Unit Roles Explained

Each of the 7 unit kinds fires in a different direction, grows range differently, and has its own special effect. Since you can only bring 4 into a run, picking the right combination for the board shape and enemy lanes is the core of the game's strategy.

Only the Heavy Guard can block

Enemies walk across the board tiles toward the castle. A Heavy Guard directly ahead of an enemy (same lane, facing it) stops that enemy in place, where it keeps taking hits from nearby units. Any other unit kind directly ahead still gets attacked, but the enemy just walks through — no blocking effect from the side or from behind, and Treasure Chests never block either.

Without a block, an enemy passes a defender in about 2.3 seconds. Slow-firing units (like the Sniper) may only land a couple of hits on a single target in that time — so placing a Heavy Guard at a chokepoint to hold enemies in place is the fundamental wall tactic.

The Medic is pure adjacent support

The Medic (Selene) never attacks on her own. She continuously heals whichever units occupy the four tiles directly adjacent to her, and boosts the damage those units deal. Multiple Medics stack their effects.

There's one catch: a unit that was just hit can't be healed for the next 0.8 seconds (a heal lockout). That's shorter than the enemy attack interval (1.7s), so healing still lands between hits even while a unit is under fire. Pairing a Medic next to a Heavy Guard at a chokepoint is a standard, durable combo.

Which units gain range, and which don't

Merging always multiplies a unit's power, but only the Gunner and Sniper actually gain range as they climb tiers.

UnitFiresRangeNotes
ArcherOmnidirectionalFixed (3)Fast standard tower
SpearFixed shape (1 diagonal, 2 up/down)FixedHeavy melee damage
GunnerOwn rowGrows (6 to 9)Splash on impact
Heavy GuardOmnidirectional, meleeFixed (2)The only blocker, highest HP
MageOmnidirectional, areaFixed (3)Hits everyone in range at once
SniperOwn columnGrows (6 to 9)Pierces the column, highest power, longest interval
Medic4 adjacent tilesFixed (1)Never attacks — heal and support only

Placement tips by firing direction

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