recursal/Fanatic-Fandom huggingface dataset:
Fencer

Fencer has the passive ability to block melee blockable attacks from certain squares. Units that have armor can only block one attack per-game.

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: Fencer

### Tier 2: Fencer+

Changes from Fencer: The Fencer igains range 2 attacks

### Tier 3: Fencer++

Changes from Fencer+: The fencer gains blocking on range 2 attacks

### Tier 4: Fencer+++

Changes from Fencer++: The Fencer gains knight like teleports

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

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## Strategy: Fencer

Fencer may be used to make good trades, or force an enemy to move out of an area.

### Strength: Fencer

Its low cost and blocking makes it a powerful unit against blockable champions such as rook or queen. At higher levels its diagonal movement offers it much mobility, and at +++ the knight-like teleportation comes in handy in infiltrating defenses or escaping a tough situation.

### Weakness: Fencer

Short-ranged movement and attack makes it difficult to attack defended enemy positions without the help of wind magic. It is also weak against enemy with unblockable, ranged, or distant attacks.
ChaosPortal

ChaosPortal is a challenge-exclusive unit, first appearing in the challenge of 7/1/16. It can polymorph units to random minions (does not charm them), and mass-teleport, moving all units adjacent to the ChaosPortal to completely random locations. It has no upgrades that have appeared yet. The first documented case of the ChaosPortal being able to be played in a challenge was on 15/4/2018

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

ChaosPortal

ChaosPortal

ChaosPortal

Minion/Champion:
N/A

Faction:
undefined (Faction)

Rarity:
N/A (rarity)

ChaosPortal

In-game tip:

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## Strategy: ChaosPortal

### Strength: ChaosPortal

The ChaosPortal provides a massive amount of morale, allowing one to survive move decay. Polymorph has a chance to transform units into Portals, making them sitting ducks. Mass-teleport can throw off defensive formations easily, securing a win. ChaosPortal is capable of polymorphing the enemy king if the opportunity arises.

### Weakness: ChaosPortal

The ChaosPortal's polymorph can easily work against you, transforming a unit into a Princess that can promote, a Reaver capable of checkmate, or other undesirable piece. Mass-teleport can also put the king into check or even checkmate, so make sure the King is not near the Chaos Portal. The ChaosPortal also boasts poor and awkward mobility, and its absurdly high value leaves it a prime target for trading.
Experience

Experience is obtained by playing either ranked or practice matches. You will receive experience regardless of a win or loss. Your current experience is shown by the purple star icon on the main screen. Unlike rating, experience does not decrease.

## Ranked

Experience is used to unlock the ranked mode. Once you reach 5000 experience by playing practice matches, you will be able to play ranked for rating.

## Experience in the Shop

You may unlock direct buying or selling of different ranks of pieces with either your rating or experience. You may also unlock the ability to purchase upgraded units by gaining enough experience.

 Rare
 Epic
 Legendary
VoidMage

The Voidmage is a legendary basic Champion unit. When it was released it caused significant controversy over opinions on OP'ness and was promptly nerfed. It has the unique ability of converting enemy pieces to a move or teleport only piece.

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

Voidmage

Voidmage

Voidmage

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Legendary

Voidmage

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== Quick Stat: VoidMage ==

### Tier 2: VoidMage+

Changes from VoidMage: Swap squares become attack/swap/unblockable

### Tier 3: VoidMage++

Changes from VoidMage+: The ability gains 1 more range.

### Tier 4: VoidMage+++

Changes from VoidMage++: Added swap squares in the corners, slightly increasing mobility.

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

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## Strategy: Voidmage

### Strength: Voidmage

It can basically disable any unit and can swap with nearby units.

### Weakness: VoidMage

VoidMage has very low movement and never gains far diagonal attacks, along with that its ranged ability prevents attacking through units along with making it incapable of taking out AntiMages.
Guardian

**Out of date**

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

Last updated for version **0.39**

The Guardian is a Champion unit from the Forest Box. It is used mostly as a defensive unit, protecting nearby friendly units.

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 (+/-)

Guardian

Guardian

Guardian

Minion/Champion:
Champion

Faction:
Forest

Rarity:
Common

Guardian

Shieldsman

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## Quick Stat: Guardian

### Tier 2: Guardian+

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

Changes from Guardian: Adds one move only range in every direction

### Tier 3: Guardian++

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

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

### Tier 4: Guardian+++

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

Changes from Guardian++: Adds two move only range in every direction, spanning the entire board

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

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## Strategy: Guardian

Since the guardian has the same attack pattern as a king, it can be used to pin the king against a wall, and get into position for checkmate, or protect guardian and checkmate king with that

### Strength: Guardian

Guardian is able to protect knight-moving units, such as soulkeeper and dragon. It is able to create better trade opportunities while retaining control. It is also very cheap so it is fantastic at trading.

### Weakness: Guardian

It begins only protecting behind, then side, and only +++ protects forward, thus, it is tricky to use its lower upgrades to assist powerful units.

## Trivia

* If multiple Guardians are defending a piece, the one first in a1-h8 order swaps it. This is very hidden information.

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Arachnid

Arachnid is a champion introduced in v0.53. It moves similarly to a bishop.

**Strengths**

Arachnid is good at trading. At higher levels it could potentially fork pieces with its poison.

**Weaknesses**

Arachnid cannot move in cardinal directions. Its mobility is limited until ++, and even then it cannot move horizontally. Its poison also cannot instantly kill.
Rook

A Champion unit from the vanilla chess. It can move horizontally or vertically, with no limit. It has a cost of 12.

When upgraded, it provides more movement to the Rook, allowing it to move diagonally.

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

Rook

Rook

Rook

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Rare

Rook

In-game tip:

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## Quick Stat: Rook

### Tier 2: Rook+

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

### Tier 3: Rook++

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

### Tier 4: Rook+++

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

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

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## Strategy: Rook

Rooks, due to limitless vertical and horizontal movement, are suited for a wide range of strategies. Rooks are particularly well known for being easily able to seize control of the board early in the game, as relatively low cost and unlimited cardinal movement allow for multiple rooks to locate squares around the centre of the board. Rooks are also key to many offesnive armies, providing significant support to x-ray through opponent armies, securing valuable pieces.
Daily Piece Discussion - Day 1: Rook (on Kong)

Rooks are also very strong in a "spearman rush" type deck, as they can attack the opponent's back rank from the player's own back rank. As one of the few pieces that have the unlimited lateral movement, it excels from being used near the edges of the board.

On the other hand, generally, the upper tier versions of rook are less useful for the morale increase. they add no additional attacking potential, only more movement, which the rook already has plenty of. Very rarely will a rook be trapped, since it most commonly stays at a far distance from the opponents pieces.

### Strength:

The Rook`s limitless vertical and horizontal movement and attack makes him very powerful on open columns. On the early game, placing a rook behind a ghost (or any minion that doesn`t block movement) may be overlooked by the opponent, leading to quick attacks on undefended pieces. Placing two rooks, or a rook and another strong champion on the same column creates a slingshot attack, where the attacking piece can capture but is defended.

### Weakness:

Rook`s weakness is his diagonal line. Even his diagonal adjacent squares can be exploited to be captured. It is also easy to block rook`s vertical or horizontal movement with low value pieces (although this is partially resolved in later levels with very far diagonal movement)
Nexus

Nexus is a minion released in v0.50 that is able to recall units to its ability target or teleport units on the ability target onto other areas.

Strengths: Nexus is able to perform as a cross between beacon and portal, with higher levels having lots of flexibility in which units it teleports. It does not distinguish ally from foe, a benefit over beacon, and it has much more targets, a benefit against portal. It can also combine with swapping units to get even more versatility.

Weaknesses: Nexus can't attack at all and its target is only at a specific radius (recall radius 1 to 3, teleport to radius 4 at max level), and it can only recall to one place. Its recall pattern is also very specific (diamond-like resembling its graphic design, rather than square-based), making it tricky for it to exert much control. Its backwards teleport or recalls are also practically useless without you using wind or swappers to move it forward.

Trivia: At the release of Nexus, it was the most powerful piece of 0.50 due to its teleportation and recall being column/row based, leading it to only be slightly weaker than the oppressive Pheonix Beacon update when Beacon could teleport any ally unit. This was very quickly fixed by thegradestine.
Other (Class)

**Other (Class) is a pretend-term.**

*This term is only coined for the sake of description, and is not officially referred to as such.*

**Other (Class)** is a special class of units that are neither Champions and Minions. This includes King, units that can only be summoned/transformed by existing pieces such as Sapling and PhoenixEgg, Tutorial units and other, unused units. As of v0.49, there are 8 units that belong to this category.

## Properties

Due to how the data structure of a unit in game works, a Other (Class) unit may sometimes be treated as a Champion. For more details please refer to Class.

* Other (Class) units **can** be used to castle, rescue a Hostage and target a Behemoth
* Other (Class) units **can** be swapped by a Shieldsman or a Guardian.
* Other (Class) units **cannot** be revived by a LifeStone and targeted by a Comet.
* Other (Class) units **cannot** trigger Minotaur's "enemy King swap" ability.
* Other (Class) units **cannot** be recalled by a Beacon.
* Other (Class) units **cannot** be frozen by Comet's trigger, targeted by Tiger's unblockable attack, or charmed.

## Trivia

* Although GeminiTwin can only be transformed from Gemini, it is regarded as a Champion due to having a Rarity. This makes it the only exception of the "Summon/Transform Exclusive" units.
* Of all the Other (Class) units, King is the only unit that is obtainable, and has a Faction.

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Crusader

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

The Crusader is a Champion unit. It has the ability to block a normal attack once. (A normal attack is a 'melee' attack: a black Move or Attack square, a Red Attack only square, or a Samurai autoattack.)

In-game tip

* "The Crusader is especially good against units who must attack from adjacent tiles, such as the Skeleton or Slime."
* "Unblockable abilities are a good counter to the Crusader's Passive shield."

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

Crusader

Crusader

Crusader

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Rare

Crusader

In-game tip:
*"I'm going to need a bigger shield..." - The Crusader*

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## Quick Stat: Crusader

### Tier 2: Crusader+

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

Changes from Crusader: Adds 2 move only fields in every diagonal direction

### Tier 3: Crusader++

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

Changes from Crusader+: Diagonally adjacent fields are now move or attack. Adds one move or attack range in orthogonal directions.

### Tier 4: Crusader+++

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

Changes from Crusader++: Block is now also present on range 2 orthogonal fields

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

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## Strategy: Crusader

### Strength: Crusader

Decent price, for its range and ability. Great synergy with Portal, Harpy, WindMage, allowing the crusader to do surprise attacks and reach deep into the opponent's defensive line unscathed, and perhaps even set up great forks with its armor to protect itself. Crusader+++ is also very powerful with its block reaching 2 range in the orthogonal directions, and its five-range reach.

### Weakness: Crusader

Short blocking range, weak against long range attacks. Unable to block diagonally. Unable to block Unblockable attacks (such as Wizard, Windmage, and Paladin) nor Magic abilities (such as Pyromancer, Ranger, and Soulkeeper). Can only block once.
Shieldsman

*NOTE: This page's images are heavily outdated as of v0.43. Please edit the information to be more accurate.*

The Shieldsman is a common minion unit. It has lots of movement range and only one attack in front of it with rather a special ability that protects the piece behind it. It is used as a cheap defender for exposed pieces i.e. Ghost and Bishop/queen

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

Shieldsman

Shieldsman

Shieldsman

Minion/Champion:
Minion

Faction:
Clan

Rarity:
Common

Shieldsman

Guardian

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## Quick Stat: Shieldsman

### Tier 2: Shieldsman+

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

Changes from Shieldsman: Adds 1 additional move only field in both horizontal directions

### Tier 3: Shieldsman++

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

Changes from Shieldsman+: Adds 2 additional move only fields, spanning the entire horizontal line.

### Tier 4: Shieldsman+++

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

Changes from Shieldsman++: Adds 2 teleport fields on the row above shieldsman

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

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## Strategy: Shieldsman

Shieldman is best used to "park" a champion in a spot or advance with a champion with great value (preferably 20+).

### Strength: Shieldsman

The strength of the shieldsman is being able to protect strong valuable champions such as Greed, queen, dragon, and soulkeeper. It will be able to shield against one attack and prevent opponents from taking these powerful units. It may also promote to guardian which has stronger ability to protect champions from a range.

### Weakness: Shieldsman

The weakness of the shieldsman is its lack of attacks (only one forward, making it arguably one of the worse minions in the game) and its limited movement. It can also only protect one champion at a time.

## Trivia

* Shieldsman was nerfed in the v0.43 update because it was too good, being able to protect king from one attack (confirmed by creator).
Beacon

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

Beacon is a cost 2 utility minion that can teleport friendly minions or champion within range to the tile directly in front of itself. It has no ability to move or attack on its own.

== Quick Stat: Beacon ==

### Tier 2: Beacon+

Changes from Beacon: Range increased from 3 to 4. Cost increased to 3.

### Tier 3: Beacon++

Changes from Beacon+: Range increased from 4 to 5. Cost increased to 4. It gains range 1 unblockable teleport from starting position in any diagonal direction.

### Tier 4: Beacon+++

Changes from Beacon++: Range increased from 5 to 6. Cost increased to 5. It gains permanent range 1 unblockable teleport in any diagonal direction.

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

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## Strategy

**Strengths:** Beacon is able to teleport champions or minions alike within its range right above it. This can be used in combination with limited movement pieces, such as legionary or vampire. It is also status immune, making it impossible to freeze, petrify, or poison.

**Weaknesses:** Beacon has no attacks or direct way to defend itself, and it cannot move until later tiers. It has limited teleportation range so it may not be able to save a piece far away. It also cannot teleport the king or Phoenix egg, something that Portal or Nexus [alternatives to beacon] can do. Multiple beacons also offer barely any advantage since they often cover the same area, so most setups can only strategically use one or at most 2 beacon well.

## Trivia

* Prior to v0.42, Beacon was able to recall any ally unit. This caused a rise of armies involving the use of Beacon to recall an attacked Phoenix (which turned into PhoenixEgg) into a safe location. This type of armies was known as the "Phoenix-Beacon Combo", **Bacon and Eggs**, or **Breakfast** combo.
	+ Due to the simple setup of the army and the difficulty to counter it, this combo received a large amount of negative feedback, with several attempts to ban it in within the community. Nonetheless, numerous users used the setup to gain large amounts of rating, reaching Grandmaster while it wasn't patched.
	+ This synergy was patched in v0.42, where Beacon's recall ability was changed so that it could only recall Champion and Minion units. This combo was mentioned in the patch notes, with the line "PhoenixBeacon deactivated!".
	+ This led to a big conspiracy theory, as this combo was the only one that took 2 months to patch.
Movement Pattern

## Square pattern

### King's move

Range of one, square pattern (a.k.a. King's move): Prince, Princess, Behemoth, HauntedArmor, Ghast, Enchantress, Lich, Lilith, Banshee's attack, Guardian's attack

, , , , , , , , ,

### 2-squares

Range of two, square pattern: Tiger, Dryad, Wisp, Wizard, Phoenix, SoulKeeper, Alchemist

, , , , ,

### 3-squares

Range of three, square pattern: FrostMage

## Cross pattern

### 1-square

Range of one, cross pattern: Skeleton, Ghost, RoyalGuard, Spider's attack, Necromancer's move, Phantasm's attack

, , , , ,

### 2-squares

Range of two, cross pattern: GiantSlime, Medusa's attack

,

### 3-squares

Range of three, cross pattern: Crusader, Minotaur

,

### Rook's move

The whole board, cardinal directions (a.k.a. Rook's move): Banshee's move

,

## X pattern

### 1-square

Range of one, X pattern: FrostMephit, Spider's move

,

### 3-squares

Range of three, X pattern: MoonFox, Medusa's move/attack

,

### Bishop's move

The whole board, diagonal (a.k.a. Bishop's move): Bishop

## Circle pattern

### 2-squares

Range of two, circle pattern: Dragon (Warrior's move + Knight's move)

### 3-squares

Range of three, circle pattern: Phantasm's move

## Knight's move

Range of three, L-shaped (a.k.a. Knight's move): WindMage, Alchemist, Necromancer's attack

, , ,

## Vertical move

The whole board, vertical: Paladin, Shieldsman++'s move

,

## Petal pattern

### Cross & square:3

Range of three, cross pattern, with range of one, square pattern: Berserker, Antimage

,

### Cross & X: 2

Range of three, cross pattern and X pattern: Wizard, Legionary

, ,

### Cross & X:3

Range of three, cross pattern and X pattern: Guardian

### Queen's move

The whole board, diagonal, cardinal directions (a.k.a. Queen's move): Queen, Guardian+++'s move

,

## Wisp's move

The whole board, no limit: Wisp++ and Wisp+++

,

## Pawn's move

Range of one, minion pattern (mostly forward): most minion such as Pawn
Ghost

The Ghost is a common Minion unit, that can be part of the Arcane Box. Other units can move through the Ghost since it doesn't block movement.

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

The SoulKeeper can transform enemy units into Base Ghosts.

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

Ghost

Ghost

Ghost

Minion/Champion:
Minion

Faction:
Basic

Rarity:
Common

Ghost

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## Quick Stat: Ghost

### Tier 2: Ghost+

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

Changes from Ghost: Adds one move only in every diagonal direction

### Tier 3: Ghost++

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

Changes from Ghost+: The move only is now move or attack

### Tier 4: Ghost+++

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

Changes from Ghost++: The move or attack now also has swap places with ally

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

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## Strategy: Ghost

### Strength: Ghost

Line-based Champions (e.g. Rook, Bishop, Minotaur, ...) can be used much earlier in the match when a Ghost is placed in the otherwise blocking position in front of them. Ghosts can also swap with Portals to make them more useful, or even with diagonal-only units (such as Bishops and Mephits) to help them swap colors. its unblockable attack also allows it to go through armor without problem.

### Weakness: Ghost

Enemy units can pass the Ghost, too, resulting in a potentially bad defense for high value pieces. Ghosts can rarely be used for trading due to high cost.

Like many Minions Ghosts have a very limited movement and attack range.

Ghosts and Ghosts+ are completely vulnerable to diagonal attacks.
HauntedArmor

HauntedArmor is a Epic Champion. It has the ability to block one normal attack from any adjacent square. (A normal attack is a 'melee' attack: a black Move or Attack square, a Red Attack only square, or a Samurai autoattack.)

*Note that the costs and movements are outdated.*

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

HauntedArmor

HauntedArmor

HauntedArmor

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Epic

HauntedArmor

In-game tip:

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## Quick Stat: HauntedArmor

### Tier 2: HauntedArmor+

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

### Tier 3: HauntedArmor++

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

### Tier 4: HauntedArmor+++

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

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

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## Strategy: HauntedArmor

http://www.kongregate.com/forums/32630-chess-evolved-online/topics/628536-unofficial-piece-guide-1-haunted-armor [TLDR: HA is used for trading or taking down the enemy king. With pairings such as Portal, Lifestone, Portal, and Comet, it can be devastating against opponents who do not prepare against HA.]

### Strength: HauntedArmor

The biggest strength of the HauntedArmor is its unique ability to block a normal attack from any adjacent square. Since HauntedArmor has a fairly low army cost, this enables the piece to attack enemy champions from much higher army value, as they can take a hit from up close without dying. Paired with a lifestone, the HauntedArmor can even be used twice, basically giving you two times the ability to get hit from adjacent squares with this piece without losing it. HauntedArmor+++ is also very dangerous with its knight-like teleport movement, allowing it through any gap in the opponent's setup.

### Weakness: HauntedArmor

The biggest and most obvious weakness of the HauntedArmor is it very limited attack and movement options in its basic form. Combined with the fact that this piece cannot block attacks from longer range then one adjacent square, this makes the unit extremely vulnerable against bishops, knights, dragons, etc. The upgraded versions of HauntedArmor have more mobility and are harder to pin down by enemy pieces. While HauntedArmor can block normal attacks from adjacent squares, it is unable to do so with magic attacks and unblockable attacks. It is therefore also vulnerable against Pyromancers and Soulkeepers.
Guide

For a good beginner's guide, see The Ultimate New Players Guide by NerdLord7531 in the forum.

You can also start your own guide in this wiki, and list it below.

List of in-wiki guides:

* <your guide>

Other guides (off-wiki):

* Basic Gameplay Guide by Noly
* Fast tips and tricks for beginners and novices by Askook
Landmarks

There are currently four different types of landmarks. Contribution, 20 per: gives rubies. Experience, 2500 per: gives coins. Max rating, 50 per: gives boxes. Mastery 5 per. Each give better and better items after you hit 5, 25, 125, and 625. These can be found on the menu by clicking the lower left box. titled "View Landmarks". Landmarks will show you exactly how far the next one is, so no need to keep count.

Landmarks are great ways to progress faster as once you get higher rating/experience the landmarks give a ton of coins, rubies or even a rare/epic piece (mattering on the tier of landmark).

## How landmarks work

Whenever you reach a landmark (for an example 7500 exp) a small ! will appear on the corner of the landmarks button. This shows you can claim a bonus of rubies, coins or a box, depending on what you can get.

When you are able to claim a landmark the bar will be full and a button will be lit up, showing you exactly which one you can claim. On the right is an image showing you can claim a coin bonus for my experience.

## Rewards

WORK IN PROGRESS

Rewards are how much you get from each section of landmark.

Although i do not know all the values here are my estimates.
Army Profile

The Army Profile can be found in the Army editor on the right, displaying your army's defended spots and it's Defense, Attack, Tactic, and Magic stats. This can be very useful, allowing you to find your army's weak spots without going through all your unit's abilities. It also provides a Test Area, allowing you to test yourself against an AI, yourself, or you could battle two AI armies.
WindMage

Windmage can move slightly, teleport and push enemy units around.
Higher tiers give you longer range on the push and better movement and attacking.

## Strategy: WindMage

Using 1 or 2 windmage ,one can create a standoff defense for the king, and give end game security.

WindMage also can help minions to promote, but that needs proper location for both the minion and windmage. Windmage can also combine with enchanted units such as samurai, although sometimes this can be predictable.

### Strength: WindMage

The WindMage is a useful piece for strategic maneuvering. It is especially effective when combined with the Enchantress's ability to grant immunity from melee attacks, but can be applicable even without an Enchantress. The WindMage is one of the cheapest Champion pieces that is still able to attack. Using its Push ability, the WindMage can move allies and enemies up to three spaces away, allowing for interesting and unpredictable tactics. When promoted, to WindMage++ or higher, it is able to swap with ally pieces, making it even more capable of strategic position changing, and also kill armored pieces to give bonus to king defense. It can be used offensively and defensively.

### Weakness: WindMage

While it does provide novel and advanced maneuvering capabilities, the Push ability does decrement one's points by one each time it is used. If a player is not able to spare those points, the WindMage's worth is reduced significantly. The Windmage also has terrible mobility, even at +++ it only has king move/swap or knight teleportation.
Faction

**Faction** is a game mechanic in the game. There are a total of 4 Factions, with Basic being the default, where new units usually go to, and is basically the "uncategorized" pieces. While the faction themselves don't have any effect in game, pieces being categorized in certain factions can be obtained by the corresponding Faction Boxes in Shop.

* Basic: 64
* Arcane: 12
* Clan: 10
* Forest: 11
Patience

Patience is an epic champion released in v0.50. It cannot attack before a certain amount of turns (25,30,35,40 respective to base, +,++, and +++).

### Strengths:

If you are able to maintain your defense, patience becomes an extremely powerful unit with low cost and incredible attack ability, essentially a mini-queen, with the final level having infinite diagonal attack. This piece also combines well with Butterfly, Reaver [due to control associated with them] and Lich [due to its infinite potential defense]. Even when it is not able to attack, its cheap cost allows it as potential defense to be activated later for a surprise attack.

### Weaknesses:

You need to stall for quite some time with essentially 6 champions, king, and 8 minions. This is a bit difficult due to your opponent having one champion advantage over you. Patience base tier also has weakness of being unable to change the color it controls until it attacks an enemy unit.

### Trivia

Patience has a single dot on its base, indicating it to be the first virtue to be released in the game.
Castling

Castling is a Normal ability of the King. The ability to castle is lost upon use. It allows the king to swap places with a champion three or four squares away horizontally or vertically. After switching, the King and champion are moved together so that they are next to each other. Castling is **so very definitely** allowed if any of the squares between the pieces are threatened. Note, however, that this does include threats blocked by pieces that you are castling with or your king.

## Difference with Classic Chess

Unlike normal Chess, where the King can only Castle with one of the player's original Rooks, the King can swap with any champion (currently Non-Minion) in any of the 4 cardinal directions supposing that there are no pieces in between them. Castle is also still possible after moving the King or the champion with which to castle. Finally, upon long castling, the king is moved by three squares and champion by two, while it is the reverse in classic chess (it disables castling as an option to change the color of colorbound units). King can also castle while in danger, a big difference compared to normal chess.
Rigby

**Rigby (cuyo nombre real era Rigbone, aunque cuando cambió su nombre en Barco Basurero, quedó como**

**Rigby)** es uno de los personajes principales de la serie Un Show Más. Es un mapache de unos 23 años que trabaja como Jardinero del Parque con su mejor amigo, Mordecai

## Apariencia

**Rigby** se presenta como un mapache con pelo corto, castaño y puntiagudo, tiene círculos negros alrededor de sus ojos, como un verdadero mapache, él también tiene una cola con seis rayas negras en la misma, en el episodio "Don", se demostró que cuando **Rigby** era un niño de seis años tenía un solo diente frontal. Mide 95,3 centímetros, casi la mitad de lo que mide Mordecai (1.80 centímetros). **Rigby**, una vez jugando a los golpes con Skips, salió con un trasero dañado que requirió cirugía, el resultado hizo que pareciera que **Rigby** tenía un sólo trasero y el está completamente desnudo, pero en algunos episodios se lo ve vistiendo ropa, generalmente junto con Mordecai.
Frog

Frog is a minion introduced in v0.53. It promotes to Toad, and moves similar to a checker piece. It works well with pieces like Ranger and Thundermage which force gaps in the enemy structure.

**Strengths**

Frog is cheap and its promotion is not bad. If the enemy isn't careful, you can capture multiple pieces in a single move.

**Weaknesses**

Frog can be blocked relatively easily. Also, it cannot move backwards. Frog0 is color locked which is another weakness.
(Magic) Destroy self

An ability unique to Comets and Butterflies. Comet has "Destroy self at target Location and freeze enemy unit, making them unable to move or attack for 3 turns.", while Butterfly has "Destroy self and mark location with effect after 20 turns, depending on target: Destroy by Magic if enemy, Enchant for 2 turns if ally, or revive this unit if empty."
AirElemental

The AirElemental is a Epic Champion from the Basic Faction.

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

It costs 7 at base, 9 at +, 11 at ++ and 13 at +++.

The AirElemental has the ability to upgrade itself by using its Magic [Ranged] on an enemy unit. At +++, it instead summons sylphs. This ability makes the Magic targeted areas important to avoid, unless you don't care about AirElemental being upgraded nor one of your pieces being pushed away. However, it loses 6 value on kill, and if its value reaches 0, it transforms into a Sylph of the same tier, forcing you to use its magic to avoid losing the AirElemental.

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

AirElemental

AirElemental

AirElemental

Minion/Champion:
Champion

Faction:
Basic

Rarity:
Epic

AirElemental

Promotable from:
Sylph

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## Quick Stat: AirElemental

### Tier 4: AirElemental+++

Changes from AirElemental++: 2

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

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## Strengths

Airelemental is able to use its ranged magic to have control over an area, as an opponent will not want airelemental to promote or gain value. It also gains more and more orthogonal control as it upgrades, causing it to be more dangerous and almost like a more powerful rook. Airelemental also is relatively cheap at lower levels, allowing easy trades even if it dies in the process.

## Weaknesses

Airelemental can only take two (or three if it is at +++ tier) pieces before it dies, unless it promotes. In addition, if its magic is blocked by pieces, it cannot push them. The sylphs can also be counter intuitive if an opponent has a vampire or Gluttony
Ruby

Ruby is a currency in-game. It can be used to directly buy units or ultra crates in the market. It can be traded using coins (base price 8000 coins for 5 rubies), and you can gain rubies from reward boxes, contribution, and the daily challenges (maximum of 20 rubies per challenge, decreases with less difficulty). Rubies may also be used for dragon "blessings" which increase coin output for the next 24 hours. 1 rubies improve by 50%, 3 by 100%, and 6 by 150%. Common pieces cost one ruby at minimum, rare three rubies, epic 15 rubies, and legendary 40 rubies. The upper tiers can be bought at exponentially increasing prices.
Portal

The portal is a Rare minion from the Arcane faction, allowing units to be propelled forward with a move like a Valkyrie. Piece designs are very out of date.

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

Portal

Portal

Portal

Minion/Champion:
Minion

Faction:
Arcane

Rarity:
Rare

Portal

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## Quick Stat: Portal

### Tier 2: Portal+

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

### Tier 3: Portal++

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

### Tier 4: Portal+++

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

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

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## Strategy: Portal

Portals are great in a strategy where the player tries to overwhelm its opponent with early attacks. It can teleport champions that have limited mobility three rows forwards in one turn. Putting it in a army with a Windmage or Harpy gives a player the ability to push ally pieces with low mobility to the back row of the enemy in two turns. In addition, Portals synergize extremely well with stall strategies, as it allows for easy control of the centre of the board, allowing for maximum square domination for minimum time. A nice bonus is that it cannot be effectively blocked by a Wisp, as you can immediately Portal out enemy units.

### Strength: Portal

Portals excel at moving champions with low mobility further out on the board. Behemoths, Berserkers, Legionaries, and Giant Slimes are decent choices to place behind portals. In addition, Portals also allow for piece development without breaking minion cover for mid to late game pieces, such as Kings and Queens. Portal's passives also prevent it from being poisoned, petrified, or frozen. Portal can also teleport opponent pieces, although this is rarely used since an enemy at the ability target is usually a very dangerous threat to you.

### Weakness: Portal

Portals themselves are immobile. Unless a Ghost, Ghast, or other place-swapping piece is used, they cannot be moved. Thus, some regard them as dead pieces once they've teleported the champion needed to be moved.

Portals are not promotable, making them almost useless in the endgame.
Fortress

Fortress was a legendary champion released in V0.53b. It has the ability "(path) Attack only".

**Strategy**

Fortress is most powerful in the center, and not recommended to use in the first and last columns, due to one column of attack potentially being lost. It is great at supporting minions' advances and allow other cheaper units to go out and trade off. Multiple fortresses can be extremely dangerous to combat, but hog up a lot of morale and encourage the opponent to fork the pieces. Be careful when running fortress and another high value piece.

**Strengths**

Fortress is an incredible threat due to potentially threatening three rows at a time. It can also diagonally move, creating for even more powerful strategies. Multiple Fortresses combined can create a practical lockdown.

**Weaknesses**

Fortress can be blocked off by minions and cannot attack diagonally. It is also very expensive, at +++ the price only matching queen+++. Its "path" mechanic can still get it killed if it attacks Pikeman or Phalanx.
Undine

Undine is a new unit added in v0.45. It has an ability, Splash, that pushes a unit 1 square away and freezes it for 2 turns.

### Strength: Undine

Splash is deadly combined with a Ranger or FireElemental. It also is good at disrupting defenses. Its promote is also not too bad, although the champion is admittedly underestimated and rarely used on its own. It also gains two range horizontal freeze from + and onwards, which can be useful.

### Weakness: Undine

Undine is very weak by itself, as it can only move and attack one square forward at base level. It cannot attack diagonally until +++, a notable weakness. Even when upgraded the movement is very limited, with its +++ form only having the attack range of a Militia (except the magic freeze)
Forest

**Forest** is one of the 4 Factions in the game.

 It mainly consists of pieces that are limited in melee attack or special abilities, but is heavily reliant on tactics to work well. The only exceptions to this are Dragon and Drake, which are two of the strongest pieces in the game, compensated by their high cost. As of v0.43, there are 11 Forest pieces.

*Diverse and elusive: Forest units are masters of threat reduction and distraction.*
**Take this box if you prefer focusing on tactical control.**

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Nullmage

Nullmage is an epic champion introduced in v0.53b. It has the unique ability, "(Magic) Target enemy value

becomes 0."

**Strengths**

Nullmage is a threat to opponent morale, especially if they run big morale pieces. Combined with Vampire (Especially high levels), one could potentially win without even taking a lot of pieces. Nullmage also works well with snake, since snake would be unable to be taken without sacrificing the opponent's piece. Nullmage also directly counters Elementals and Moonfox.

**Weaknesses**

Nullmage cannot move diagonally, and its ability does not negate the threat of the enemy piece, rather, encouraging the enemy to trade it off since it is now worthless. Even its cardinal movement is quite limited. Nullmage is also practically useless against antimage, low value minions and champions. It is especially terrible against Temperance, since now Temperance can attack any piece you have.
Tokens

Tokens are consumable items that have an effect on the games that you play.

## Blitz Tokens

Blitz tokens are obtained once every hour. Blitz tokens can be used in ranked matches to speed the game up. During a blitz match the total time and turn timer will be lower than normal. Additionally, blitz games offer the players a chance to win more dragon coins. The winner will receive 500 bonus dragon coins while the loser will get a bonus 250 coins. This bonus is multiplied by the dragon's blessing, if active.

Blitz tokens are consumed automatically at the start of the match if either or both players have one.

## Flame Token

### Cost to sell

N/A

Allows players to play against Infernal mode. (Three rows of units-- two rows of minions and one champion row) Currently not available.

## Hell Token

### Cost to sell

N/A

Allows players to play against Hell mode. (Four rows of units--two rows each of minions and champions) Currently not available.
Tombstone

Tombstone is a minion introduced in v0.53. It has the ability "All ally Tombstones gain 1 value.

Range 1 Augmented: Summon Skeleton at the location of a fallen ally and remove death location."

**Strengths**

In numbers, Tombstone is good at regaining value for fair trades and even unfair trades. It is also good at surprise support attacks if the opponent doesn't keep track of fallen ally locations. It is status immune so poison cannot kill it, and petrify fails.

**Weaknesses**

Tombstone cannot move or attack at all, making it especially weak to lightning and firemage. Its range is also limited and may need swappers to fully utilize its ability.
Slime

The Slime is a Minion unit. An ability unique to it is that when it captures a piece it becomes a GiantSlime.

## Quick Stat: Slime

### Tier 2: Slime+

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

Changes from Slime: Adds move only horizontally

### Tier 3: Slime++

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

Changes from Slime+: The move only is now move or attack

### Tier 4: Slime+++

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

Changes from Slime++: Adds move only at range 2 in both horizontal and vertical direction

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

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## Strategy: Slime

If a Slime kills a Wisp, it will act like a GiantSlime as it dies and split into 2 Slime.

Another strategy is to use Enchantress and WindMage to push it in front of enemy front line while it is enchanted and get a kill, which ends up in it transforming into GiantSlime and then it can split and start a rampage. There are many easy ways to counter this strategy though.

### Strength: Slime

If it gets a kill, it transforms into a powerful unit that will have up to three times the slime's value (Slime+++ transforming into GiantSlime+++ will go from 5 morale to 15) and have potential to split into more slimes. As such, slime has very strong defense potential.

### Weakness: Slime

In early ranks, this unit does not have much range to attack, making it hard to transform, and even at +++, it cannot attack diagonally. It also costs a lot at later levels, making it a burden to play with during early development phrase of the game.
Siren

Siren is a legendary champion released in v0.50 that is able to pull enemies in the direction of its unique ability for three turns.

   Strategy
Siren is good with freeze, since the opponent cannot move then. However, it is still relatively difficult to fully use Siren's ability since it is not the best at forking units.

Strengths: enemies who are not immune to ranged must move in the direction, forcing them to think carefully since the piece may move into unprotected territory. In addition, Siren is very cheap so it is not bad as a filler champion.

Weaknesses: Siren's attack and movements are very poor. It also cannot attack at all at base tier. The enemy also moves on their turn to Siren's ability, making it difficult to combine with other abilities (in contrast to Lust's ability that combines with Samurai)
Greed

Greed is an extremely powerful piece that is essentially a diagonally moving rook that costs very little but has a hefty morale lost.

## Strategy

Greed is great for an offensive deck, as the points may go into other champions to protect greed or push forward the minions and fully utilize Greed's coverage. Even as defense, Greed can hide behind the minions and guard some important pieces--although one must beware forks or long range attacks!

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

Greed not only has attacks in the cardinal directions, it is able to move in diagonal for full flexibility. While it cannot cover as much as the Rook, it is able to move out easily from a corner (especially by moving out a minion). In addition, even at no plus it merely costs 3 value, the cheapest value for a level one champion, allowing more points for other champions. At +++, it is the only zero cost champion in the entire game.

## Weaknesses

Greed is weak to diagonal attacks, especially from Bishop or Queen's. It also has no magical protection and so will be weak to those ranged attacks. Its morale lost as previously mentioned is very hefty (equal to king's initial morale lost at +++!) so those who use Greed are advised to trade carefully and protect Greed as one of their most important pieces. At all levels, it can only move one range diagonally, making its diagonal mobility weak compared to upper tiers of rook. Its range is also worse than Rook.

## Trivia

* Greed has the roman numeral "II" (2) at its pedestal, indicating that it is the second of 7 sins to be released as pieces in the game.