
Castle ArenaLibrary
Factions

Jade Empire
Healing monks, drunken brawlers who are hard to hurt, brewkeg catapults and celestial chi.
The Jade Empire was born among bamboo terraces and misty mountains, where monasteries and taverns have always shared the same street. Its monks heal with calm, its brawlers drink before they fight and its sages keep the celestial chi. They defend peace with the same conviction they break it with: they hold firm, look after their own and let the kegs settle the rest.
Buildings and troops
One entry per build slot (the key you press in the game). Open it to see each building, what it upgrades into and the troop it trains.
QBamboo Monastery · Serene Sanctuary
Trains Bamboo Monks.
- Cost
- 145 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.90
- Lumber back
- +145
- Trains every
- 22s
Mystic shooter. Healing Spray (30 mana, every 11s): 3 waves that heal all allies within 175 of the most wounded ally for 40.
- Health
- 350 (+1.5/s)
- Armor
- 3 · Unarmored
- Attack type
- Magic
- Damage
- 20–25
- Range
- 350
- Speed
- 280
- Bounty
- 5 gold
- Mana
- 80 (+1/s)
- Spawns every
- 22s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Starting Mana. Spawns with 40 mana.
- Healing Spray. 3 waves that heal all allies within 175 of the most wounded ally for 40. 30 mana · cooldown 11s
He carries a flask of blessed water at his belt and a sermon on breathing for every wounded soldier.
Trains Serene Masters.
- Cost
- 170 gold
- Health
- 1600
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.40
- Lumber back
- +170
- Trains every
- 30s
Regenerates quickly. Healing Spray (30 mana, every 11s): 4 waves that heal all allies within 175 of the most wounded ally for 85.
- Health
- 550 (+4.5/s)
- Armor
- 5 · Unarmored
- Attack type
- Magic
- Damage
- 60–65
- Range
- 350
- Speed
- 280
- Bounty
- 11 gold
- Mana
- 100 (+1.75/s)
- Spawns every
- 30s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Healing Spray. 4 waves that heal all allies within 175 of the most wounded ally for 85. 30 mana · cooldown 11s
He has taken so many blows so calmly that his body learned to heal itself without asking permission.
WBrewhouse · Brawlers' Tavern · Temple of a Thousand Mugs
Trains Tipsy Militiamen.
- Cost
- 190 gold
- Health
- 1100
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +3.80
- Lumber back
- +190
- Trains every
- 23s
Half drunk: 10% evasion and −15 damage from every hit taken, but 20% of his blows nearly miss (10% of the damage).
- Health
- 475 (+1.5/s)
- Armor
- 4 · Medium
- Attack type
- Normal
- Damage
- 54–60
- Range
- melee
- Speed
- 280
- Bounty
- 7 gold
- Spawns every
- 23s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 10% of hits.
- Plating. Each hit taken loses 15 damage.
- Critical strike. 20% chance of a critical strike (×0.1).
He sways in a way that confuses the enemy and, to be fair, confuses him as well.
Trains Tavern Brawlers.
- Cost
- 180 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 33s
Properly drunk: 20% evasion and −30 damage from every hit taken; 30% of his blows nearly miss. Whirlwind: 20% chance per attack to deal 150 damage to every ground enemy within 160 of him.
- Health
- 690 (+1.5/s)
- Armor
- 6 · Medium
- Attack type
- Normal
- Damage
- 90–93
- Range
- melee
- Speed
- 280
- Bounty
- 12 gold
- Spawns every
- 33s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 20% of hits.
- Plating. Each hit taken loses 30 damage.
- Critical strike. 30% chance of a critical strike (×0.1).
- Whirlwind. 20% chance per attack: 150 damage to every ground enemy within 160 of him.
He swings to hit one man and ends up hitting everyone around, just like a good night at the tavern.
Legendary: trains the Drunken Grandmaster.
- Cost
- 385 gold · 520 lumber · 1 crystal
- Health
- 1200
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +7.70
- Lumber back
- +385
- Trains every
- 52s
Legendary and immune to negative effects. Hero attack; −50 damage from every hit taken; half his blows nearly miss. Round on the house: nearby allies +25% damage.
- Health
- 1200 (+3/s)
- Armor
- 6 · Hero
- Attack type
- Hero
- Damage
- 201–204
- Range
- melee
- Speed
- 220
- Bounty
- 24 gold
- Spawns every
- 52s
Weak against: Fortified 60%, Hero 60%, Divine 40%
- Legendary resistance. Legendary: −70% spell damage; immune to hex, mind control and instant death.
- Immune. Immune to negative effects: stun, slow, curses, hex, mind control and instant death.
- Plating. Each hit taken loses 50 damage.
- Critical strike. 50% chance of a critical strike (×0.1).
- Aura. Nearby allies (radius 600): +25% damage.
“I missed on purpose,” swears the Drunken Grandmaster, before buying another round for the whole army.
ESpark Pavilion
Trains Spark Mystics.
- Cost
- 240 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +4.80
- Lumber back
- +240
- Trains every
- 27s
Short-range magic sparks. Echo Step (every 15s): when damaged by a troop within 250, blinks 1200 toward its own castle and leaves an echo that explodes (150 damage in a 300 radius) when an enemy comes close.
- Health
- 430 (+2.5/s)
- Armor
- 2 · Light
- Attack type
- Magic
- Damage
- 54–59
- Range
- 180
- Speed
- 270
- Bounty
- 8 gold
- Spawns every
- 27s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Echo Step. When damaged by a troop within 250: blinks 1200 toward its own castle and leaves an echo that explodes (150 damage in a 300 radius) when an enemy comes close. cooldown 15s
His sparks don’t travel far, but when they burst, no one nearby escapes a singeing.
RSiege Distillery
Assembles Brewkeg Catapults.
- Cost
- 360 gold
- Health
- 1100
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +6.48
- Lumber back
- +270
- Trains every
- 34s
Siege with 50% splash. Overdrive: at full mana (60), the next shot deals +300 damage to enemy troops in a 300 radius and uses up all mana. Flattens buildings.
- Health
- 475
- Armor
- 6 · Medium
- Attack type
- Siege
- Damage
- 110–140
- Range
- 1000
- Speed
- 240
- Bounty
- 11 gold
- Mana
- 60 (+1.5/s)
- Spawns every
- 34s
Strong against: Fortified 160%Weak against: Light 70%, Medium 70%, Heavy 70%, Hero 40%, Divine 20%
- Splash damage. The shot splashes 50% of its damage around (radius 250).
- Brewshock Overdrive. At full mana, the next shot deals +300 damage to enemy troops in a 300 radius and uses up all mana. 60 mana
Every keg is from a different batch, and some fermented far longer than they should have.
ACelestial Dock
Launches Celestial Junks.
- Cost
- 380 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +7.60
- Lumber back
- +380
- Trains every
- 34s
Multishot: fires at 3 targets at once. −45% spell damage taken.
- Health
- 520
- Armor
- 7 · Medium
- Attack type
- Magic
- Damage
- 73–78
- Range
- 530
- Speed
- 300
- Bounty
- 12 gold
- Spawns every
- 34s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Multishot. Shoots 3 targets at once.
- Spell resistance. −45% spell damage taken.
It sails over the mist as if over a river, and its painted sails turn aside enemy magic.
SJade Pagoda
Trains Jade Sages.
- Cost
- 420 gold
- Health
- 1200
- Armor
- 7 · Fortified
- Build
- 2s
- Income
- +8.40
- Lumber back
- +420
- Trains every
- 36s
Spinning blade that bounces to 3 targets (−15% each). Zen field: nearby enemies attack 20% slower.
- Health
- 825 (+3/s)
- Armor
- 6 · Heavy
- Attack type
- Normal
- Damage
- 79–92
- Range
- 360
- Speed
- 280
- Bounty
- 13 gold
- Spawns every
- 36s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Bounce. Bounces to 3 more targets, −15% per bounce.
- Aura. Nearby enemies (radius 600): −20% attack speed.
Around him time seems to run slower, except for the blade he throws.
DHall of the Void
Special: every 13s, Withering Touch on an enemy troop at any distance (prefers those with the most mana): burns up to 200 mana and deals twice the amount burned as spell damage.
- Cost
- 210 gold · 400 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +1.89
- Mana
- 15 (+1.15/s)
- Withering Touch. Burns up to 200 mana from an enemy troop (prefers those with more than 100) and deals twice the amount burned as spell damage. 15 mana · cooldown 13s
FThunder Spire
Special: every 15s, Call of Thunder charges an allied melee troop: its next blow deals +200% damage and strikes around the target as lightning (75 to 300; half against flyers).
- Cost
- 260 gold · 550 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.34
- Mana
- 20 (+1.33/s)
- Call of Thunder. Charges an allied melee troop: its next blow deals +200% damage and strikes around the target as lightning (75 to 300; half against flyers). 20 mana · cooldown 15s
YSmoke Tower
Tower: slow magic bombs with 50% splash against troops. Regenerates 2 HP/s.
- Cost
- 230 gold · 300 lumber
- Health
- 1250
- Armor
- 5 · Fortified
- Build
- 20s
- Income
- +0.92
- Attack
- Magic 156–171
- Range
- 800
XCelestial Pagoda
Legendary special: every 7.5s fires celestial chi (265 chaos damage) at the nearest enemy troop more than 1000 away, anywhere on the map, and reveals the target area for 8s. Regenerates 2 HP/s.
- Cost
- 475 gold · 1250 lumber · 1 crystal
- Health
- 2400
- Armor
- 15 · Fortified
- Build
- 2s
- Income
- +4.27
- Attack
- Chaos 266–266
- Range
- 20000
- Celestial Eye. On hit, reveals the target area for 8s.




