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Build a deck with a plan. Compare every monster, follow its evolution path, and find the spell that fits the moment. This field guide covers 39 monsters and 12 spells in the current development source.
Updated November 2, 2026. These are development-build values; the public browser alpha and later Steam builds may differ. Listed base DPS comes from card metadata and excludes special abilities, travel and interruptions. Display names can overlap, so card IDs identify each entry.
Evolution families
Bud → Bloom → Blossom (Bud family)
Blossom (SunAngel family) → Flower → SunAngel
Earthworm → Worm → Queen Worm
Movement and targeting
Standard
Fights nearby enemies and can retreat to heal at low health.
Siege
Prioritizes capturing or attacking structures, with defensive reactions to attackers.
Brave
Keeps fighting instead of retreating at low health.
Sneaky
Uses flanking waypoints toward the enemy healing tower and does not retreat at low health.
Ranged
An attack type used by Bloom, Blossom from the Bud family, and Spore; these monsters fire projectiles.
Monster reference

Pup
Card ID: wolfpup
- Mana
- 1
- Health
- 80
- Speed
- 3
- Attack
- 6
- Attack type
- Melee
- Listed base DPS
- 7.2
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Wolf

Wolf
Card ID: wolf
- Mana
- 2
- Health
- 120
- Speed
- 3.5
- Attack
- 6
- Attack type
- Melee
- Listed base DPS
- 9
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Pup
Evolves into: Werewolf

Werewolf
Card ID: werewolf
- Mana
- 3
- Health
- 220
- Speed
- 2
- Attack
- 13
- Attack type
- Melee
- Listed base DPS
- 15.6
- Deck copy limit
- 2
Movement: Standard
No additional passive ability.
Evolves from: Wolf

Snakelet
Card ID: snakelet
- Mana
- 1
- Health
- 60
- Speed
- 2.5
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 4.8
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Snake

Snake
Card ID: snake
- Mana
- 2
- Health
- 100
- Speed
- 3
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 8.3
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Snakelet
Evolves into: Naga

Naga
Card ID: snakenaga
- Mana
- 4
- Health
- 220
- Speed
- 2
- Attack
- 10
- Attack type
- Melee
- Listed base DPS
- 12
- Deck copy limit
- 2
Movement: Standard
Summons Snakelets, maintaining up to three. It can replenish them when one or fewer remain; the summon cooldown is 10 seconds.
Evolves from: Snake

Bud
Card ID: bud
- Mana
- 1
- Health
- 70
- Speed
- 3.25
- Attack
- 6
- Attack type
- Melee
- Listed base DPS
- 6
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Bloom

Bloom
Card ID: bloom
- Mana
- 2
- Health
- 110
- Speed
- 2.25
- Attack
- 7
- Attack type
- Ranged projectile
- Listed base DPS
- 11.4
- Deck copy limit
- 3
Movement: Standard
Fires ranged seed projectiles.
Evolves from: Bud
Evolves into: Blossom (Bud family)

Blossom (Bud family)
Card ID: blossom
- Mana
- 3
- Health
- 170
- Speed
- 1.75
- Attack
- 12
- Attack type
- Ranged projectile
- Listed base DPS
- 17.6
- Deck copy limit
- 2
Movement: Standard
Fires ranged seed projectiles.
Evolves from: Bloom

Spark
Card ID: dragonspark
- Mana
- 1
- Health
- 100
- Speed
- 2
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 7
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Fire

Fire
Card ID: dragonfire
- Mana
- 2
- Health
- 140
- Speed
- 3
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 8.4
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Spark
Evolves into: Inferno

Inferno
Card ID: dragoninferno
- Mana
- 3
- Health
- 200
- Speed
- 3.5
- Attack
- 13
- Attack type
- Melee
- Listed base DPS
- 15.6
- Deck copy limit
- 2
Movement: Standard
No additional passive ability.
Evolves from: Fire

Shell
Card ID: shell
- Mana
- 1
- Health
- 100
- Speed
- 2.5
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 5.9
- Deck copy limit
- 4
Movement: Siege
No additional passive ability.
Evolves into: Spike

Spike
Card ID: spike
- Mana
- 2
- Health
- 150
- Speed
- 2.5
- Attack
- 8
- Attack type
- Melee
- Listed base DPS
- 8
- Deck copy limit
- 3
Movement: Siege
No additional passive ability.
Evolves from: Shell
Evolves into: Hermit

Hermit
Card ID: hermitking
- Mana
- 3
- Health
- 220
- Speed
- 1.75
- Attack
- 12
- Attack type
- Melee
- Listed base DPS
- 14.4
- Deck copy limit
- 2
Movement: Siege
No additional passive ability.
Evolves from: Spike

Blossom (SunAngel family)
Card ID: sunblossom
- Mana
- 1
- Health
- 60
- Speed
- 3.5
- Attack
- 3
- Attack type
- Melee
- Listed base DPS
- 4.5
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Flower

Flower
Card ID: sunflower
- Mana
- 2
- Health
- 100
- Speed
- 3
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 7
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Blossom (SunAngel family)
Evolves into: SunAngel

SunAngel
Card ID: sunangel
- Mana
- 4
- Health
- 150
- Speed
- 2.5
- Attack
- 10
- Attack type
- Melee
- Listed base DPS
- 14.9
- Deck copy limit
- 2
Movement: Standard
Summons up to two Blossom minions from the SunAngel family. It can replenish them when one or fewer remain; the summon cooldown is 10 seconds.
Evolves from: Flower

Dummy
Card ID: practicedummy
- Mana
- 1
- Health
- 70
- Speed
- 1.5
- Attack
- 2
- Attack type
- Melee
- Listed base DPS
- 5.9
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Target

Target
Card ID: targetdummy
- Mana
- 2
- Health
- 100
- Speed
- 2
- Attack
- 3
- Attack type
- Melee
- Listed base DPS
- 8.8
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Dummy
Evolves into: Beast

Beast
Card ID: trainingdummy
- Mana
- 3
- Health
- 170
- Speed
- 2.5
- Attack
- 18
- Attack type
- Melee
- Listed base DPS
- 15.4
- Deck copy limit
- 2
Movement: Standard
No additional passive ability.
Evolves from: Target

Earthworm
Card ID: earthworm
- Mana
- 1
- Health
- 45
- Speed
- 1.5
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 4.8
- Deck copy limit
- 4
Movement: Sneaky
No additional passive ability.
Evolves into: Worm

Worm
Card ID: worm
- Mana
- 2
- Health
- 95
- Speed
- 2
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 8.4
- Deck copy limit
- 3
Movement: Sneaky
No additional passive ability.
Evolves from: Earthworm
Evolves into: Queen Worm

Queen Worm
Card ID: queenworm
- Mana
- 4
- Health
- 360
- Speed
- 2
- Attack
- 12
- Attack type
- Melee
- Listed base DPS
- 14.4
- Deck copy limit
- 2
Movement: Standard
Summons up to four Earthworms. It can replenish them when one or fewer remain; the summon cooldown is 12 seconds.
Evolves from: Worm

Doom
Card ID: doom
- Mana
- 1
- Health
- 75
- Speed
- 3.5
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 6
- Deck copy limit
- 4
Movement: Sneaky
No additional passive ability.
Evolves into: Reaper

Reaper
Card ID: reaper
- Mana
- 3
- Health
- 100
- Speed
- 3.5
- Attack
- 7
- Attack type
- Melee
- Listed base DPS
- 10.5
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Doom
Evolves into: Wraith

Wraith
Card ID: wraith
- Mana
- 5
- Health
- 520
- Speed
- 3.5
- Attack
- 14
- Attack type
- Melee
- Listed base DPS
- 16.8
- Deck copy limit
- 2
Movement: Standard
Its card advertises a one-time Attack Spell at half health. That passive is not currently active in the reviewed build.
Evolves from: Reaper

Pollen
Card ID: pollen
- Mana
- 1
- Health
- 55
- Speed
- 4
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 6
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Spore

Spore
Card ID: spore
- Mana
- 2
- Health
- 160
- Speed
- 1.5
- Attack
- 7
- Attack type
- Ranged projectile
- Listed base DPS
- 10.5
- Deck copy limit
- 3
Movement: Standard
A ranged attacker that spawns two Pollen when defeated.
Evolves from: Pollen
Evolves into: Chewer

Chewer
Card ID: chewer
- Mana
- 3
- Health
- 500
- Speed
- 0.75
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 12
- Deck copy limit
- 2
Movement: Standard
No additional passive ability.
Evolves from: Spore

Scorpling
Card ID: scorpling
- Mana
- 1
- Health
- 80
- Speed
- 4
- Attack
- 5
- Attack type
- Melee
- Listed base DPS
- 6
- Deck copy limit
- 4
Movement: Standard
No additional passive ability.
Evolves into: Scorpion

Scorpion
Card ID: scorpion
- Mana
- 3
- Health
- 140
- Speed
- 4
- Attack
- 8
- Attack type
- Melee
- Listed base DPS
- 9.6
- Deck copy limit
- 3
Movement: Standard
No additional passive ability.
Evolves from: Scorpling
Evolves into: Scorpking

Scorpking
Card ID: scorpking
- Mana
- 5
- Health
- 480
- Speed
- 2
- Attack
- 14
- Attack type
- Melee
- Listed base DPS
- 16.8
- Deck copy limit
- 2
Movement: Standard
No additional passive ability.
Evolves from: Scorpion

Bomb
Card ID: bomb
- Mana
- 2
- Health
- 50
- Speed
- 3.25
- Attack
- 4
- Attack type
- Melee
- Listed base DPS
- 4.8
- Deck copy limit
- 4
Movement: Brave
Creates an Explosion Spell at its position when defeated.

Poisonbomb
Card ID: poisonbomb
- Mana
- 2
- Health
- 90
- Speed
- 3
- Attack
- 5
- Attack type
- Melee
- Listed base DPS
- 7.5
- Deck copy limit
- 3
Movement: Brave
Leaves a Poison Spell zone when defeated.

Snowbomb
Card ID: snowbomb
- Mana
- 2
- Health
- 100
- Speed
- 2.25
- Attack
- 6
- Attack type
- Melee
- Listed base DPS
- 7.2
- Deck copy limit
- 3
Movement: Brave
Leaves a Frost Spell zone when defeated.

Earth Golem
Card ID: earthgolem
- Mana
- 8
- Health
- 350
- Speed
- 1
- Attack
- 5
- Attack type
- Melee
- Listed base DPS
- 6
- Deck copy limit
- 1
Movement: Siege
Creates a Healing Spell for nearby allies when defeated.

Fire Golem
Card ID: firegolem
- Mana
- 8
- Health
- 200
- Speed
- 1.25
- Attack
- 6
- Attack type
- Melee
- Listed base DPS
- 7.2
- Deck copy limit
- 1
Movement: Standard
Creates three overlapping Explosion Spell zones when defeated.

Ice Golem
Card ID: icegolem
- Mana
- 8
- Health
- 250
- Speed
- 0.75
- Attack
- 3
- Attack type
- Melee
- Listed base DPS
- 3.6
- Deck copy limit
- 1
Movement: Standard
Creates a Frost Spell after every five completed basic attacks.
Spell reference
Availability matters: some cards belong to the standard deck, while others are legacy or special-mode cards. The text below describes their current behaviour; card artwork can retain older wording.

Attack Spell
- Mana
- 2
- Deck copy limit
- 3
Regular deck card
Adds 2 attack to allied monsters while they remain in its area. The area lasts 10 seconds. The current card image still says ×2.25; the reviewed gameplay applies a flat bonus.

Brave Spell
- Mana
- 1
Legacy / offline only; not selectable in the current deck builder
Changes affected allied monsters to Brave pathing so they stop retreating at low health. The area lasts 10 seconds; the pathing change remains after leaving it.

Draw Spell
- Mana
- 1
- Deck copy limit
- 2
Regular deck card
Draws two cards immediately, subject to the hand limit.

Evolution Spell
- Mana
- 5
- Deck copy limit
- 2
Regular deck card
Evolves eligible allied monsters inside its small area once per cast. The area lasts 5 seconds; final forms do not evolve further.

Explosion Spell
- Mana
- 1
- Deck copy limit
- 2
Regular deck card
Damages enemy monsters inside its area at 30 health per second for up to 3 seconds.

Frost Spell
- Mana
- 1
- Deck copy limit
- 3
Regular deck card
Reduces enemy movement speed by 2 while they remain in the area. The area lasts 8 seconds; overlapping Frost slows do not stack.

Healing Spell
- Mana
- 2
- Deck copy limit
- 3
Regular deck card
Restores 10 health per second to allied monsters in the area for up to 10 seconds.

Max Power
- Mana
- 1
Campaign chest reward
Refills the player's hand and mana. This is a campaign chest reward, not a card for regular decks.

Place Crystal
- Mana
- 2
Campaign chest reward
Places an owned mana crystal that boosts mana generation while controlled. This is a campaign chest reward, not a card for regular decks.

Poison Spell
- Mana
- 1
- Deck copy limit
- 3
Regular deck card
Deals 10 damage per second to enemy monsters while they remain in the area, for up to 7 seconds.

Siege Spell
- Mana
- 1
- Deck copy limit
- 3
Regular deck card
Changes affected allied monsters to Siege pathing so they prioritize structures. The area lasts 5 seconds; the pathing change remains after leaving it.

Speed Spell
- Mana
- 2
- Deck copy limit
- 3
Regular deck card
Adds 10 movement speed to allied monsters while they remain in the area. The area lasts 10 seconds.
Campaign bosses
Boss versions have encounter-specific health, phases and attacks. Their rules differ from the collectible monster cards above.
Queen Worm boss
Swallows nearby units, burrows and reappears, and spits poison. Its summons grow stronger below half and quarter health.
- Health
- 2160
- Attack
- 48
- Speed
- 2
- Level
- Forest 7
- Encounter
- The Brood Queen's Court
Chewer boss
Uses Leaf Storm knockback, calls four ranged Spore guards, and marks dangerous Root Bloom zones.
- Health
- 2500
- Attack
- 10
- Speed
- 0.75
- Level
- Forest 8
- Encounter
- The Heartroot Maw
Earth Golem boss
Alternates a circular quake with an aimed fissure fan. Its armor reduces incoming damage outside recovery.
- Health
- 2800
- Attack
- 18
- Speed
- 1
- Level
- Cave 6
- Encounter
- Stoneheart Crucible
Fire Golem boss
Uses expanding Flashover rings, frontal Furnace Breath, and three marked Cinder Volley impacts.
- Health
- 1600
- Attack
- 21
- Speed
- 1.25
- Level
- Cave 6
- Encounter
- Stoneheart Crucible
Wraith boss
Uses spectral wails, rifts and repeated patterns as its health falls. Watch the floor warnings and attack during recovery.
- Health
- 3120
- Attack
- 35
- Speed
- 3.5
- Level
- Cave 8
- Encounter
- The Silent Ossuary
Hermit boss
Braces behind its shell, releases a tidal surge and calls guards. It becomes enraged at 40% health.
- Health
- 1760
- Attack
- 18
- Speed
- 1.75
- Level
- Beach 8
- Encounter
- The Crown of the Tides
Naga boss
Uses Turning Current arcs and Venom Meridian channels, with stronger patterns and reinforcements across its phases.
- Health
- 8800
- Attack
- 42
- Speed
- 6
- Level
- Beach 9
- Encounter
- The Serpent's Astrolabe
Scorpking boss
Calls increasingly powerful scorpion reinforcements, uses Pincer Verdict and an expanding Earthshatter wave. Basic attacks apply poison.
- Health
- 2400
- Attack
- 14
- Speed
- 2
- Level
- Dungeon 6
- Encounter
- The Gilded Sting
Beast boss
Combines an Earthbreaker knockback wave with a marked Iron Rush lane. Later phases add a follow-up rush.
- Health
- 2380
- Attack
- 27
- Speed
- 2.5
- Level
- Dungeon 9
- Encounter
- The Ironbound Pit