Pixel Rush: RTS - Wiki
Monsters
Monsters are summoned onto the map and can evolve during battle, turning early units into stronger threats. Time your evolutions carefully: a well-timed upgrade can break through a defended tower, save a wounded unit, or turn a losing fight into a push.
Some monsters have unique pathing behaviors on the battlefield - whether its to search for towers to capture, sneak behind enemy lines or dash forward headfirst to the closest target, using different monsters leads to many different strategies.
Monsters that are weak will automatically flee back to the home base for a free healing aura - unless of course they have the brave pathing behaviour set.
Some fully evolved monsters come with additional abilities to summon base level monsters to join the fight for free. E
Experimenting with all the different evolution chains and learning each monsters strengths and weaknesses is part of the fun.
-
Dragon Spark
A small but courageous dragon hatchling that has not learned to fly quite yet.
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 100
Cost:
- 1 mana
Speed:
- 2.0
DPS:
- 7.0
-
Dragon Fire
An adolescent dragon that's learning with great power comes great responsibility
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 140
Cost:
- 2 mana
Speed:
- 3.0
DPS:
- 8.39
-
Dragon Inferno
An fully grown dragon with the desire to destroy its enemies!
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 200
Cost:
- 3 mana
Speed:
- 3.5
DPS:
- 15.59
-
Wolf Pup
A tiny pup rushed into battle too early...
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 80
Cost:
- 1 mana
Speed:
- 3.0
DPS:
- 7.19
-
Wolf
A bloodthirsty hound with impressive speed
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 120
Cost:
- 2 mana
Speed:
- 3.5
DPS:
- 8.96
-
Werewolf
One of the most formidable opponents to run into
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 220
Cost:
- 3 mana
Speed:
- 2.0
DPS:
- 15.59
-
Snakelet
A tiny problem with a big bite
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 60
Cost:
- 1 mana
Speed:
- 2.5
DPS:
- 4.76
-
Snake
Packs a serious bite if you get too close
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 100
Cost:
- 2 mana
Speed:
- 3.0
DPS:
- 8.33
-
Snake Naga
A dangerous unit that summons more units to fight on its behalf
Special:
- Summons up to 3 Snakelets onto the battlefield
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 220
Cost:
- 1 mana
Speed:
- 2.0
DPS:
- 11.94
-
Bud
A fast unit to watch out for in swarms!
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 70
Cost:
- 1 mana
Speed:
- 3.25
DPS:
- 6.0
-
Bloom
A slow but powerful mid-ranged unit best suited behind a protective front line
Favorite Target:
- Closest Enemy
- Ranged Pathing Algorithm
Attack Type:
- Ranged
Health:
- 110
Cost:
- 12mana
Speed:
- 2.25
DPS:
- 10.0
-
Blossom
A sluggish artillery style unit that shoots multiple projectiles at once. Extremely formidable if strategized correctly
Favorite Target:
- Closest Enemy
- Ranged Pathing Algorithm
Attack Type:
- Ranged
Health:
- 170
Cost:
- 3 mana
Speed:
- 1.75
DPS:
- 14.11
-
Shell
A small but troublesome unit
Favorite Target:
- Closest Tower
- Siege pathing algorithm
Attack Type:
- Melee
Health:
- 100
Cost:
- 1 mana
Speed:
- 2.5
DPS:
- 5.88
-
Spike
A defensive unit, critical to winning a strategic victory through capturing Towers
Favorite Target:
- Closest Tower
- Siege pathing algorithm
Attack Type:
- Melee
Health:
- 150
Cost:
- 2 mana
Speed:
- 2.5
DPS:
- 8.0
-
Hermit King
Specializes in taking down enemy towers, boasting a high DPS and Health Points
Favorite Target:
- Closest Tower
- Siege pathing algorithm
Attack Type:
- Melee
Health:
- 220
Cost:
- 3 mana
Speed:
- 1.75
DPS:
- 14.39
-
Sun Blossom
A small and weak, but quick buzzing unit, that can dangerous in swarms
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 60
Cost:
- 1 mana
Speed:
- 3.5
DPS:
- 4.48
-
Sun Flower
A relatively weak mid-tier unit that is most powerful when quickly evolved
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 100
Cost:
- 2 mana
Speed:
- 3.0
DPS:
- 7.0
-
Sun Angel
An extremely dangerous unit, specializing in overpowering the enemy via swarm behaviour
Special:
- Summons up to 2 Sun Blossoms onto the battlefield
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 150
Cost:
- 4 mana
Speed:
- 2.5
DPS:
- 2.5
-
Practice Dummy
Slow for a base level unit, but packs a strong punch
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 70
Cost:
- 1 mana
Speed:
- 1.5
DPS:
- 5.88
-
Target Dummy
A slow moving unit, that is not to be underestimated
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 100
Cost:
- 1 mana
Speed:
- 2.0
DPS:
- 8.82
-
Training Dummy
A balanced final tier unit, that offers solid speed, health and DPS all at the same time.
Favorite Target:
- Closest Enemy
- Regular pathing algorithm
Attack Type:
- Melee
Health:
- 170
Cost:
- 3 mana
Speed:
- 2.5
DPS:
- 15.42
-
Bomb
A vital unit for helping to counter swarm and aggressive decks
Special:
- Drops an Explosion Spell on death
Favorite Target:
- Closest Enemy
- Brave pathing algorithm (doesn't return to base to heal)
Attack Type:
- Melee
Health:
- 50
Cost:
- 2 mana
Speed:
- 3.25
DPS:
- 4.8
-
Poison Bomb
A vital unit for helping to counter swarm and aggressive decks
Special:
- Drops a Poison Spell on death
Favorite Target:
- Closest Enemy
- Brave pathing algorithm (doesn't return to base to heal)
Attack Type:
- Melee
Health:
- 90
Cost:
- 2 mana
Speed:
- 3.0
DPS:
- 7.46
-
Snow Bomb
A vital unit for helping to counter swarm and aggressive decks
Special:
- Drops a Frost Spell on death
Favorite Target:
- Closest Enemy
- Brave pathing algorithm (doesn't return to base to heal)
Attack Type:
- Melee
Health:
- 100
Cost:
- 2 mana
Speed:
- 2.25
DPS:
- 8.96
Spells
Bringing the right spells in your deck, and casting them at the right time is key to consistent success.
Some spells have immediate effects on the battlefield and target enemy troops like poison, freeze or direct damage. Other spells can be used to buff your own monsters abilities like speed, attack, healing, or immediately evolve any monsters caught in the spell radius!
Another class of spells can be used to fundamentally change the default behavior of monsters. Spells such as Siege or Brave can be cast on monsters in order to change their pathing behavior dynamically on the fly in the middle of combat - like favoring to capture and destroy towers or ignoring the standard flee behavior and remaining in combat regardless of monster status for that final push to victory.
-
Evolution Spell
Radius:
- Tiny
Length:
- Short
Effect:
- Monsters in the spell radius evolve immediately
Strategy:
- Evolve as many monsters as possible for massive value to swing the battles favour in your direction
-
Draw Spell
Radius:
- N/A
Length:
- N/A
Effect:
- Immediately draw 2 cards
Strategy:
- Use it to quickly cycle through your deck and get cheaper draws!
-
Healing Spell
Coming soon
-
Attack Spell
Coming soon
-
Brave Spell
Coming soon
-
Explosion Spell
Coming soon
-
Poison Spell
Coming soon
-
Siege Spell
Coming soon
-
Frost Spell
Coming soon