Sprocket KnightFront line
A tin-plated knight who holds the road behind a riveted shield.
Shield Bash Every few swings, stuns the enemy in front of it.
Gold arrives automatically. Choose from 18 fighters, capture relays, and flank your rival across a larger valley.
Eighteen units. You take five into each battle. Steel damage is blocked by armor, and Arc damage is blocked by shields, so mix your team.
A tin-plated knight who holds the road behind a riveted shield.
Shield Bash Every few swings, stuns the enemy in front of it.
Flings crackling bolts over the front line. Hits fliers.
Chain Zap Every bolt jumps to two more enemies.
A walking powder keg that sprints at the nearest enemy and goes boom.
Kaboom Explodes on contact. Double damage to towers.
Floats behind your army, welding dents shut with a healing beam.
Reboot Brings the last fallen unit in its lane back to life.
A slow iron golem with armor thick enough to shrug off swords.
Taunt Nearby enemies are forced to attack it.
A buzzing gyrocopter that drops bombs on healers and back-line units.
Flying Only gunners, snipers, towers and the keep can hit it.
Lies back with a scope the length of a lamppost. Hits fliers.
Headshot Instantly finishes enemies below a third of their health.
A steam-powered ram that ignores units and charges straight at your walls.
Siege Triple damage to towers and the keep.
Scrambles enemy circuits with a buzzing purple hex.
Hex Slows a group and makes it take 35% more damage.
A walking fortress that shakes the valley with every step. One at a time.
Ground Stomp Stuns and damages everything around it. Can't hit fliers.
A cold-hearted cannon bot that keeps fast enemies from reaching your line.
Chill Each shot slows its target by 35% for 2 seconds. Hits fliers.
A walking furnace that clears clusters of small bots.
Flame Cone Rapid bursts splash nearby ground enemies.
A towering shield bot that protects the army behind it.
Cover Nearby allies take 20% less damage. Cover does not stack.
A nimble courier built to seize ground before the heavy army arrives.
Fast Capture Moves quickly and counts as two fighters when capturing a relay.
A lightning drone that challenges enemy aircraft and shocks support lines.
Forked Lightning Arc shots jump to another enemy. Hits ground and air.
Three scrappy little robots pour out of one deployment crate.
Strength in Numbers One purchase sends three fighters. Strong at capturing; vulnerable to splash.
A rolling power cell that gives nearby allies a burst of energy.
Charge Pulse Every 9 seconds, boosts nearby allies' movement and attack speed for 4 seconds.
A slow drilling machine that pulverizes walls and packed defenders.
Fault Line Splash attacks deal 2.5× damage to towers and keeps. Ground only.
Pick one. Send your hero to any road, fire its ability, and watch it level up as it fights.
A storm-forged champion who charges the thick of the fight.
Thunder Leap Leaps onto the biggest enemy group and stuns it. Passive: a static aura shocks enemies nearby.
A brilliant engineer who never goes anywhere without her toolbox.
Pop-up Turret Drops a turret that shoots for 15 seconds. Passive: repairs nearby units and towers.
A silent blade that slips through the lines to hunt the enemy's most valuable unit.
Mark for Death Teleports to the priciest enemy nearby and strikes hard. Passive: invisible while moving.
Each road has a stone pad by your keep. Build there, upgrade twice, or sell for half.
Take two into battle. They fire on the road you have selected.