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