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.
KindRoleTierTrait171 shown
Nothing matches those filters.
Specializations
7iA 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
17iPick 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
25iBoons 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
80iMods 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.
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.
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
34iColony 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
8iActions 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.