, allowing further threats upon the space of the marked location. It is also relatively cheap so it can trade easily, especially at lower levels.

## Weaknesses

Firemage cannot attack directly until ++. Its mobility at all levels is rather limited and it can be killed by any long range piece. Its abilities are also useless against magic-immune units, and 6 turns is quite some time for the opponent to prepare against the magic ability. It also has a glaring blindspot at its diagonals until ++.
Promotion

*Promotion* is a **passive ability** where units that fulfill a specific condition transform into other pieces. Typically, it means "when the unit reaches your opponent's back row". Some units, like Sylph, AirElemental, Gnome , Slime and Prince instead transform upon other pieces on different conditions, like "On Magic" or "On Kill".

On promotion, **all status effects are removed** (a complete transformation). Any changes to the abilities of the previous state of the unit do not affect the promoted unit (for example, Duelist without armor still turns into Fencer with armor on promote). Typically, minions that have this ability are not vertically symmetrical (exceptions: Princess, some tiers of Bat). Two minions, instead of promoting, get a teleport to your back row from your opponent's back row (Penguin, Bomber).
Doom class dreadnought.

De Doom-class dreadnought (of gewoon "The Doom") is het vlaggenschip van the Army of shadows. Hij is 500 kilometer lang en gemaakt van een geheime metaalsoort vergelijkbaar met de kracht van Dark Tim's Tedanite/bedrock combinatie. Hij ziet eruit als een enorme vijfkantige piramide gemaakt van goud omringd door een vijfhoekig zwart gedeelte van het ruimteschip. Er zitten zeven eradicator cannons (die gecombineerd kunnen worden) en een gigantisch wapen gelokaliseerd in de piramide dat kracht kan aftappen van een ster en die daarna kan afvuren in een felgele laser die, mits hij er één raakt. ervoor kan zorgen dat een ster een supernova wordt. En zoals we weten vernietigen supernova's hele sterrenstelsels. Het is ook uitgerust met shield generators en een hyperdrive en een enorme lading defensieve kanonnen en turrets.
Lich

**Lich** is a legendary champion unit from the basic set. Its main ability is summoning Skeletons, mostly for army support. It is one of the earliest pieces in the game.

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Lich

Lich

Lich

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Legendary

Lich

In-game tip:

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## Quick Stat: Lich

### Tier 2: Lich+

To Upgrade from Lich to Lich+, you need 2 Lich and 250 Dragon Coins.

### Tier 3: Lich++

To Upgrade from Lich to Lich++, you need 2 Lich+ and 1000 Dragon Coins.

### Tier 4: Lich+++

To Upgrade from Lich to Lich+++, you need 2 Lich++ and 5000 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Lich

Lich can be used to summon Skeletons to block attacks or provide some additional offensive power. Care should be taken however, since although the Skeletons themselves have 0 value, the summon costs 4 morale.

### Strength: Lich

The ability to summon Skeletons makes Lich an excellent early-game defensive and supporting piece. The summoned Skeletons can be used to strengthen one's defense against powerful units, and to make favorable trades. The low cost of Lich also allows one to use more expensive units in the army. Combined with morale-gaining units such as vampire or dryad, lich has the potential to produce an impenetrable infinite defense.

### Weakness: Lich

One of the biggest weaknesses of Lich is its lack of mobility and offensive power. Even the fully upgraded Lich can only move and attack like a King. Besides its limited movement and attack range, summoning Skeletons costs 4 morale, which is the most costly among all abilities, and skeletons are not guaranteed to be the strongest defense since they cannot kill behemoth.

## Trivia

* Lich is one of the iconic units in the game. Its appearances include: the wordmark, the icon of "Return to Title" in Edit Army screen, one of the units on the face of the Ultra Crate, and as the difficulty icon in Challenge.
* Lich is also featured in the final lesson of the Tutorial, being one of the highlights from the Tutorial Princess.

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Gnome

Gnome is a rare minion that is unable to directly attack (until +++), but able to petrify and become EarthElemental champion of the same tier.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main\_gj): http://igniam.xyz/tools/ceo-gallery.html

## Strengths

Gnome can gain morale and piece advantage by threatening opponent pieces with its petrify ability. It can also combine with freezing pieces to be able to become EarthElemental.

## Weaknesses

Gnome is not able to attack until +++ or target a petrified unit at any tier. Its movement range is two range diagonal, which is admitted a bit slow. At all levels, it can only petrify one range. Its petrify ability is also useless against status immune or ranged immune units. It cannot petrify an already petrified unit.
Voidmage

Voidmage was a legendary champion released in v0.53b. It has the unique ability of "[Pay 2] (Ranged) Convert target enemy default moveset into basic move/teleport abilities, and negate their augments, if any."

**Strengths**

If any opponent champion is caught by voidmage, they can become nearly useless. Voidmage is also decent at setting up fork attacks due to its swapping ability.

**Weaknesses**

Voidmage cannot move in cardinal directions, and has limited uses against minions since they can just promote, negating the effects of voidmage. Even diagonally, voidmage's movement is weak and has a difficult time against long-range pieces. Voidmage is also nearly useless against antimage.
Pikeman

Pikeman is a unit able to move back and attack forward along with diagonal. If a unit tries to kill it from the front in a L-fashion, it will die along with Pikeman.

### Strategy

   Due to Pikeman's attack pattern, it is best to use it to control the center, and not recommended to put it at the very sides (first column

   Due to Pikeman's attack pattern, it is best to use it to control the middle, and not recommended to put it in the first or last columns. It can also be used close to the king to protect against Dragon or Queen++ as a potential checkmate.

### Strengths

Pikeman has good control in its row and near it since it is able to move backwards. At higher tiers it is able to attack further forward and diagonally, making Pikeman good at defense. Furthermore, it soft counters powerful units such as dragon, soul keeper, and knight.

### Weaknesses

Pikeman has a very hard time moving to another column-- the only ways are to take a unit with its diagonal attack, use magic or a swapping unit. In addition, its cost is quite a bit, so if there is a deadlock in its column, it is stuck there with difficulty in trading. With no units to attack, it is also limited to one square forward at a time, so moving backwards multiple squares would be a tempo loss.
Paladin

(Actual Cost: 12/14/15/16)

**Table of Contents**: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

Paladin

Paladin

Paladin

Paladin

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The Paladin is a Champion unit from the Clan Box. The Paladin is able to swap places with any unit on the row that it occupies. This makes it especially useful when friendly units who are worth more, such as a King, are threatened.

## Quick Stat: Paladin

### Tier 2: Paladin+

To Upgrade from Paladin to Paladin+, you need 4 Paladin and 75 Dragon Coins.

### Tier 3: Paladin++

To Upgrade from Paladin to Paladin++, you need 4 Paladin+ and 300 Dragon Coins.

### Tier 4: Paladin+++

To Upgrade from Paladin to Paladin+++, you need 4 Paladin++ and 1500 Dragon Coins.

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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## Strategy: Paladin

### Strength: Paladin

The Paladin is an incredibly strong defensive piece. Not only is the Paladin capable of covering an entire row, even from a protected position, the Paladin can preemptively swap in to take attacks in place of higher value pieces such as a Queen or King. It is very difficult to checkmate a King backed up by a Paladin, and multiple Paladins covering each other create a nearly impenetrable defense. Paladins are also a deadly offensive threat, with a huge unblock able attack area.

The Paladin is best placed far away from your King and any other valuable pieces, if possible. This ensures that if the King is rushed, the Paladin can shove him away to safety. If you see an attack building up on your King's position, don't wait until it's too late to swap the King: once the barrage begins swapping the Paladin in to take an attack from the King often means sacrificing your Paladin (sometimes without even getting anything in exchange.) On the other hand, if you just sat there and watched your opponent spend 5 moves lining up their pieces to rush your King en masse, a single timely swap can stymie all their preparations and leave them with their best attacking pieces stuck on the wrong side of the board entirely.

### Weakness: Paladin

The Paladin's biggest weakness is lack of vertical mobility. In the endgame, more mobile pieces can shift rapidly between offense and defense and Paladins can't keep up. They also get progressively weaker as pieces are removed and the board opens up: their unblockable move is a huge asset when there are other pieces to shield them, but when there are only a couple pieces on the board Paladins turn into weaker Rooks. Don't be afraid to trade your Paladin away in the mid game before it loses relevance. Their lack of diagonal coverage also creates a nasty blind spot and makes it difficult to maneuver around; upgraded Paladins do a lot to mitigate these weaknesses, but this comes at a hefty morale cost.

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Upgrade

You unlock upgrades at 5,000 exp.

You have to have X of the same unit to upgrade it to the next tier up, as well as Y dragon coins

* Common: X = 5, Y = [25,100,500]
* Rare: X = 4, Y = [75,300,1500]
* Epic: X = 3, Y = [150,600,3000]
* Legendary: X = 2, Y = [250,1000,5000]

where the first value of Y is for the Basic to (+) upgrade, the second is for (+) to (++), and the third is (++) to (+++).

For example, combining 5 Pawn+ units into a Pawn++ requires 100 dragon coins.

Upgrading a unit typically raises the unit's army point cost and value equivalent to morale. It also buffs the unit.