Cards

Every card you can draft into your colony, grouped by kind, plus the strains you start a run as. Costs are in Biomass, the run's currency.

Specializations

HuntersT1 · 3
Fast, fragile cells that rush enemy generators.
Hunter
WallsT1 · 3
Very tanky, slow cells that block and taunt nearby enemies.
Wall
SplittersT1 · 3
On death, spawns 2 children at 35% of its health.
Splitter
ToxinpoisonT2 · 4
Fragile cells that poison on hit (300 damage over 2s).
Toxin
MendersrangedT2 · 4
Sturdy healers that chase wounded allies and restore +40 health per heal. They do not attack.
Mender
LobbersrangedT2 · 4
Fragile, long-range artillery that lob splash shots at the target and its neighbors.
Lobber
StingersrangedT2 · 4
Fragile, slow snipers that pick off one enemy at a time from range.
Stinger

Modifiers

SharpT1 · 2
+20 attack.
Thick MembraneT1 · 2
+60 health.
CarapaceT1 · 2
+40 health.
TaprootT1 · 2
+60 generator health.
Swift StrikeT1 · 3
+5 attack rate (faster attacks).
Long ReachrangedT1 · 2
+1 range.
Needs a ranged generator (Mender, Lobber, or Stinger).
Biomass InfusionT1 · 3
This generator's cells gain +20 health and +10 attack.
Fertile MoundT1 · 2
+2 spawn rate (faster spawns).
Brittle EdgeT1 · 2
+30 attack, but -20 health.
VenomouspoisonT2 · 3
On hit, poisons the target (300 damage over 2s).
BarbedreflectT2 · 3
Reflects 30 damage to melee attackers.
Needs a Wall.
Wall
HulkingT2 · 4
+120 health.
FrenzyT2 · 4
+10 attack rate (much faster attacks).
Deep RootsT2 · 4
+50% generator health.
Rich SerumsustainrangedT2 · 3
Your Menders restore +30 health per heal.
Needs a Mender.
Mender
RegeneratesustainT2 · 4
Restores 15% of max health every second.
Needs a Wall.
Wall
Glass SpinesT2 · 3
+40 attack, but -30 health.
Ponderous ShellT2 · 4
+160 health, but -5 attack rate (slower attacks).
Pack InstinctT2 · 4
+30 attack and +30 health.
Needs a Hunter.
Hunter
Grasping CiliaT2 · 4
+40 health and taunts nearby enemies, dragging them onto your poison.
Needs a Toxin.
Toxin
ProlificT3 · 5
+5 spawn rate (much faster spawns).
ApexreflectT3 · 6
+120 health, +10 attack, and reflects 20 damage to melee attackers.
JuggernautT3 · 7
+240 health and taunts nearby enemies.
Needs a Wall.
Wall
AssassinT3 · 6
+30 attack, and +5 attack rate (faster).
Needs a Hunter.
Hunter
Corrosive AegisT3 · 6
+140 health and taunts nearby enemies.
Needs a Toxin.
Toxin
BroodmotherT3 · 6
+60 health, +15 attack, and +30% bigger children.
Needs a Splitter.
Splitter
TransfusionsustainrangedT3 · 6
Your Menders restore +50 health per heal, reach +1 further, and gain +60 health.
Needs a Mender.
Mender
Siege EnginerangedT3 · 6
+30 attack and +80 health.
Needs a Lobber.
Lobber
DeadeyerangedT3 · 6
+40 attack, +5 attack rate (faster attacks), and +1 range.
Needs a Stinger.
Stinger
BramblereflectT2 · 3
Reflects 20 damage to melee attackers, and +30 health.
DecoyT1 · 2
+30 health and taunts nearby enemies.
Toxic Rupturepoisonarmoron-deathT1 · 230 HP
On death, poisons nearby enemies (150 damage over 1s).
Poxpoisonarmoron-hitT1 · 240 HP
On hit, poisons the target (200 damage over 1.3s).
Recoilreflectarmorwhen struckT1 · 260 HP
Reflects 15 damage to melee attackers.
Clotting Cystsustainarmorwhen struckT1 · 260 HP
When struck, heals this cell 20% of the damage taken.
Spore Burstarmoron-deathT1 · 230 HP
On death, spawns 1 cell.
Leechsustainarmoron-killT1 · 240 HP
On a kill, heals this cell 50.
Moltarmoron breakT2 · 340 HP
When this layer breaks, it bursts into 2 cells.
Bile Sacpoisonarmoron breakT2 · 330 HP
When this layer breaks, it poisons nearby enemies (990 damage over 1s).
Shrapnel Platearmoron breakT2 · 450 HP
When this layer breaks, it deals 160 damage to nearby enemies.
Toxic Bloatpoisonarmoron-deathT2 · 330 HP
On death, poisons nearby enemies (300 damage over 2s).
Chitin PlatearmorT2 · 350 HP
50 armor. Regrows 8/sec when it hasn't been hit recently.
Last Ritessustainarmoron-deathT2 · 330 HP
On death, heals nearby allies 60.
CallusarmorT1 · 225 HP
+30 generator health.
Bastion RootsarmorT2 · 445 HP
+25% generator health.
Bulwark MembranearmorT2 · 445 HP
+50 health and taunts nearby enemies.

Colony buffs

Nutrient SurgeT2 · 4
When a generator is destroyed, the rest spawn 30% faster.
PhotosynthesisT1 · 4
+1 Biomass every round.
PlagueT2 · 4
Your poison lasts 60% longer.
Needs 2+ Toxin generators.
Toxin
PhalanxT2 · 4
Your Walls reflect 20 damage to melee attackers.
Needs 2+ Walls generators.
Wall
Pack HuntT2 · 4
Your Hunters gain +20 attack.
Needs 2+ Hunters generators.
Hunter
BloomT2 · 4
Your Splitters leave an extra child.
Needs 2+ Splitters generators.
Splitter
FermentationT1 · 4
Your cells take 5% less damage.
CommunionrangedT2 · 4
Your Menders gain +1 range and restore +10 extra health per heal.
Needs 2+ Menders generators.
Mender
Spore CloudT2 · 4
Your dying cells release poison to nearby enemies (150 damage over 1s).
Necrotic BloomT3 · 5
Your Splitters leave an extra child and dying cells release poison (200 damage over 1.3s).
Needs 2+ Splitters generators.
Splitter
BarragerangedT2 · 4
Your Lobbers gain +1 range and +10 attack.
Needs 2+ Lobbers generators.
Lobber
VolleyrangedT2 · 4
Your Stingers gain +5 attack rate (faster attacks) and +10 attack.
Needs 2+ Stingers generators.
Stinger
MosaicrangedT2 · 4
Every specialized role gains +8 health and +4 attack.
Needs 3 different generator roles.
Hunter Wall Splitter Toxin Mender Lobber Stinger
ConsortiumT2 · 4
+2 Biomass every round.
Needs 3 different generator roles.
BastionrangedT2 · 4
Your Walls reflect 10 damage to melee attackers, and your Menders restore +5 extra health per heal.
Needs a Wall and a Mender.
Wall Mender
BlightswarmT2 · 4
Your Splitters leave an extra child, and your poison lasts 40% longer.
Needs a Splitter and a Toxin.
Splitter Toxin
Firing LinerangedT2 · 4
Your Lobbers and Stingers gain +6 attack.
Needs a Lobber and a Stinger.
Lobber Stinger
VanguardT2 · 4
Your Hunters gain +8 attack, and your Walls gain +12 health.
Needs a Hunter and a Wall.
Hunter Wall
FortressT3 · 5
Your Walls reflect 28 damage to melee attackers and gain +15 health.
Needs 3+ Walls generators.
Wall
HiveT3 · 5
Your Splitters leave two extra children.
Needs 3+ Splitters generators.
Splitter
Brood NestT2 · 4
Your Splitters leave +15% bigger children.
Needs 2+ Splitters generators.
Splitter
PandemicT3 · 5
Your poison lasts 100% longer.
Needs 3+ Toxin generators.
Toxin
Alpha PackT3 · 5
Your Hunters gain +30 attack and +20 health.
Needs 3+ Hunters generators.
Hunter
SanctumrangedT3 · 5
Your Menders restore +20 extra health per heal and gain +20 health.
Needs 3+ Menders generators.
Mender
Siege LinerangedT3 · 5
Your Lobbers gain +1 range and +20 attack.
Needs 3+ Lobbers generators.
Lobber
Twin TouchrangedT2 · 4
+1 heal target.
Needs 2+ Menders generators.
Mender
Adaptive MembraneT2 · 4
Your cells take 10% less damage.
Needs 3 different generator roles.
Barbed RetaliationT2 · 4
Your Walls deal 20 bonus damage whenever they land an attack.
Needs 2+ Walls generators.
Wall
Wide BloomrangedT2 · 4
Your Lobbers' splash reaches 1 tile further and hits 30% harder.
Needs 2+ Lobbers generators.
Lobber
Purifying TouchrangedT2 · 4
Your Menders wash 20% of the poison off whoever they heal, each heal.
Needs 2+ Menders generators.
Mender
Ghost RushT2 · 4
Your Hunters phase past the first couple of taunts.
Needs 2+ Hunters generators.
Hunter

Actions

OverbloomT1 · 2
Persists until it triggers: while you lead by 8 or more cells, bloom 2 more at your generators.
AdrenalineT2 · 3
Persists until it triggers: while the enemy outnumbers you by 8 or more cells, your cells strike for +20 attack.
FortifyT2 · 3
Persists until it triggers: the first time a generator is attacked, all your generators harden (+60% health).
ReinforceT1 · 2
Persists until it triggers: the first time a generator is attacked, all your generators harden (+30% health).
StimulantT1 · 2
Persists until it triggers: while the enemy outnumbers you by 5 or more cells, your cells strike for +10 attack.
OssifyT2 · 3
Persists until it triggers: the first time a generator is attacked, your cells harden (+60 health).
OvergrowthT3 · 5
Persists until it triggers: on your 12th cell spawned this battle, your colony surges (+20 attack and +40 health).
AmbushT2 · 3
Persists until it triggers: the first time one of your generators is attacked, strike down the 2 nearest enemy cells.

Strains

Strain

Brood

A restless culture that never stops dividing. Leave the dish overnight and it fills every corner.

Splitters leave three children, not two, each +10% bigger. Overwhelm with sheer numbers.

  • splitter: +20% health
  • Splitters leave 1 extra child on death.
Starts specialized: Splitters
Strain

Bulwark

A crust-forming strain kept behind reinforced glass. Whatever it walls off, it keeps.

Walls are tougher and reflect damage. Outlast everything.

  • wall: +25% health
  • wall: reflects 10 damage to melee attackers
Starts specialized: Walls
Strain

Predator

Cultured from a sample that consumed its neighbors, and it is across the slide before you look up.

Hunters hit harder and rush the enemy. Race to their generators.

  • hunter: +20 attack
Starts specialized: Hunters
Strain

Ravenous

Cultured to feed on whatever it kills. The more it eats, the less it stops.

Hunters attack faster and heal 15 health on every kill. Snowball down the line.

  • hunter: +10 attack rate (faster)
  • hunter: heal 15 on kill
Starts specialized: Hunters
Strain

Miasma

Grown in the fume hood. Its byproducts outlast the colony that made them.

Your poison lingers, and dying cells release it. Attrition wins.

  • toxin: +poison on hit (150 damage over 1s)
  • Poison lasts 50% longer.
  • Dying cells release 200 damage over 1.3s to nearby enemies.
Starts specialized: Toxin
Strain

Blister

Touch it and you carry the burn home with you.

Your Toxin cells take an extra hit, and anything that lands a blow on them gets poisoned back for 150 damage over 1s. Hit them and regret it.

  • toxin: +15 health
  • toxin: poison attackers when struck (150 damage over 1s)
Starts specialized: Toxin
Strain

Symbiosis

A cooperative culture that feeds its own. Starve it and it shares, wound it and it mends.

Starts with a healer that mends more and reaches further, plus +1 Biomass a round. Out-scale them.

  • symbiont: +1 range
  • symbiont: +20 healing per heal
  • +1 Biomass every round.
Starts specialized: Menders
Strain

Renewal

A patient culture that plants itself between the wounded and everything else, and simply will not stop knitting shut.

Your Menders taunt nearby enemies, regenerate 20% max health a second, and start with +30 health. Turn your healer into the wall.

  • symbiont: +30 health
  • symbiont: taunts nearby enemies
  • symbiont: regenerates 20% max HP/sec
Starts specialized: Menders
Strain

Barrage

Cultured behind blast glass and taught to keep its distance. It shells the far wall long before anything reaches it.

Starts with a Lobber that reaches further and takes a hit. Bombard them from range.

  • lobber: +30 health
  • lobber: +1 range
  • stinger: +1 range
Starts specialized: Lobbers
Strain

Cluster

A spore sac that does not just land. It goes off wider and messier than it should.

Lobber splash reaches 1 tile further and hits 15% harder, plus +10 Lobber health. Blast a wider hole.

  • lobber: +10 health
  • splash reaches +1 tile
  • +15% splash damage
Starts specialized: Lobbers
Strain

Patience

Slow, careful, in no hurry. It only needs one good shot.

Stingers get +1 range. That is the whole strain, a quiet pick for a role that does not need help.

  • stinger: +1 range
Starts specialized: Stingers
Strain

Crossfire

It does not pick a target. It picks two.

Stingers attack 2 enemies at once. Nothing else. The double hit is the whole strain.

  • stinger: +1 attack target
Starts specialized: Stingers
Strain

Pyre

A colony that burns hottest as it dies, and now it burns everything nearby too.

Every hit poisons for 120 damage over 0.8s. When a generator falls, the area is doused for 300 damage over 2s and the rest of the colony surges. Trade into a cloud.

  • splitter: +poison on hit (120 damage over 0.8s)
  • Dying cells release 300 damage over 2s to nearby enemies.
Starts specialized: Splitters
Strain

Gravid

Grown to divide heavy. Every split leaves behind something that barely counts as smaller.

Splitters get +15 health, and split children inherit 50% of your stats instead of the base 35%. Feed it hits, get more Splitter for it.

  • splitter: +15 health
Starts specialized: Splitters
Strain

Bedrock

A wall strain that does not so much die as calve. Break off a piece and the piece keeps standing.

When a Wall cell finally dies, one more Wall cell grows in its place. Outlast them twice.

  • wall: spawn a replacement on death
Starts specialized: Walls
Strain

Vigor

No fixed shape. Whatever three specialists it becomes, it becomes them better.

Its three generators each specialize into a different role, and it does all of them a little better. A jack of three trades.

  • All: +20% health
  • Ranged: +1 range
  • All: +20% attack / healing
  • All: heals 10% max HP on hit
  • No starting specialization, and its three generators always end up in three different roles.
Strain

Aegis

No fixed shape either, just thicker everywhere it goes.

Its three generators each specialize into a different role, every one of them thicker and harder to kill. Built to still be standing at the end.

  • All: +30% health
  • Ranged: +1 range
  • All: +5% attack / healing
  • The whole colony takes 6% less damage.
  • No starting specialization, and its three generators always end up in three different roles.