Units and current upgrade choices
Unit changes that affect a current build
Choose the problem your army needs to solve, then compare the current unit panel. Achievement popularity is a dated roster reference, not a damage ranking or a prerequisite tree.
| Unit | 1.0.6 change | Check before buying |
|---|
| Mage | Larger Fireball splash; Cascade Explosions chain from each enemy killed at full damage. Cascade Chance above 100% increases Cascade Damage. Upgrade costs fall. | Compare the splash and chain payoff against the groups your army is fighting. |
| Electromage | Attack Speed falls 50%; base Damage rises from 1,000 to 1,500; Mage Damage upgrades add 600 instead of 400. | Read both damage and timing; a larger hit does not itself establish higher damage per second. |
| Necromancer | Faster summoning, two Skeletons instead of one, and +2 Skeletons per Additional Unit upgrade. Skeleton base Damage becomes 500 and upgrades add 500. | Check summon count, upgrade price and whether the summoned army survives. |
| Golden Knight | Damage multiplier becomes 3× Knight Damage, down from 5×. | Revisit a launch-week plan based on the old multiplier. |
| Pikemen | Can hit three enemies simultaneously; upgrade XP costs change. | Compare actual enemy grouping and the next upgrade preview. |
| Scout and melee units | Shield upgrades added. | Distinguish an extra blocked attack from Armor's percentage reduction. |
| Crossbow | Additional upgrade levels added. | Check the current upgrade endpoint rather than an older completed tree. |
For support purchases, Tesla Tower attacks twice as fast; Arrow Spell gets a substantial damage increase. Poison Spell, Orbital Laser and Tower Spikes now scale with level Difficulty. Fire Damage upgrades give +20%, and Strength Aura Damage upgrades +25%, replacing their old +100% steps. Match the upgrade to the units or effect it actually benefits; use the preview rather than transferring one line's bonus to the whole army.
Achievement-roster snapshot: September 20, 2026
The following percentages are the saved Steam snapshot. They describe achievement ownership at that time, not a required unlock order or a current power ranking.
Starting-unit reference
| Unit | Unlock rate | Notes |
|---|
| Knight | 91.3% | Starting melee. Official screenshots bind it to Q |
| Archer | 93.1% | Starting ranged. Official screenshots bind it to W |
| Scout | 98.6% | Starting unit. A day-one thread debates whether Scouts are secretly strong or starting trash |
More commonly recorded unlocks
| Unit | Unlock rate | Notes |
|---|
| Ranger | 74.8% | Upgrade inheritance is shown in the game's upgrade screen (v1.0.3) |
| Mage | 72.2% | |
| Pike | 71.5% | Same inheritance note as the Ranger row |
Further roster entries
| Unit | Unlock rate | Notes |
|---|
| Trapper | 58.7% | |
| Golden Knight | 60.6% | A demo-era Chinese post called the gold infantry a priority; a launch review says the golden knight carries the mid game once levelled (player report) |
| Healer | 50.3% | Reported idle in Goblin Lair, fine on other nodes |
| Fire Archer | 49.3% | One of the two Ember sources; v1.0.3 moved its ember drop from the kill to the first ignition |
| Pyromancer | 48.5% | The other Ember source, same v1.0.3 rule |
| Tank | 46.9% | |
| Crossbow | 42.1% | |
Less commonly recorded entries
| Unit | Unlock rate | Notes |
|---|
| Electromage | 39.4% | |
| Necromancer | 37.3% | Demo pitch named Right Click To Necromance as an inspiration |
| Ballista | 38.2% | v1.0.3: it was getting melee upgrade bonuses; now gets ranged |
| Golem | 34.5% | |
| Banner | 37.0% | |
| Paladin | 34.4% | Now awards Knight SP (v1.0.3) |
| Shadow Knight | 33.4% | Now awards Knight SP (v1.0.3) |
| Astral Beam | 30.6% | Developers' own favourite demo moment: watching the astral beam tear the battlefield apart |
| Witch | 30.0% | |
| Alchemist | 26.5% | |
Use the current upgrade screen to see which units inherit a purchase. The 1.0.3 screen added those recipient details; current Shield, scaling and unit changes are summarized above.
Current update sources