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Factions

Sun Court
Golden elves: nimble archers, critical-striking swordsmen, solar magic and blessings of light.
The Sun Court rules from golden terraces high in the mountains, where the elves measure time by the shadows of their own towers. They came down to the contested field out of pride and an ancient vow: no land shall be left in the darkness of lesser kings. Archers who dodge and stun, blades that strike where it hurts and spells of dawn make every fight look like a rehearsed ritual.
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.
QGolden Range · Archers' Spire
Trains Golden Archers.
- Cost
- 180 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 24s
Nimble archer. Headshot: 10% chance to deal +50 pierce damage and stun for 0.5s. Fleetfooted: 15% evasion.
- Health
- 320 (+1/s)
- Armor
- 2 · Unarmored
- Attack type
- Pierce
- Damage
- 35–40
- Range
- 450
- Speed
- 300
- Bounty
- 7 gold
- Spawns every
- 24s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Stun. 10% chance to stun for 0.5s (+50 damage).
- Evasion. Dodges 15% of hits.
She dances between enemy arrows and sends one back that, now and then, leaves the target dazed mid-stride.
Trains Golden Sentinels.
- Cost
- 200 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.00
- Lumber back
- +200
- Trains every
- 34s
Elite archer. Headshot: 20% chance to deal +125 pierce damage and stun for 0.5s. Fleetfooted: 25% evasion.
- Health
- 525 (+1/s)
- Armor
- 4 · Unarmored
- Attack type
- Pierce
- Damage
- 70–100
- Range
- 500
- Speed
- 300
- Bounty
- 13 gold
- Spawns every
- 34s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Stun. 20% chance to stun for 0.5s (+125 damage).
- Evasion. Dodges 25% of hits.
She has guarded the Sun Court’s towers for centuries, and her arrows make the target stagger before it even sees her.
WCourtyard of Blades · Masters' Hall
Trains Sun Swordsmen.
- Cost
- 220 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +4.40
- Lumber back
- +220
- Trains every
- 26s
Quick strikes: 25% critical strike (×2.5). 15% evasion and −15% spell damage taken.
- Health
- 400 (+1/s)
- Armor
- 7 · Heavy
- Attack type
- Normal
- Damage
- 20–35
- Range
- melee
- Speed
- 325
- Bounty
- 8 gold
- Spawns every
- 26s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 15% of hits.
- Spell resistance. −15% spell damage taken.
- Critical strike. 25% chance of a critical strike (×2.5).
He strikes faster than the eye can follow, and sooner or later one of his thrusts finds the joint in the armor.
Trains Grand Swordmasters.
- Cost
- 230 gold
- Health
- 1500
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.60
- Lumber back
- +230
- Trains every
- 37s
Blademaster: 25% evasion and −25% spell damage taken. Magebane: 30% chance of a triple-damage strike that burns up to 40 of the target’s mana and deals 1 spell damage per point burned.
- Health
- 800 (+2/s)
- Armor
- 10 · Heavy
- Attack type
- Normal
- Damage
- 40–50
- Range
- melee
- Speed
- 340
- Bounty
- 15 gold
- Spawns every
- 37s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 25% of hits.
- Spell resistance. −25% spell damage taken.
- Magebane. 30% chance of a triple-damage strike that burns up to 40 of the target’s mana and deals 1 spell damage per point burned.
He spent several human lifetimes perfecting a single movement, and no enemy has ever seen it whole.
ECrimson Academy
Trains Crimson Glaivers.
- Cost
- 275 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +5.50
- Lumber back
- +275
- Trains every
- 28s
Magic blades that bounce to 2 targets (−30% each). Faerie Fire (20 mana, every 6s): removes 6 armor from an enemy for 30s.
- Health
- 525 (+1.5/s)
- Armor
- 3 · Medium
- Attack type
- Magic
- Damage
- 55–60
- Range
- 390
- Speed
- 300
- Bounty
- 9 gold
- Mana
- 200 (+1.5/s)
- Spawns every
- 28s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Bounce. Bounces to 2 more targets, −30% per bounce.
- Faerie Fire. Removes 6 armor from an enemy for 30s. 20 mana · cooldown 6s
His crimson glaives fly back and forth among the enemies, and every cut leaves their armor a little thinner.
RSun Roost
Trains Sun Riders.
- Cost
- 310 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +6.20
- Lumber back
- +310
- Trains every
- 30s
Heavy flying shooter. Solar Strike (every 14s): 80 spell damage to up to 4 enemy flyers, which are stunned for 4s.
- Health
- 650 (+1/s)
- Armor
- 3 · Heavy
- Attack type
- Pierce
- Damage
- 50–90
- Range
- 450
- Speed
- 330
- Bounty
- 10 gold
- Mana
- 200 (+1/s)
- Spawns every
- 30s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Solar Strike. Every 14s, 80 spell damage to up to 4 enemy flyers, which are stunned for 4s. cooldown 14s
He swoops down from the Sun Roost on a winged mount, and his bolts sometimes bring a flash that leaves the target paralyzed.
AGolden Arsenal
Assembles Golden Scorpions.
- Cost
- 350 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +6.30
- Lumber back
- +262.5
- Trains every
- 32s
Siege: Piercing Bolts pass through the target and deal 100% damage to ground troops in a line behind it. Flattens buildings.
- Health
- 500 (+0.5/s)
- Armor
- 3 · Medium
- Attack type
- Siege
- Damage
- 100–150
- Range
- 850
- Speed
- 250
- Bounty
- 11 gold
- Spawns every
- 32s
Strong against: Fortified 160%Weak against: Light 70%, Medium 70%, Heavy 70%, Hero 40%, Divine 20%
- Splash damage. The shot splashes 100% of its damage around (radius 300).
A golden ballista with its tail raised, whose stinger pierces walls and scatters stone shards all around.
SSchool of Dawn · Zenith Spire
Trains Dawn Sorceresses.
- Cost
- 360 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +7.20
- Lumber back
- +360
- Trains every
- 33s
25% chance of chain lightning (150, 7 targets, −30% each). Healing Wave (50 mana, every 8s): heals a wounded ally for 150 and jumps to 1 more (−40%).
- Health
- 550
- Armor
- 2 · Unarmored
- Attack type
- Magic
- Damage
- 45–55
- Range
- 500
- Speed
- 300
- Bounty
- 11 gold
- Mana
- 200 (+1.5/s)
- Spawns every
- 33s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Chain lightning. 25% chance to release a bolt: 150 damage, jumping through 7 targets (−30% per jump).
- Healing Wave. Heals a wounded ally for 150 and jumps to 1 more (−40%). 50 mana · cooldown 8s
She sings the first light of day: one verse closes her allies’ wounds, the next leaps as lightning among the enemies.
Legendary: trains the Zenith Oracle.
- Cost
- 360 gold · 360 lumber · 1 crystal
- Health
- 2000
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +7.20
- Lumber back
- +360
- Trains every
- 52s
Legendary. Chaos damage; 30% chain lightning (230, 7 targets, −20% each). Healing Wave (70 mana, every 12s): heals up to 6 allies for 300 (−20% per jump). Firebolt (every 3s): 75 spell damage to a random enemy and 100 more over 4s. Legendary resistance.
- Health
- 850
- Armor
- 4 · Unarmored
- Attack type
- Chaos
- Damage
- 90–110
- Range
- 650
- Speed
- 290
- Bounty
- 23 gold
- Mana
- 250 (+3.5/s)
- Spawns every
- 52s
- Legendary resistance. Legendary: −70% spell damage; immune to hex, mind control and instant death.
- Chain lightning. 30% chance to release a bolt: 230 damage, jumping through 7 targets (−20% per jump).
- Healing Wave. Heals a wounded ally for 300 and jumps to 5 more (−20% per jump). 70 mana · cooldown 12s
- Firebolt. Every 3s, 75 spell damage to a random visible enemy and 100 more over the next 4s. cooldown 3s
It has seen the noon of every age, and its light scorches enemies while healing those who fight beneath it.
DArcane Conclave
Special: every 10s turns a random enemy troop into a sheep for 45s (it cannot attack or cast and moves slowly). Legendaries resist.
- Cost
- 240 gold · 440 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.16
- Hex. Every 10s, a random enemy troop turns into a sheep for 45s. cooldown 10s
FRadiant Obelisk
Special: every 5s fires a beam at a random enemy troop: 180 spell damage, then removes all of its effects.
- Cost
- 235 gold · 400 lumber
- Health
- 900
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.11
- Cleansing Light. Every 5s, 180 spell damage to a random enemy troop, then removes all of its effects. cooldown 5s
YArcane Beacon
Tower: magic orbs that hit 4 more nearby troops. Regenerates 2 HP/s.
- Cost
- 250 gold · 300 lumber
- Health
- 1500
- Armor
- 5 · Fortified
- Build
- 20s
- Income
- +1.00
- Attack
- Magic 55–60
- Range
- 675
XAltar of the Eternal Sun
Legendary special: Light’s Blessing. Non-legendary allied troops have a 20% chance to revive once, 2s after dying (40% with two altars).
- Cost
- 650 gold · 1800 lumber · 1 crystal
- Health
- 1250
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +7.80
- Nearby allies (radius the whole field): 20% chance to come back on death.




