Compendium

Every specialization, strain and card in the game, straight from the game's own data. Filter by role to see only what matters to the colony you're building. Costs are in Biomass, the run's currency.

Specializations

7A generator starts as a plain, unspecialized feeder. Draft a specialization card to turn it into one of seven roles, each with its own base stats and combat behavior.
HuntersT1 · 3
Fast, fragile cells that rush enemy generators.
Flavor

A lean strain bred for one instinct: reach the enemy generator before anything reaches them.

60 HP30 attack1 rangemoves 15/sattacks 7.5/sspawns every 1.3s
  • beelines for the enemy generator, not just the nearest cell
WallsT1 · 3
Very tanky, slow cells that block, with 3 taunt range to pull nearby enemies off your generators.
Flavor

A thick-membraned strain that plants itself and dares anything to get past.

250 HP20 attack1 rangemoves 2.5/sattacks 5/sspawns every 2.4s
  • taunts within 3, forcing those enemies to attack it first
  • holds ground instead of advancing
SplittersT1 · 3
On death, spawns 2 children at 35% of its health.
Flavor

Cut one loose and two grow back. This culture treats death as a chance to divide.

50 HP10 attack1 rangemoves 5/sattacks 5/sspawns every 1.5s
  • splits into two cells on death
ToxinT2 · 4
poisonon-hitwhen struck
Fragile cells that poison on hit (300 damage over 2s) and poison anything that strikes them (80 damage over 3s). When one dies it leaves its tile toxic for 1s, poisoning each enemy that steps in (80 damage over 3s).
Flavor

A weeping strain that leaves more damage behind than it deals up front.

50 HP10 attack1 rangemoves 7.5/sattacks 7.5/sspawns every 1.7s
MendersT2 · 4
sustainoverheal
Sturdy healers that chase wounded allies and restore +40 health per heal. Healing past full becomes bonus health, up to a quarter of the mended cell's maximum. They only fight back once the dish starves.
Flavor

A caretaker culture, more interested in mending the dish than fighting for it.

80 HP5 attack2 rangemoves 5/sattacks 5/sspawns every 2s
  • heals wounded allies instead of attacking
LobbersT2 · 4
Fragile, long-range artillery that lob splash shots at the target and its neighbors.
Flavor

Thin-walled and short-lived, but it can lob a payload clear across the dish.

50 HP20 attack3 rangemoves 5/sattacks 3/sspawns every 1.7s
  • splash damage that hits the target and its neighbors
StingersT2 · 4
Fragile, slow snipers that pick off one enemy at a time from range.
Flavor

Patient and precise. It picks its target from across the slide and does not miss twice.

50 HP30 attack2 rangemoves 3/sattacks 5/sspawns every 1.7s

Strains

17Pick a strain at the start of every run. It's a permanent, always-on identity for that run (a passive edge plus a starting specialization), not something you draft mid-run.
Strain

Brood

Flavor

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

Splitters spawn faster and leave four children, not two, each 10% smaller. Overwhelm with sheer numbers.

  • Splitters: +2 spawn rate (faster)
  • Splitters: -10% stats on split children
  • Splitters leave +2 children on death
Starts specialized: Splitters
Strain

Bulwark

Flavor

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

Walls are tougher and reflect damage. Outlast everything.

  • Walls: +25% health
  • Walls: reflects 7 damage
Starts specialized: Walls
Strain

Predator

Flavor

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

Hunters hit 20% harder, carry 10% more health, and phase past the first taunt in their way. Race to their generators.

  • Hunters: +10% health
  • Hunters: +20% attack / healing
  • Hunters phase past the first taunt
Starts specialized: Hunters
Strain

Ravenous

Flavor

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

Hunters carry 20% more health and attack far faster, but move slower. Every hit one lands gives that cell +1 attack damage for the rest of the fight, and every kill heals it 10% of its health. Feed it a wall and it never stops growing.

  • Hunters: +20% health
  • Hunters: -10 move speed (slower)
  • Hunters: +10 attack rate (faster)
  • Hunters: every hit gives that cell +1 attack for the rest of the battle
  • Hunters: heals 10% max HP on kill
Starts specialized: Hunters
Strain

Miasma

Flavor

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

Every hit your Toxin cells land gasses everything standing beside them, and each one bursts when it dies. Attrition wins.

  • Toxin: poison nearby enemies on every hit (44 damage over 2s)
  • Toxin: release poison nearby when they die (100 damage over 2s)
Starts specialized: Toxin
Strain

Blister

Flavor

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 for the trouble. Your poison lingers longer, too. Hit them and regret it.

  • Toxin: +25% health
  • Toxin: poison attackers when struck (40 damage over 3s)
  • Poison lasts +40%
Starts specialized: Toxin
Strain

Symbiosis

Flavor

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

Starts with a healer that mends more, reaches further, and banks its wasted healing as bonus health, plus +1 Biomass a round. Out-scale them.

  • +1 Biomass / round
  • Menders: +1 range
  • Menders: +20 healing per heal
Starts specialized: Menders
Strain

Cautery

Flavor

A caretaker culture that learned to close a wound by burning it shut. The dish goes quiet afterwards, and so does whatever was standing too near the work.

Your Menders fight through their own healing, scalding the nearest enemy every time they patch someone up. The harder they mend, the worse the burn.

  • Menders: +20 healing per heal
  • Menders: strikes the nearest enemy for 15% of each heal
Starts specialized: Menders
Strain

Renewal

Flavor

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

Your Menders get 3 taunt range, reflect damage, regenerate 20% max health a second, and start with +30 health. Turn your healer into the wall.

  • Menders: +30 health
  • Menders: reflects 7 damage
  • Menders: +3 taunt range
  • Menders: regenerates 20% max HP/sec
Starts specialized: Menders
Strain

Barrage

Flavor

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.

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

Cluster

Flavor

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.

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

Patience

Flavor

Slow, careful, in no hurry. It never fires at just one thing.

Stinger shots ricochet to a second enemy for 75% damage, searching 1 tile further. Every shot finds another mark.

  • Stingers: attacks bounce to 1 more enemy for 75% of the damage, reaching 1 tile further per bounce
Starts specialized: Stingers
Strain

Crossfire

Flavor

It does not pick a target. It picks two.

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

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

Gravid

Flavor

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

Splitters get +30% health and leave one child, not two, and it inherits 60% of your stats instead of the base 35%. Fewer, bigger.

  • Splitters: +30% health
  • Splitters: +25% stats on split children
  • Splitters leave -1 child on death
Starts specialized: Splitters
Strain

Bedrock

Flavor

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.

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

Vigor

Flavor

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.

  • No starting specialization; three generators, three different roles
  • All: +20% health
  • Ranged: +1 range
  • All: +20% attack / healing
  • All: heals 10% max HP on hit
Strain

Aegis

Flavor

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.

  • No starting specialization; three generators, three different roles
  • All: +30% health
  • Ranged: +1 range
  • All: +5% attack / healing
  • Colony takes 11% less damage

Boons

25Boons are offered between rounds, not drafted from the shop. Most last the rest of the run, and a few only pay off with the roles they name already on your board.
WindfallOne time
+6 biomass right now.
Flavor

A good harvest, banked fast.

Run economy
VitalityOngoing
+4 run health each round.
Flavor

The colony learns to heal between fights, not just during them.

Run economy
Second ThoughtsEach round
One extra free reroll, and one extra return at a full refund.
Flavor

Nothing is ever really bought. Only borrowed, and often returned.

Run economy
CarapaceOngoing
Your cells take 10% less combat damage.
Flavor

Every membrane a little thicker than it needs to be.

Venom TouchOngoing · 2
Every cell poisons whatever it hits (100 damage over 2s).
Flavor

Nothing touches your cells without carrying something back.

BristleOngoing
Every cell reflects 8 damage back at whatever hits it.
Flavor

The colony stopped waiting to be hit first.

Spore BurstOngoing · 2
A dying cell releases poison into whatever's nearby (60 damage over 2s).
Flavor

Death was never going to be quiet.

Second WindOngoing
Losing a generator makes the rest spawn 20% faster.
Flavor

Loss is just fuel it hasn't burned yet.

Lingering ToxinOngoing
Poison lasts 40% longer.
Flavor

The poison outlives the fight that started it.

VirulenceOngoing
Poison deals 20% more damage.
Flavor

The same dose, and a great deal less time to survive it.

Quick KnitOngoing
Every heal your colony lands restores 20% more.
Flavor

Torn tissue closes before the next blow lands.

Quiet GrowthOngoing
Your cells regrow 10% of their health each second.
Flavor

The colony mends itself in the gaps between blows.

Dense TissueOngoing
Your cells have 10% more health.
Flavor

The same cells, packed a little tighter than they need to be.

Well FedOngoing
Your cells attack and heal for 5% more.
Flavor

A fed colony does everything it does a little harder.

Hardened NestOngoing
Your generators take 20% less damage.
Flavor

The nest grew a skin worth chewing through.

OvergrowthOngoing · 2
Your Splitters leave one extra child behind.
Flavor

One more mouth to feed, every single time.

Splitter
Twin TouchOngoing
Your Menders heal 1 extra target.
Flavor

A healer that can see past the nearest wound.

Mender
Barbed RetaliationOngoing
Your Walls deal 20 bonus damage whenever they land an attack.
Flavor

The wall hits back before it even notices it's hitting.

Wall
Ghost RushOngoing
Your Hunters ignore the first 2 taunts.
Flavor

The first taunt barely registers anymore.

Hunter
Wide BloomOngoing
Your Lobbers' splash reaches 1 tile further and hits 30% harder.
Flavor

The blast doesn't ask who's standing nearby.

Lobber
ReboundOngoing
Your Stingers' attacks bounce to 1 more enemy for 30% damage.
Flavor

The barb finds a second host on its way past.

Stinger
OverreachOngoing
Your ranged cells reach 1 tile further.
Flavor

They strike from a step further out than they should be able to.

Mender Lobber Stinger
Long ShadowOngoing
Your Walls pull enemies in from 2 tiles further away.
Flavor

The wall's pull reaches well past its arms.

Wall
Overlord's GambitOne time · 1
Once two of your generators fall, wipe every cell from the board and raise a fresh cell for each enemy generator still standing.
Flavor

When the walls fall, so does everything holding the swarm back.

Standing OrdersEach round
The first time one of your generators is attacked, strike down the nearest enemy cell. Only one.
Flavor

Someone is always watching the gate.

Modifiers

80Mods attach to one generator and change the cells it spawns. A generator's mods stack, and armor mods layer outward.
SharpT1 · 2
+8 attack.
Flavor

A honed edge, grown for the kill.

Thick MembraneT1 · 2
+60 health.
Flavor

The membrane thickens, and the world outside gets a little harder to reach.

CarapaceT1 · 2
+40 health.
Flavor

A hardened shell grown over soft tissue.

TaprootT1 · 2
+60 generator health.
Flavor

Roots that reach deep, keeping the generator fed and standing.

Swift StrikeT1 · 3
+5 attack rate (faster attacks).
Flavor

Every strike lands a beat faster than the last.

Long ReachT1 · 2
ranged
+1 range.
Flavor

Longer cilia make for a longer strike.

Needs a ranged generator (Mender, Lobber, or Stinger).
Biomass InfusionT1 · 3
This generator's cells gain +20 health and +4 attack.
Flavor

A richer feed, and every cell it touches grows stronger for it.

Fertile MoundT1 · 2
+2 spawn rate (faster spawns).
Flavor

The generator swells, pushing out new cells faster than before.

Brittle EdgeT1 · 2
+12 attack, but -20 health.
Flavor

All edge, no cushion. It trades its own membrane for a sharper blow.

VenomousT2 · 3
poisonon-hit
On hit, poisons the target (300 damage over 2s).
Flavor

A toxin bred into the cell itself, delivered with every touch.

BarbedT2 · 3
reflectwhen struck
Reflects 22 damage.
Flavor

Spines grown outward, so anything that presses in regrets it.

Needs a Wall.
Wall
HulkingT2 · 4
+120 health.
Flavor

Mass for its own sake. It simply refuses to stop being there.

FrenzyT2 · 4
+10 attack rate (much faster attacks).
Flavor

The cell forgets to rest between strikes.

Deep RootsT2 · 4
+50% generator health.
Flavor

Roots sunk so deep the generator forgets how to fall.

Rich SerumT2 · 3
sustainranged
Restores +40 health per heal.
Flavor

A denser broth for the healers to draw from.

Needs a Mender.
Mender
Evolves into 2
SaturationT2 · 4
sustainoverhealranged
Turns +15% more of a wasted heal into bonus health, and banks up to +25% more of the mended cell's maximum.
Flavor

Broth pushed past what the membrane can hold. The surplus clings to the outside and hardens.

Needs a Mender.
Mender
Gilded SerumT3 · 7
sustainoverhealranged
Restores +60 health per heal, turns +20% more of a wasted heal into bonus health, and banks up to +40% more of the mended cell's maximum.
Flavor

The broth no longer soaks in. It sets, plate over plate, until the wound is armour.

Needs a Mender.
Mender
Evolved from
ExothermT2 · 4
flareranged
Each heal also strikes the nearest enemy cell in range for 10% of the health restored.
Flavor

Knitting a wound shut is a reaction, and this one runs hot. Every scrap of tissue it lays down sheds the heat somewhere, and the somewhere is whatever is standing closest.

Needs a Mender.
Mender
Searing SerumT3 · 7
sustainflareranged
Restores +60 health per heal, and each heal also strikes the nearest enemy cell in range for 25% of the health restored.
Flavor

The barb went into the broth whole and never dissolved. The wounds still close. Everything else in reach comes away scorched.

Needs a Mender.
Mender
Evolved from
RegenerateT2 · 4
sustain
Restores 15% of max health every second.
Flavor

Tissue that knits itself shut, one second at a time.

Needs a Wall.
Wall
Glass SpinesT2 · 3
+16 attack, but -30 health.
Flavor

Edges sharp enough to cut, thin enough to shatter.

Ponderous ShellT2 · 4
+160 health, but -5 attack rate (slower attacks).
Flavor

A shell so heavy it forgets to hurry.

Pack InstinctT2 · 4
+8 attack and +30 health.
Flavor

They hunt closer together, and closer together they hit harder.

Needs a Hunter.
Hunter
Evolves into 1
Grasping CiliaT2 · 4
poisonwhen struck
+40 health and +2 taunt range. Poisons anything that strikes it (60 damage over 2.1s).
Flavor

Cilia that latch on and refuse to let go, dragging prey straight through the poison.

Needs a Toxin.
Toxin
ProlificT3 · 5
+5 spawn rate (much faster spawns).
Flavor

The generator stops pacing itself.

ApexT3 · 6
reflectwhen struck
+120 health, +4 attack, and reflects 15 damage.
Flavor

The top of its line. Bigger, sharper, and it knows it.

Evolves into 1
Apex DominionT3 · 7
reflectwhen struck
+150 health, +9 attack, reflects 15 damage, and the whole colony takes 8% less damage.
Flavor

The strongest cell stops fighting for itself. The whole colony hardens under its reign.

Evolved from
JuggernautT3 · 7
+240 health and +3 taunt range.
Flavor

An unstoppable mass that simply will not be ignored.

Needs a Wall.
Wall
Evolves into 1
AssassinT3 · 6
+8 attack, and +5 attack rate (faster).
Flavor

Faster in, faster out, gone before the dish notices.

Needs a Hunter.
Hunter
Evolves into 1
Corrosive AegisT3 · 6
+140 health and +3 taunt range.
Flavor

A toxic bulwark that poisons all it draws in.

Needs a Toxin.
Toxin
Evolves into 1
BroodmotherT3 · 6
+60 health, +5 attack, and +25% bigger children.
Flavor

Bigger splitters leave bigger children.

Needs a Splitter.
Splitter
Evolves into 1
TransfusionT3 · 6
sustainranged
Restores +50 health per heal, reaches +1 further, and gains +60 health.
Flavor

A richer draw and a longer reach. The healer becomes something closer to a lifeline.

Needs a Mender.
Mender
Evolves into 1
Siege EngineT3 · 6
ranged
+12 attack and +80 health.
Flavor

Heavy artillery that can take a hit.

Needs a Lobber.
Lobber
Evolves into 1
DeadeyeT3 · 6
ranged
+16 attack, +5 attack rate (faster attacks), and +1 range.
Flavor

One shot, further out, and it never needs a second.

Needs a Stinger.
Stinger
Evolves into 1
BrambleT2 · 3
reflectwhen struck
Reflects 15 damage, and +30 health.
Flavor

Thorns grown thick enough to double as armor.

DecoyT1 · 2
+30 health and +1 taunt range.
Flavor

A softer target, and it makes sure everyone notices.

Toxic RuptureT1 · 230 HP
poisonarmoron-death
On death, poisons nearby enemies (150 damage over 2s).
Flavor

Dying only releases what it was holding back.

Evolves into 3
PoxT1 · 240 HP
poisonarmoron-hit
On hit, poisons the target (200 damage over 2s).
Flavor

Every touch leaves something behind that keeps working long after.

Evolves into 1
RecoilT1 · 260 HP
reflectarmorwhen struck
Reflects 11 damage.
Flavor

Press against it and the wound presses back.

Evolves into 2
Clotting CystT1 · 260 HP
sustainarmorwhen struck
When struck, heals this cell 20% of the damage taken.
Flavor

A cyst that seals over every wound almost as fast as it opens.

SporelingT2 · 430 HP
armoron-death
On death, spawns 1 cell.
Flavor

Even torn open, it has one more spore left to release.

Evolves into 4
LeechT1 · 240 HP
sustainarmoron-kill
On a kill, heals this cell 50.
Flavor

It feeds on what it kills, and hunts stronger for it.

Evolves into 2
Plague BloomT3 · 530 HP
poisonarmoron-deathon-hit
On hit, poisons the target (200 damage over 2s). On death, bursts into more poison (250 damage over 2s).
Flavor

A culture that poisons everything it touches and detonates the rest on the way out.

Evolved from
Iron RecoilT3 · 460 HP
reflectsustainarmorwhen struck
+50 health. Reflects 18 damage. When struck, heals this cell 20% of the damage taken.
Flavor

Armor plated over a wound that never stops closing.

Evolved from
Martyr's CryT3 · 630 HP
poisonarmoron-death
On death, spawns 2 cells and poisons nearby enemies (150 damage over 2s).
Flavor

Its last act is the loudest: two heirs and a cloud of poison, all in the same breath.

Evolved from
BloodgorgeT3 · 540 HP
sustainarmoron-killwhen struck
On a kill, heals this cell 50. When struck, heals this cell 20% of the damage taken.
Flavor

It grows fat on every wound, its own and everyone else's.

Evolved from
ParasiteT3 · 530 HP
poisonsustainarmoron-deathwhen struck
On death, poisons nearby enemies (150 damage over 2s). When struck, heals this cell 20% of the damage taken.
Flavor

It bleeds a stranger's strength into its own, and leaves one more toxin behind when it finally dies.

Evolved from
Brood NurseT3 · 530 HP
sustainarmoron-death
On death, spawns 1 cell and heals nearby allies 40.
Flavor

Its dying breath tends to the colony: one last child, one last mercy.

Evolved from
MatriarchT3 · 6
sustain
+80 health, +9 attack, +40% bigger children, and restores 20% of max health every second.
Flavor

The old mother at the heart of the colony. Every child she leaves is nearly her equal.

Needs a Splitter.
Splitter
Evolved from
MoltT2 · 340 HP
armoron break
When this layer breaks, it bursts into 2 cells.
Flavor

What it sheds still has fight left in it.

Bile SacT2 · 330 HP
poisonarmoron break
When this layer breaks, it poisons nearby enemies (990 damage over 2s).
Flavor

Puncture it and the air itself turns hostile.

Shrapnel PlateT2 · 450 HP
armoron break
When this layer breaks, it deals 160 damage to nearby enemies.
Flavor

It doesn't just break. It goes off.

Toxic BloatT2 · 330 HP
poisonarmoron-death
On death, poisons nearby enemies (300 damage over 2s).
Flavor

It doesn't just leak when it dies. It erupts.

Chitin PlateT2 · 350 HP
armor
50 armor. Regrows 20/sec when it hasn't been hit recently.
Flavor

A shell that seals its own cracks, given a moment's peace.

Evolves into 3
Suture PlateT3 · 660 HP
armor
60 armor. Regrows 26/sec when it hasn't been hit recently. All of your colony's healing is 30% stronger.
Flavor

The shell and the flesh under it close their wounds together.

Evolved from
IronshellT3 · 6150 HP
armor
150 armor. Regrows 20/sec when it hasn't been hit recently.
Flavor

Layer on layer, until the shell stops being a shell.

Evolved from
Fracture ShellT3 · 590 HP
armoron break
90 armor. Regrows 20/sec when it hasn't been hit recently. When this layer breaks, it deals 240 damage to nearby enemies.
Flavor

It keeps one answer back, and saves it for the moment it fails.

Evolved from
Last RitesT2 · 330 HP
sustainarmoron-death
On death, heals nearby allies 60.
Flavor

Its last act isn't for itself. It's for whoever's still standing.

Caustic BarbT3 · 560 HP
poisonreflectarmorwhen struck
Reflects 15 damage, and poisons attackers (150 damage over 2s).
Flavor

Every strike against it comes back twice: once from the spines, once from what's on them.

Evolved from
Spore VectorT3 · 530 HP
poisonarmoron-deathon-hit
On hit, poisons the target (200 damage over 2s). On death, spawns 1 cell.
Flavor

It leaves a mark on everything it touches, and one more spore when it finally goes.

Evolved from
Reactive FeastT3 · 540 HP
reflectsustainarmoron-killwhen struck
On a kill, heals this cell 50. Reflects 11 damage.
Flavor

It grows stronger with every kill, and answers every blow in kind.

Evolved from
Apex PredatorT3 · 6
sustainwhen struck
+16 attack, +10 attack rate (faster). +1 taunt ignore: each of your Hunters phases past its next taunt. When struck, heals this cell 10.
Flavor

It hunts alone, it walks through the wall sent to stop it, and it barely notices being hit.

Needs a Hunter.
Hunter
Evolved from
Toxic ColossusT3 · 6
poisonon-deathwhen struck
+140 health and +3 taunt range. When struck, poisons the attacker (200 damage over 2s). On death, bursts into more poison (250 damage over 2s).
Flavor

Nothing that strikes it walks away clean, and its death is one last toxic word.

Needs a Toxin.
Toxin
Evolved from
Twin FangT3 · 6
poisonon-hitranged
+12 attack, +5 attack rate (faster), +1 range, and +1 attack target. On hit, poisons the target (200 damage over 2s).
Flavor

Where one shot used to be enough, now two land, and both leave poison behind.

Needs a Stinger.
Stinger
Evolved from
WolfpackT3 · 6
sustainon-hit
+16 attack, +45 health. On a hit, this cell gains +1 attack damage and heals 3.
Flavor

The pack doesn't just hunt together anymore. Every bite it takes feeds the next one.

Needs a Hunter.
Hunter
Evolved from
Final BroodT3 · 660 HP
armoron-death
+70 health. On death, spawns 3 cells.
Flavor

Its last act commits the whole colony: three heirs, kept safe under one final shell.

Evolved from
Bastion ColonyT3 · 7
reflectwhen struck
+240 health, +3 taunt range, and reflects 15 damage when struck. Also, the whole colony takes 10% less damage.
Flavor

One wall stops answering for itself. It answers for everyone.

Needs a Wall.
Wall
Evolved from
Hive CommunionT3 · 7
sustainon-deathranged
Restores +50 health per heal, reaches +1 further, and gains +60 health. On death, heals an ally 80. Also, your healers gain +1 heal target.
Flavor

One healer's death used to be a loss. Now it's a promise kept to the whole hive.

Needs a Mender.
Mender
Evolved from
Saturation BarrageT3 · 7
poisonon-hitranged
+12 attack and +80 health. On hit, poisons the target (200 damage over 2s). Also, your Lobbers' splash reaches 1 tile further and hits 15% harder.
Flavor

No corner of the field is safe once the shelling saturates it.

Needs a Lobber.
Lobber
Evolved from
CallusT1 · 225 HP
armor
+30 generator health.
Flavor

The generator toughens where it keeps getting hit.

Evolves into 2
Bastion RootsT2 · 445 HP
armor
+25% generator health.
Flavor

Roots braided into a wall, holding the generator up from below.

Evolves into 1
Thorn HuskT3 · 645 HP
armor
+40 generator health and 45 armor. Anything that strikes one of your generators takes 8 damage back.
Flavor

The crust grew barbs where the blows kept landing.

Evolved from
Scar TissueT3 · 560 HP
sustainarmorwhen struck
+40 generator health and 60 armor. When struck, heals this cell 25% of the damage taken.
Flavor

Every wound closes a little thicker than the last one.

Evolved from
StonerootT3 · 780 HP
armor
+25% generator health and 80 armor. All of your generators take 20% less damage.
Flavor

The roots run down past the soil and set like stone.

Evolved from
Bulwark MembraneT2 · 445 HP
armor
+50 health and +2 taunt range.
Flavor

A thickened membrane that pulls attackers in and holds.

Lingering FieldT2 · 3
Death tiles from this generator stay toxic 2s longer, spread 1 tile further toward the enemy, and root whatever walks in for 0.3s.
Flavor

The cell is gone. What it was carrying is not, and the agar remembers.

Needs a Toxin.
Toxin
Dead ZoneT3 · 6
+40 health. Death tiles from this generator stay toxic 4s longer, spread 1 tile further toward the enemy, and root whatever walks in for 0.3s.
Flavor

Ground you cannot cross is ground you do not hold.

Needs a Toxin.
Toxin
Arc ShotT2 · 3
ranged
Attacks bounce to 1 more enemy for 50% of the damage.
Flavor

The barb does not stop at the first membrane. It finds the next one, and the next.

Needs a Stinger.
Stinger
RicochetT2 · 4
ranged
+8 attack. Attacks bounce to 1 more enemy for 15% more of the damage, reaching 1 further per bounce.
Flavor

Angles all the way down. Each carom is weaker and lands further out.

Needs a Stinger.
Stinger
CascadeT3 · 6
ranged
+16 attack, +40 health. Attacks bounce to 2 more enemies for 20% more of the damage.
Flavor

One shot, and the whole line goes down like a row of struck cultures.

Needs a Stinger.
Stinger

Colony buffs

34Colony buffs apply to your whole board at once, not to a single generator. Many are gated on which roles you're running.
Nutrient SurgeT2 · 4
When a generator is destroyed, the rest spawn 30% faster.
Flavor

Loss feeds what's left. The colony pushes harder when a generator falls.

PhotosynthesisT1 · 4
+1 Biomass every round.
Flavor

The colony turns light into growth, round after round.

PlagueT2 · 4
Your poison lasts 60% longer and deals 20% more damage.
Flavor

Your toxins outlive the cells that carried them.

Needs 2+ Toxin generators.
Toxin
PhalanxT2 · 4
Your Walls reflect 15 damage.
Flavor

The whole formation bristles now, not just the front line.

Needs 2+ Walls generators.
Wall
Pack HuntT2 · 4
Your Hunters gain +8 attack.
Flavor

Every hunter sharpens the ones beside it.

Needs 2+ Hunters generators.
Hunter
BloomT2 · 5
Your Splitters leave an extra child, but each one is 10% smaller.
Flavor

The whole colony learns to divide one extra time.

Needs 2+ Splitters generators.
Splitter
FermentationT1 · 4
Your cells take 10% less damage.
Flavor

Sugars break down in the dark, and the colony grows richer for it.

CommunionT2 · 4
ranged
Your Menders gain +1 range and restore +10 extra health per heal.
Flavor

The whole colony shares in the healing now, not just the wounded.

Needs 2+ Menders generators.
Mender
Spore CloudT2 · 4
Your dying cells release poison to nearby enemies (80 damage over 2s).
Flavor

Even in death, the colony has one more toxin to give.

Necrotic BloomT3 · 6
Your Splitters leave an extra child and dying cells release poison (100 damage over 2s).
Flavor

Every death spawns new life and poisons whatever caused it.

Needs 2+ Splitters generators.
Splitter
BarrageT2 · 4
ranged
Your Lobbers gain +1 range and +4 attack.
Flavor

The whole battery reaches further and hits harder.

Needs 2+ Lobbers generators.
Lobber
VolleyT2 · 4
ranged
Your Stingers gain +5 attack rate (faster attacks) and +4 attack.
Flavor

Every stinger fires in tighter succession now.

Needs 2+ Stingers generators.
Stinger
MosaicT2 · 4
ranged
Every specialized role gains +8 health and +2 attack.
Flavor

A hardy mixed board holds together where a single specialty would crack.

Needs 3 different generator roles.
Hunter Wall Splitter Toxin Mender Lobber Stinger
ConsortiumT2 · 4
+2 Biomass every round.
Flavor

A colony that specializes in everything trades any one edge for steady, compounding growth.

Needs 3 different generator roles.
BastionT2 · 4
ranged
Your Walls reflect 7 damage, and your Menders restore +5 extra health per heal.
Flavor

The wall holds the line and the healer keeps it standing.

Needs a Wall and a Mender.
Wall Mender
BlightswarmT2 · 5
Your Splitters leave an extra child, and your poison lasts 40% longer and deals 10% more damage.
Flavor

What splits keeps multiplying, and the poison that lingers spreads with it.

Needs a Splitter and a Toxin.
Splitter Toxin
Firing LineT2 · 4
ranged
Your Lobbers and Stingers gain +2 attack.
Flavor

Lob overhead while the line holds range on anything that closes in.

Needs a Lobber and a Stinger.
Lobber Stinger
VanguardT2 · 4
Your Hunters gain +4 attack, and your Walls gain +14 health.
Flavor

The rush needs a wall to launch from, and the wall needs something to launch.

Needs a Hunter and a Wall.
Hunter Wall
FortressT3 · 5
Your Walls reflect 21 damage and gain +15 health.
Flavor

Every wall in the colony locks into one unbroken line.

Needs 3+ Walls generators.
Wall
HiveT3 · 7
Your Splitters leave two extra children.
Flavor

A board of nothing but splitters barely stops dividing.

Needs 3+ Splitters generators.
Splitter
Brood NestT2 · 4
Your Splitters leave +15% bigger children.
Flavor

A warm corner of the dish where every splitter raises its young a little larger.

Needs 2+ Splitters generators.
Splitter
PandemicT3 · 5
Your poison lasts 100% longer and deals 40% more damage.
Flavor

Every toxin generator feeds the same outbreak.

Needs 3+ Toxin generators.
Toxin
Alpha PackT3 · 6
Your Hunters gain +12 attack and +30 health.
Flavor

Three hunters moving as one don't just chase. They corner.

Needs 3+ Hunters generators.
Hunter
SanctumT3 · 5
ranged
Your Menders restore +20 extra health per heal and gain +20 health.
Flavor

A colony built around one purpose keeps everyone standing longer.

Needs 3+ Menders generators.
Mender
Siege LineT3 · 5
ranged
Your Lobbers gain +1 range and +8 attack.
Flavor

Enough lobbers and the whole board is inside their range.

Needs 3+ Lobbers generators.
Lobber
Twin TouchT2 · 4
ranged
+1 heal target.
Flavor

One heal used to carry one lifeline. Now it carries two.

Needs 2+ Menders generators.
Mender
Adaptive MembraneT2 · 4
Your cells take 15% less damage.
Flavor

A colony built on three disciplines learns to shrug off a hit from any of them.

Needs 3 different generator roles.
Sunken CoreT2 · 4
Your generators take 20% less damage.
Flavor

With enough wall to dig behind, the generators sit below the reach of the fight.

Needs 2+ Walls generators.
Wall
Barbed RetaliationT2 · 4
Your Walls deal 20 bonus damage whenever they land an attack.
Flavor

The wall does not just take the hit. It answers it.

Needs 2+ Walls generators.
Wall
Wide BloomT2 · 4
ranged
Your Lobbers' splash reaches 1 tile further and hits 30% harder.
Flavor

A Lobber built for spread hits everything the blast reaches, not just the target.

Needs 2+ Lobbers generators.
Lobber
Purifying TouchT2 · 4
ranged
Your Menders wash 20% of the poison off whoever they heal, each heal.
Flavor

A Mender's touch does not just close the wound. It flushes out whatever caused it.

Needs 2+ Menders generators.
Mender
Ghost RushT2 · 4
+2 taunt ignore: each of your Hunters phases past its next 2 taunts.
Flavor

A Hunter that has learned to read a stall. It slips past the first taunts and keeps running.

Needs 2+ Hunters generators.
Hunter
QuarantineT2 · 4
Your Toxins gain +10 health and leave death tiles that stay toxic 1s longer, spread into a cross reaching 1 tile toward the enemy and 2 tiles to each side, and root whatever walks in for 0.5s.
Flavor

The colony stops fighting for the dish and starts fencing it off.

Needs 2+ Toxin generators.
Toxin
Cross VolleyT3 · 5
ranged
Your Stingers' attacks bounce to 1 more enemy for 40% of the damage.
Flavor

Three barbs in the air at once, and none of them travelling alone.

Needs 3+ Stingers generators.
Stinger

Actions

8Actions fire once. Some resolve the moment you buy them; others arm a condition and wait for it to happen during a battle.
OverbloomT1 · 2
Persists until it triggers: while you lead by 8 or more cells, bloom 2 more at your generators.
Flavor

Once the colony pulls ahead, it pushes the lead further.

AdrenalineT2 · 3
Persists until it triggers: while the enemy outnumbers you by 8 or more cells, your cells strike for +8 attack.
Flavor

The colony holds its temper until the numbers turn against it.

FortifyT2 · 3
Persists until it triggers: the first time a generator is attacked, all your generators harden (+60% health).
Flavor

Every generator waits for the first blow, then hardens as one.

ReinforceT1 · 2
Persists until it triggers: the first time a generator is attacked, all your generators harden (+30% health).
Flavor

A quick patch, held ready for the first hit that lands.

StimulantT1 · 2
Persists until it triggers: while the enemy outnumbers you by 5 or more cells, your cells strike for +4 attack.
Flavor

A lighter dose, held in reserve for the first sign of trouble.

OssifyT2 · 3
Persists until it triggers: the first time a generator is attacked, your cells harden (+60 health).
Flavor

The membranes wait for the first strike, then set hard around it.

OvergrowthT3 · 5
Persists until it triggers: on your 12th cell spawned this battle, your colony surges (+8 attack and +40 health).
Flavor

The whole culture keeps building, waiting for its moment to surge.

AmbushT2 · 3
Persists until it triggers: the first time one of your generators is attacked, strike down the 2 nearest enemy cells.
Flavor

A spore lies dormant at the generator wall, waiting for the first blow to land.